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New Q1SP: Ne_ruins
Here's my QExpo map!

Stuck atop frozen mountain peaks known as the Fingers of the Gods, your only way out lies in using the Altar of Storms to open a gateway and escape. You will need an ancient Rune to activate the Altar, conveniently held deep below ground in a buried city...

One lonely screenshot

This is a two map mod for Quake. (This is NOT a quoth map. DO NOT use quoth).

Engine Requirements

This mod requires a FitzQuake variant as some parts are completely unplayable without fog interpolation. If you just hate FitzQuake variants, then you will need to turn off fog from the console whenever you can't see.

Installation

unzip the pak0.pak file into a directory of your choosing, eg: /quake/ne_ruins

Running

run quake with: -zone 2048 -heapsize 192000 -game ne_ruins

Make sure 'max_edicts' (in the console) is set to AT LEAST 4096. 8192 to be safe. Failure to set this may result in the map crashing the engine. The pak0.pak contains a config file 'ne_setup.cfg' which should take care of this on it's own.

When using a fitzquake variant, make sure sv_protocol is set to 666 (or whatever your variant requires, 999 for RMQ I believe), otherwise you'll probably get invisible items or other oddities when recording demos (wink). I could not include a default protocol setting in config files because each engine has it's own protocol number.

Playing

Once the engine starts, select your skill level in the console by typing 'skill #' (Replace # with a number, 0, 1, 2, 3; for easy, normal, hard, nightmare.) Select 'New Game' from the menu.

if you want to record demos, you can use the "quicksave, disconnect, record, quickload" trick to record demos mid-map.

Additional notes

This mod includes an autosave feature. Every once in a while, you will see the message 'Saved to ne_autosave.sav'. You can press 'F8' to reload to that point and pressing attack or jump when dead will automatically load the autosave instead of restarting the map.
HOWEVER, if you quit the game and wish to load your autosaved game later, you will need to type 'load ne_autosave' into the console instead of pressing F8. F8 will function correctly AFTER the map has been loaded from the console.

Finally, I recommend playing with gl_texturemode 3 to disable bilinear filtering! :D

Download .zip (47mb)
Download .7z (37mb)
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about the buttons:
i added the ability to bind entities to other entities, so the buttons are bound to the door and when the door moves down, it takes the button with it. :)

about quad damage:
it's more than they are not ideally placed.
most of the time they are in areas before a large fight, but the fights usually take time to get going so the powerup runs out by the time you'd actually use it.
if you know what's coming, you can wait and then nab it after the event starts, but that's not a reasonable thing to expect on a first run.

custom doom maps tend to work powerups into the actual gameplay and that's something i think i should focus a bit on next time.

edit: watched your demo. you made me laugh a bit because every time you hit a button to open a door, you seem to turn at exactly the wrong angle to not see it. so it's not that it wasn't obvious, but you had just bad luck to look in the wrong direction. :P
thanks for uploading that! it's always fun watching demos. 
 
i added the ability to bind entities to other entities, so the buttons are bound to the door and when the door moves down, it takes the button with it. :)

Glorious. The power of QuakeC...

I'm going to experiment with employing things like fraps and youtube for sharing my playthroughs. There has got to be a better way. 
Binding Entities 
is a nice feature. 
 
I did get the idea that I had to jump, but since you can't control how long you're in the air, and since several golems might be stomping, you might still get juggled, in spite of jumping like a kangaroo. 
Speaking Of Which... 
The blob guys were coming from the jars, and it was the golems that could open the jars with their 'break-dancing.' The map was almost over before this occurred to me. 
Wow 
just played the final version (finally!) and was even more amazed than the earlier version. quaddicted review forthcoming at some point. necros, I think we can all agree you're the best at Q1SP. my only reservation is the underground map layout is a bit arbitrary, but if they were actually building a dungeon/excavating in a mountain it would be that way... more an issue related to my obsession with "logical indoor/outdoor layouts." The atmosphere was amazing... a strong sense of being THERE. new monsters and gameplay stuff was great. you used hexen2 stuff and showed what a potential it had. the golems were really cool, it's too bad hexen 2's gameplay sucked, but good to know you rescued hexen2 content from eternal lameness! 
 
> good to know you rescued hexen2 content from eternal lameness!


er, to each their own I guess. 
Hmm 
personally i didn't catch that all hilarious thoughts/opinions about ne_ruins , it's pretty boring in terms of gameplay/construction


i've wouldn't be never compare it with the kinn's levels for example.... 
You Think Ne_ruins Has 'boring Construction'? 
and you're criticizing it for not being up to the standards of Marcher?

kind of fucking harsh, I think. 
Thanks! 
looking forward to the review!

and yeah, i know exactly what you mean by arbitrary. but i found that's kind of just my 'style' you know? i stopped fighting it and just let it go now. :) 
Kind Of Fucking Harsh, I Think. 
there's no fucking harsh, just a random thought,

there's much better work from necros for example his last or woteva, with a dragging corpse , forgot the name of map

about "boring construction" _ everything is looking the fucking same , believe me , ive been playing oblivion for ages

there's no fucking harsh, just a random thought 
Random Thought 
Necros maps make me cum!

LOL

I agree with tronyn,Necros is a living legend! 
 
I want to coop this but the client keeps crashing.

Server is:
./quakespasm -dedicated -game ne_ruins -deathmatch 0 +coop 1 +teamplay 1 -zone 2048 -heapsize 192000 +max_edicts 8192 +sv_protocol 666

Client is:
./quakespasm +connect server.address -game ne_ruins +max_edicts 8192 -zone 2048 -heapsize 192000

Both Archlinux, QuakeSpasm 0.85.4. The client segfaults once the server is running the ne_ruins.bsp map.


FITZQUAKE 0.85 SERVER (30781 CRC)


Ruins
Using protocol 666
Warning: 564 models exceeds standard limit of 256.
Warning: 327 sounds exceeds standard limit of 256.
Warning: 56662 faces exceeds standard limit of 32767.
Warning: 64740 marksurfaces exceeds standard limit of 32767.
Warning: 58594 clipnodes exceeds standard limit of 32767.
--> client to server keepalive
Segmentation fault


Am I missing something obvious? 
 
i don't know if the progs works with coop, tbh...

there are some graphical stuff that will definitely malfunction in multiplayer, but there are changes to some fundamental things (or ways i chose to do things) that may explode if there are more than 1 client in the map. :S 
 
actually on further thought, i'm not sure how accurate my previous post was. i was thinking about a different progs where i had ripped out most of the multiplayer code, but the ruins code wasn't the same one.

there is still going to be some problems though, as i do distinctly recall making coding choices based on SP only. i tried to account for multiplayer, but i never tested any of it.

if an engine person can weigh in, that'd help. 
Great Mod 
BUT how does the swinging fence door work? I want that! 
 
they're not too complicated. you give func_movewalls a touch function that takes in the player's velocity. then you send that info over to the rotater and drop it into a think function. then just decay that angular momentum over time to simulate friction.
if you want to get cute, you can give func_movewalls health and make them shootable, then give them a th_pain to also dump velocity into the rotater to let you shoot doors open.
it only gets complicated for non-y-axis doors that need to be affected by gravity, because gravity will not just rotate it in a linear fashion, but will depend on how perpendicular to the gravity vector it is. you can use a dot product for that, but i haven't really gotten them to look realistic yet. i want to make a draw bridge the player can push to cover a gap but getting the bounce to look right is a pain, because a real physical object would absorb some of that bouncing into the object itself (vibration). 
Kind Of Fucking Harsh 
Sorry cant help it, since Iv only recently played Marcher, after reading all the praise but
ne_ruins , it's pretty boring in terms of gameplay/construction
i've wouldn't be never compare it with the kinn's levels for example..
is a ridiculous statement.
Marcher is constructed in a beaten to death plain Quake3-gothic style, which looks very boring if you played Q3 for some time. The texture set and style been overused both in stock and custom maps, and been done better. Visual details got sacrificed to the size of the map, which I understand from the technical point, but unfortunately it results in a bland look. Even the insides of the castle - flat walls gothic_block all over the place, nothing pretty.

Now back to the ne_ruin: the mapper also borrowed the visual style from another well known game but went all the way to recreate it in the best way possible using uncommon advanced techniques to achieve great level of details without having to split the map into smaller parts. The texture and geometry detailing rivals or even surpasses the original despite the old engine. Excellent usage of map models for both visuals and gameplay. It's the most detail-rich quake map I've seen (I'd be thankful if you show me something that is on the same level). Atmosphere and sense of place is quite strong as well.
The only criticism one could give it is for the very uniform look of the indoor areas due to the strong teal lighting/fog.
Gameplay wise regular monster placement and setups might be nothing special, but it's compensated by the novelty and quality of the enemies (in gameplay sense).
But more remarkable is that this mod has excellent boss battles by not just custom map standards but pro-made games standards. Good use of patterns and escalating action stages. Best boss-battle quake mod ever? Make it two best bosses even.
Criticism? Healing pools make the finale too easy -_o
So yeah, don't compare it to Marcher, its in a class of its own. 
Hm 
I always preferred Bastion of the Underworld to Marcher.

And this map stands in a class of its own. The above explanation of the swing gate style door had me nearly post earlier, but my post, after lots of thought was something along the lines of "Wagghhh! :)"

Necros, I think you'll like what Gb has manged with rotating objects - RMQ demo sometime soon. 
 
yeah, i'm looking forward to see it. the last demo, while not my style, had some really impressive qc and use of said qc. 
RE: Segmentation Fault 
I couldn't reproduce a crash yet. However if you still do, we need to see where actually it crashes, i.e. some backtrace from gdb would be a good start. 
Lightmill 
are you trolling me? ok. you say
1)Marcher is constructed in a beaten to death plain Quake3-gothic style, which looks very boring if you played Q3 for some time
could you point me at least couple of maps in that Q3 gothic style with such epicness of marcher

2) The texture set and style been overused both in stock and custom maps, and been done better

where? in quake1 that style and texture set is heavily underused and underrated (or have i missed something?) i assume we're talking about Q1 mapping, right? personally i haven't seen that some map has been build with more quality than Marcher in such theme

3) Visual details got sacrificed to the size of the map, which I understand from the technical point, but unfortunately it results in a bland look i cant see any flat /bland details in M. maybe it's just me ;)

flat walls gothic_block all over the place, nothing pretty. are your sure you talking about M.?
________
ps my fault i've been trying to compare ne_ruins with marcher i shouldn't have done it

each map has its own unique feeling (maybe i just overplayed oblivion) ;) 
Gdb 
tell me how to do that, I did try earlier but it was not intuitive and I was too lazy to search. 
RE Gdb 
For a start, you need a quakespasm binary with debug symbols not stripped. See http://quakespasm.sourceforge.net/devel/ and take spirit_dbg.tar.gz which I built from the current svn for x86 linux; it also contains the Makefile.test that I used for building it so you can build your own and/or play with the compiler options in it.

As for running it under gdb, this is what I usually do:

# gdb ./quakespasm
[you are now in gdb's shell]

# set args -game ne_ruins -zone 2048 -heapsize 192000 -nomouse +connect server.address
[-nomouse may be necessary because if it crashes it would still has the mouse captured and you wouldn't navigate easily between windows.]

# r
[this runs it]

when/if it crashes, you will see some stuff in gdb's shell and the place of crash. Do:

# bt

... which will give you a backtrace

# c
[continue, until it bails out]

# q
[quits gdb] 
Szo 
That build does not crash. Seems like the bug was fixed in the mean time. Thanks! 
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