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Q1SP: "White Room"
�A biohazard outbreak at this facility has left the former occupants in a bad way. Enforcers have been sent in to clean up the mess but don�t get in their way. They aren�t on your side and will attempt to clean you up as well.�

This level was an extension of an idea that I had about creating a Quake level in an abstract way. Keep the usual shapes but take away the textures. I like how it turned out and it was great fun to experiment with using color in a much stronger way than is normally done in a Quake level.

This level is being released as a mod because I wrote a bunch of QuakeC to support it. To play it:

1) Create a directory in your Quake directory called �whiteroom�
2) Copy the �progs.dat� and �maps� directory inside the ZIP into that new directory.
3) Start Quake with the command line: �-game whiteroom +map whiteroom�

That should do it! Here are the downloads:

Player Pack
(contains the level and the associated progs.dat)
(and all the usual random MacOS gumph files that keep getting included with Willem's maps ;))

Developer Pack
(contains the source materials - the map source, the QuakeC source code and the WAD)

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I Don't Get It 
I didn't enter any exit at all as far as I could tell, the map just ended without warning. 
You walked into a slipgate covered in white textures. I failed, that should have been more obvious. At any rate, that's not the 'real' exit. Investigate the area under the lift you triggered... 
I failed

I dont think you failed. You cant please 'em all.... 
Best help of a Quake player :)

bind "TAB" "+showscores"


you always now how much to kill and how near to end you are ;) 
Liked It Quite A Bit 
someone else said it earlier but I think the fact that it doesnt go crazy with geocomp type architecture works in its favour as it doesnt become too distracting but just a distinct style. Gameplay was fun too. 
I don't have much to say about the map that hasn't already been said. Interesting concept, but kind of dull gameplay-wise.

I will however second Lardarse's comment about the missing impulse 12. I use the mouse wheel for changing weapons, and not having the CycleWeaponReverseCommand really throws off my game.

So please Willem, next time you do a QC mod, use the 1.06 source! :) 
Crashes In Fitz 0.85 
SV_TouchLinks: next != L->next - this would happen sometimes right after the map was loaded, sometimes a second after the elevator started 
does it actually crash, or just display that message and keep going?

FYI: that message indicates that fitzquake attempted to repair the linked list rather than hanging right then as previous engines do, but doesn't guarantee that the list is actually repaired and it might crash or hang later in the list anyway. The problem is caused by questionable QC practices. For more discussion, see the i3d thread here: 
To Clarify 
Fitzquake freezes after that message displays in console.

/me replays this in 0.80 
okay, that sucks if this actually causes a hang in cases that used to be okay in previous versions. I'll investigate a more proper way to fix this situation for next time. 
Just Tested... 
yes indeed, looks like my fix just caused more problems. 
I've encountered a strange issue with this map. If I start it using Fitzquake085, the map loads but almost freezes immediately. The CPU would show usage at 100%, and Fitzquake would not respond. I would have to use ctrl alt del to get out. Fitzquake085 works fine for any other map tho. This map also works fine on Aguirre Quake. This issue is not related to heapsize as it happens regardless of what I change it to. Any ideas? 
unfortunately this is a known problem in Fitzquake 085 that causes it to hang when running White Room, but there are no known workarounds.

I suggest you just play it in another engine for now, such as Aguirre's engine, or in an earlier version of Fitzquake. 
Okay, on my setup it didn't display the SV_TouchLinks: next != L->next, wasn't sure if it was the same issue 
the map was unplayable for me as well, but only because for no reason at all, impulse 12 was removed. (wtf) 
yes, the crash is related to an attempted fix of SV_TouchLinks-related crashes in other maps/mods. Somehow fixing them broke this map, so it was not a good fix. 

(right at the beginning on the elevator, about five seconds in) 

(and still no fix - qc/map...) 
it's fitzquake that is broken, not this map (presumably, since it works in other engines and older fitzquakes.) So it seems weird that willem would patch his map. 
But On The Other Hand 
why would fitzquake's fix fail only in this particular map and not in any other if it wasn't for some glitch in either qc or map setup? 
If it's the maps fault, I can't imagine what it is. As metl said, it works in other engines and earlier versions of Fitz. Logically, the problem must lie with Fitz 0.85. 
Fair Enough 
I played it in DP then (whose blood effects fit especially well here).

Still, I'm very disappointed with the two of you on principle. :) 
Directq will also work, looks really nice too 
I agree with Zwiffle's somewhat critical post #79. It did look good in my opinion but I kept thinking that the visual style is simply unnecessary because, well, it's clearly a base map. 
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