Trying To Download The Pack On Quake Injector
"Couldn't open file! Unexpected end of ZLIB input stream"
Anybody know what's wrong here?
I wasn't able to get it to install via Injector either. Had to do it manually...
Darkplaces Demo Thing
Apparently the demo format is a problem for Darkplaces, and causes it to stop with an somewhat uninformative error message. You can add an option to the command line to jump to a particular map, for example +map start to go to the start map. This skips playing the demo and it should work.
I only dusted off the DP engine I still have around to compare some rendering things versus Quakespasm. If I had done this while testing it would have been useful for Daz to know before the release, but I'm sorry to say, I didn't think of it then.
I have the same problem as you with Hypnos' map :( I have no idea what causes it and none of the other testers had that problem so I assumed it was something silly with my set up.
Very strange! Can you post your config and startup parameters so I can compare and get to the bottom of this!
Daz, Here's How I Roll -
My game.bat file -
fitz.exe -heapsize 128000 -game func_mapjam5 +map qstart
And a pastebin of my .cfg files -
I have deleted all my cfg files and it now works.
Something kooky with my configs then.
That's what I told DaZ to do and he didn't do it. :p
"Qonquer doesn't care about difficulty settings ... From what I can remember anyway."
There's at least some difference between normal and hard. In the first wave, hard will spawn 2 enemies at once whereas normal will only spawn 1. Not sure about the rest of the waves, but I bet it's much the same. Also, you do not regenerate health on hard.
I'll try and find out which config setting is causing this crash. FOR SCIENCE!
The Injector error might be due to the malformed filename of the zerst�rer.wad. At least I get garbage when I look at it with 7z or anything else here. There is also a .DS_Store dir in the qcc/ dir.
I guess it is not UTF-8 or something?
Found The Crash
gl_subdivide_size "16" causes Hypnos' map to crash out with the error FifthElephant gives.
If you change the variable back to its default of 128, the map loads just fine.
So, mystery solved :)
Seems to need -heapsize 256, at least with fitz family engines.The high memory use is coming from the huge water surface being subdivided into little triangles for r_oldwater 1.
Performance is pretty rough with r_oldwater 1 as well (check out r_showtris 1 to see why!), best to use r_oldwater 0.
Daz has the better answer, I also had gl_subdivide_size set to 16 for some reason.
"There's at least some difference between normal and hard. In the first wave, hard will spawn 2 enemies at once whereas normal will only spawn 1. Not sure about the rest of the waves, but I bet it's much the same. Also, you do not regenerate health on hard. "
You're right! I noticed those things watching some of the demos so .. yes, it cares about skill level!
You'd think I would know that but ... well, it's been awhile.
Qonquer is pretty cool but I wish it spawned monsters faster, at least on higher difficulty levels (or let the map designer choose the frequency).
it's the maximum monsters allowed to be spawned at once that is the issue I think.
I might tweak around with the source a bit, because I really did get worn out of those early waves testing my map, and I see the same problem in the couple maps I tried so far
Maybe juice it up based on skill level ... make nightmare all out chaos or something.
Absolutely stunning work guys!
Well organised, well supported, well done everyone.
TBH I get bored quickly with Qonquer so have only dabbled in these maps. I do acknowledge that the relatively simplicity of designing arenas rather than full maps make it suitable for a jam though.
Skacky - absolutely beautiful. Attractive enough design to keep me playing for 19 rounds, and only died because i'd got bored playing normally and decided to do 1 weapon only per round, had done sg, ssg, sng, and gl, and then did a quad rocket in my face.
Hypnos - also stunning design and atmosphere. Really exciting and fresh feel to it and would love a full map in this style, exploring and battling all the way up the cliffs / towers. Got to 9 or 10 rounds and it got quite hard.
MFX - had a quick look and will probably play a bit on this as it looked great.
Warren - very nice style, I love the designs. Something was running very choppy for me so I didn't play it.
Scampie - fun idea having a few different arenas. I play the normal one a bit and although it is very simple I really liked the style and vibe of it, nicely done.
Fifth - quite cool for an arena, I played a few rounds, it seemed to work well, although the lava kinda niggled at me. Nice style.
Arcee and Ijed - sorry I didn't like the style nor the lighting.
Some tweaks to the mod to make it more exciting in the opening waves. Also, a bugfix!
- Rebalanced the mod to be faster and exciting in early waves
-- Removed randomness from amount of enemies active and in each wave.
-- Each skill level gives +1 active enemy.
-- Scaling of enemies active per wave slightly increased.
-- Base amount of enemies per wave lowered by 3.
-- Each skill level adds +1 enemy to a wave.
-- Scaling of total enemies added per wave slightly increased.
-- Base enemy spawn delay lowered by 1/4 second.
-- Each skill level gives 1/4 second lowered enemy spawn delay.
-- Scaling of enemy spawn delay reduction per wave reduced to compensate.
-- Base time between waves at all skill levels lowered by 2 seconds.
-- Each skill level gives 1 second less time between waves.
- Maximum minions allowed to a player in later waves rebalanced.
-- Easy used to have a maximum of 2 minions, while Nightmare could have 5!
-- This maximum is now 3 on all difficulties.
-- The player's current maximum is still capped by which wave you are on. (Waves 1-9 1 minion, 10-19 2 minions, etc)
-- Friendly minions spawn at a slower rate on all difficulties. Keep them alive!
- Health now regenerates even on Hard and Nightmare skills, but very slowly.
-- Easy: Unchanged, 1 health per second.
-- Normal: 1 health every 3 seconds.
-- Hard: 1 health every 6 seconds.
-- Nightmare: 1 health every 9 seconds.
Bugfix: Switching weapons after respawning post-intermission no longer crashes the mod.
Scampie Is The Savior
I still get the weapon cycling bug on Quakespasm 0.90 on my Linux computer when using Scampie's version. As a refresher, this is what happens:
I die in any way and get the post-game summary screen. I press space to start a new game. I appear without a visible weapon. I try to cycle to the next or previous weapon. I get a host error with the following info.
IFNOT 3783(?) branch 8
weapons.qc : CycleWeaponCommand
weapons.qc : ImpulseCommands
weapons.qc : W_WeaponFrame
client.qc : PlayerPostThink
runaway loop error
Host_Error: Program error
Again, that is easy to avoid by not cyclign weapons the first thing and only can happen at the beginning of a new game, so it's not a big deal.
I like the feel of these modification after playing a few rounds. It's still a bit annoying to replay the same arena and start with the easy early waves again, but since we have so many arenas to choose from now, you don't have to replay the same one.
There perhaps should be some time limit which ends a wave if you spend too much time without fighting. It would prevent cheesing with regen when there are only monsters left that can't hurt you in a certain area, such as knights that can't reach you, and fix a situation where you end up with an unreachable monster or have the monster count go off. (They should never happen, but... you know.)
Really, there should be a Qonquer mod specific thread to discuss its development and Scampie's suggested changes. I would tentatively say I'm in favor of all the changes Scampie implemented, and thus prefer his version.
but not realy big fan of conquer kind of lacks a goal, and as others said starts out much to slow. Some of these maps deserve a standard single player set up hint hint :)
I am an idiot, I forgot to update the progs.dat in the zipfile with the version where I actually fixed the bug :D
Redownload the zip, it will actually have the fix now.
...this is why you use testers...
I don't think a timelimit or anything like that is the right solution to unreachable enemies. I'll think more on the issue, but I'm not sure I'm willing to fix it. There's a bug there (wave doesn't end because monster is stuck somewhere you can't get to it, or possibly didn't even spawn), and the rest is a gameplay issue that is half the problem of the maps themselves being designed such that Quake's limited AI can't get to you. Might just try and fix the bug, and leave the cheese-able gameplay.