All three secrets should work with just -quoth
Please Update Download Link In Topic
Dear administrators, could you please update download link regarding my patch for Abyss Of Pandemonium Improved Edition (2019) in this topic?
I had to enter some amendments and reupload the file. Please replace the download link in this sentence:
3) This patch: Patch For Abyss Of Pandemonium v2.0 (12.12.2019) (note: In russian language "скачать" means "download")
New Download Link :
okay did that, but... why is the new version still 2.0? Shouldn't it be 2.1 or something? That's the point of version numbers
About The Patch.
Thank you very much. I would say it is still v2.0 because it is very heavily based on v2.0 and I reckon that Resurrection Team really had to implement these essential fixes and tweaks way back in 2008 when v2.0 was released but this never happened and that's what I did in December of 2019. I call my patch simply - AOP v2.0 Improved Edition (2019) because I have never been an official member of this project. I'm just a passionate enthusiast who simply wants this unofficial mission pack #3 to be played with joy.
ah i see... yeah that makes some sense.
You may give it a try :)
It plays flawlessly, in one breath.
Did Spike disappear from here? I don't see him posting anything anymore.
FTEQW continues being updated, though.
I Found A (possible) Bug Within Trenchbroom/ericw Tools' Lighting.
i inserted a light entity within my level, but i noticed i didn't need it anymore so i removed it. when i compiled the level the lighting just went to shit and light was just scattered randomly across the map. the only way i could fix this was to bring back the light with ctrl+z. does anyone know ho to fix this or which program is the cause? i tried compiling the same map with various compilers but i always got the same result.
Most likely you just have an old .lit file next to your .bsp, cause that light was the only colored light in your map?
This is not an issue with TB or the compiling tools, just more of a workflow issue that almost everyone comes across sooner or later.
He's quite active on Discord and #qc channel on irc
Quakespasm really should check that the LIT file size is 3x the size of the BSP lighting lump, it's really more robust than just enforcing loading from the same gamedir.
True although if your only change was deleting a light and recompiling, it probably wouldn’t change the lump size
My expectation is that if the offsets are wrong then the size is going to be wrong as well.
External files that depends on the integrity of internal data must be implemented with some sort of data check…
In Retroquad, the external texture format stores a CRC32 of the original texture's mip 0 texels, and the engine refuses to load it if there's a CRC mismatch. Plus, these CRC values are appended to the external textures' filenames, which solves most cases of multiple textures sharing the same name. Across ID1, ROGUE and HYPNOTIC, there's only one case of different textures sharing both the same name and same CRC32.
Appending CRC values to filenames would help with using old external file formats that can't be modified, but would complicate usage in engines that don't perform such checks; users would have to manually rename the files to remove the CRC value.
A less trustworthy method would be to just compare the external file date against the BSP file date, and issue a warning if the BSP file is newer.
Today I was really close to open Trenchbroom but then reminded myself I would have to learn all the keyboard shortcuts to use it efficiently.
Does it have a GTKRadiant-style of input presets I can just select from a list?
So we can just import/export mdls from Blender now without having to dick around through endless arcane loops and wondering which particular edge case is breaking things right now in this particular instance...
And apparently there's no thread for this?
I can't tell what you are responding to.
that is cool... so this means you don't even need qME on your computer, the entire workflow is just blender -> quake?
Yes you can export MDLs straight from Blender.
This is a plugin that was started by taniwha for QuakeForge project. I just took it and updated few features, to better fit Blender 2.8.
I still fix and adjust few things, but majority of features work as expected.
does it support baking physics simulation? PRECORDED RAGDOLLS
Quakespasm Issue With "forgotten Valley" #3
I found my issue.
I had Quoth 2.1 but I needed Quoth 2.2.
Once I put the pak2.pak file from 2.2 in place, the floating platforms for secrets #2 and #3 appeared.
Thank you all for your input.
You can export simulation, but:
- MDL vertex/triangle limit is 2048/1024;
- atm it can only export one object, so you have to merge multiple objects into one (if your simulation contains multiple objects);
Works fine so far. Can it do the flags?
For the time being I've been using Qme to add those.