Ricky
#70 posted by Tronyn on 2011/05/09 21:23:45
the first map starts with melee comnbat. It was released in arcdemo, and no one realy complained about having to kill the zombies and dogs with an axe then. That said, it is unconventional and quite hard, so maybe I should have tossed in a GL somewhere. Sorry you didn't enjoy it, but as others have noted, it's not representative of the other maps but was just meant as an atmospheric intro to the other maps. Feel free to skip to arcanum2.
[Kona]: the idea in the last map is that all the flesh stuff is connected, and that the wizards had this giant machine to injure/destroy the Thing Beneath if it ever got out of hand.
Uh..
#71 posted by necros on 2011/05/09 21:31:47
as you walk into the gate, it says 'kill the zombies with the axe' or something like that.
so that was your own fault? :P
kona: yeah, that's the ending. those wizard guys were controlling shub and when you kill them, the button at the top allows you to use their machine against shub. you should actually have been up there during the combat (or before hand with the ring). i'm amazed you were able to win without the items up there... i usually need the MH and deflection amulet to beat it. :o
ChrisCtan: i have no idea what the error means. shambler doesn't know either, but he was being a dick. :D
are you using fitzquake085? older versions have lower limits, which is maybe why you're getting that texture limit. or try aguirre's enhance glquake maybe.
Huh
#72 posted by necros on 2011/05/09 21:32:30
crossposted. and you said you weren't gonna be here. ;)
About Vis
#73 posted by necros on 2011/05/09 21:36:16
i checked and the originals you gave me (before i edited entities) for arc1, 4 and 5 aren't vised dude. :x
ChrisCtan
#74 posted by Spirit on 2011/05/09 21:37:19
Make sure you run the latest Fitzquake. Or use Quakespasm instead. Hopefully that should fix it!
Quad Posting
#75 posted by necros on 2011/05/09 21:37:35
but in my defense, i have a very fast machine and never noticed they weren't vised, so i'm not really blaming you. i should have checked myself with r_showtris, but performance was fine for me and it never even occured to me to check.
so you can kind of blame me too.
#76 posted by Yhe1 on 2011/05/09 21:59:52
I've experienced no slowdowns on my ati 3670 with Aguirre's plus -nomtex
Hmm
#77 posted by Tronyn on 2011/05/09 22:03:05
that seems pretty much impossible, I can't imagine how that could happen, fuck. In a month when I'm back I'll find the vised ones if anyone still cares I guess.
Quakespasm/RMQ Engine runs way faster than Fitz for me for some reason.
OK - No Problem - I Saw That This Time
#78 posted by RickyT33 on 2011/05/09 22:05:45
I had another go at arcanum1 and a dab arcanum2.
Had more fun this time (knowing that i can kill the Zombies with the axe) - I think i saw the centerprint last time but i was too busy escaping the dogs to really notice it.
Arcanum1 is a cool map, i like the music as well - reminds me of Tangerine Dream :) Makes the whole thing seem kubrikesque. The lighting isn't really too dark either, it's just a dark map, set on a dark night - moody atmosphere.
I had problems with killing the Wizards on skill 2, but i did notice that the Wizards have very cool animations, their skins seemed a bit bright (maybe put dirt and blood all over them like everything else in Quake) but overall they are cool. The spiders are also very well animated. I like the way that when you kill a spider it lights the surrounding area green for the rest of eternity. Bit strange, but it cuts through the darkness and adds to the strangeness vibe.
Arcanum2 - started to get into this but I died not too far in, so i will try again later. M only criticism would be the fullbright pixels in Kell's floor texture. Didn't anyone else notice that?!?!
Having fun with this now though, and that is the main thing.
Wow Arcanum.. I Was Waiting For That !
#79 posted by Delor on 2011/05/09 22:40:24
..I've enjoyed the demo and I liked that outdoor dog-infested intro.. trees weren't so nice though.
I love outdoor setting so every effort is appreciated :)
My mod is 90% all outdoor
-Where did u get that angel statue in screenshots ? Or you did it yourself ?
-Maybe Drake mod is what I'm lookin for..
but does it support camera/cutscenes, actors, mp3, trigger sounds, push-objects, ..?
Tronyn, YOU FUCKING CUNT!!!
#80 posted by angry negke on 2011/05/10 00:11:17
It's amazing really. You always make epic levels with unique ideas and themes and even created a de facto trademark map style, yet at the same time there's this blatant disregard for common sense tech quality prevalent to varying degrees in all your releases which manages to infuriate me to no end...
I'm not even talking about my regular peeves. The performance in many of these maps is so abysmal because they are FUCKING UNVISED!!!! (1, 4, 5). Is this a fucking joke?? I demand it to be fixed! Also, the maps don't seem to have be compiled with light -extra, or at least -extra2 or 4, since there are many obvious jagged shadows. What fucking gives????
This made me angry because it kind of derailed an otherwise awesome episode.
I played this on a different computer and the low frame rate spoiled the otherwise excellent maps for me. As a matter of fact, the first map put me in an angry and overly critical mood for it seemed it didn't use any of the feedback from the demo. Being drunk while playing only made it worse.
Chose skill 2 and got my ass kicked like I asked for (very hard and died many times). Considered switching to skill 1 after the second map, but eventually didn't for whatever reason. Ammo balance was okay, but I would have wished for more health in places.
The low-supply zombie gibbing in the first level was shit, but from then on it got better. I didn't mind the trees and the rain too much, even though they are obviously VERY retro. The warlocks/hordes made for some solid trouble and frustration, too. The boss battle was surprisingly beatable compared to earlier fights. I didn't even need the items on the upper floors (and only realized there were some after the fight was over).
I lov the ikblue mix themes, especially ikblue+flesh was great. And the epic architecture/setpieces, as usual - at times it reminded me of modern Doom maps (large details areas with chaigun snipers).
First run demos: http://www.megaupload.com/?d=SN6CNM3H with lots of dying and ranting (to be watched with a pinch of salt).
I'll have to play the map again on Normal on my home machine. THE PROPERLY-COMPILED ONES, THAT IS!
Fucking Disclaimer
#81 posted by negke on 2011/05/10 00:29:20
The reason this got me so on the edge is 70% because, while I really appreciate your stuff and admire his output, such errors are totally unnecessary, especially considering your experience; and 30% because the kid discovered his new and anticipated toy was broken when unpacked it.
Hey Neg
#82 posted by necros on 2011/05/10 00:30:58
did you notice? no items fall out of the map!
No Disclaimer Required Negke
#83 posted by Tronyn on 2011/05/10 00:46:50
alright so it wasn't nearly as done as I thought. sorry, April was a panic for many reasons & I must have somehow mixed up files. I'll put out a revised version of the episode (maybe finish the other couple unfinished maps) for QEXPO, alongside Unforgiven.
#84 posted by necros on 2011/05/10 01:02:08
yeah, that'd be awesome. the techish one (arc7 i believe?) is really awesome looking.
#85 posted by negke on 2011/05/10 01:06:22
necros: Re-check arcanum3, then. And all maps have monsters in walls. But that's not the problem here.
Tronyn: No worries. Despite the rant, I did enjoy the release after all. Like surfing on a partially polluted shore - fun ride but not without splashes of bile. BUT DON'T YOU DARE MAKE THE SAME MISTAKES WITH UNFORGIVEN!!!!! ;)
#86 posted by necros on 2011/05/10 01:09:36
i see no falling out items in arc3? i fixed them all, afaik.
i intentionally left the monsters in wall for 2 reasons, i never noticed any cases where monsters were stuck in bad places and there's sometimes good reasons to stick the into walls, so that they don't move and you can use them as snipers.
I'm Going To Vis 'em
#87 posted by jt_ on 2011/05/10 02:50:34
As long as it doesn't take too damn long. Wvis.exe -level 4 -threads 8 and clight.exe -extra4 -threads 8 should be good right? I have a core i7 with 4 physical cores that are all hyperthreaded. clight.exe is mh's bengt jardup's light.exe with colour support (i think :p).
#88 posted by Zwiffle on 2011/05/10 02:53:39
I vised one of them that took most of February iirc. It was the small one.
#89 posted by necros on 2011/05/10 02:56:43
don't need to light them. just extract a prt file with bspinfo and then run wvis.
Heh - I Had A Go Before (wanted To Stretch My New CPU)
#90 posted by RickyT33 on 2011/05/10 03:13:38
I stopped it after a few minutes because I could see it was going to take hours. That was arcanum1. These maps are big and open. Not vis-friendly. Im using 4 threads at 5Ghz per thread!
Yeah
#91 posted by jt_ on 2011/05/10 03:28:24
His doesn't look like it's going to work out. Too much heat from the laptop also. :p
Shambler
#92 posted by nitin on 2011/05/10 04:23:19
or I just have a properly calibrated displayu that I use with lights off for quake maps :)
Revised Version
#93 posted by jakub on 2011/05/10 07:48:05
tronyn, thanks for reply. i'm looking forward to the new patched version. i don't like the first level and i would suggest that you leave it out, but the rest is incredible. i generated the lit files for arcanum with mhcolour and i really like it. some might say it looks quite funky... but quake doesn't have to be black/grey only.
-
jakub
Leave First Level In
#94 posted by nitin on 2011/05/10 07:52:01
just fix what's there and add more maps if they fit in (if they dont, release them spearately).
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