Morfans
#122 posted by Kinn on 2005/01/31 05:12:29
(Bit of packet overflow in the final battles but that's to be expected).
Not if you use WinMarcher :)
a spider jumped straight out into my face.
Hehe, that one's a nasty little bugger ^_~
Good point about the lack of splash damage on the Imp fireballs - I'll probably fix that for my next release.
Glad you enjoyed it ^_^
Morfans...
#123 posted by distrans on 2005/01/31 07:15:32
...after those comments, I'm wondering if you wouln't be up for some alpha testing.
What do you think?
Distrans
#124 posted by Morfans on 2005/01/31 07:50:46
I'd be happy to do some testing for you.
my name at speeddemosarchive.com
Same day feedback won't always be possible but usually within a couple of days.
Shambler: bah!
Kinn: One other thing. I'd found all 4 secrets by about 1/2 way through the map (although I did save the pent until the end). They were all good secrets but knowing that there were no more to be found I stopped looking in all the corners and behind every decoration from then on. Small point. Oh, maybe this is why I didn't find the LG...
Morfans
#125 posted by Kinn on 2005/01/31 08:42:57
Yeah, I'm kinda regretting not flagging the LG as a secret area - although I personally felt it wasn't tricky enough to qualify, others seemed to think it was.
Save Me Trawling...
#126 posted by Mike Woodham on 2005/02/02 04:13:56
With FitzQuake the sun is behind the castle as you emerge from the start point. This is clearly where the sun should be according to the shadows.
In DarkPlaces, the sun is behind you as you emerge from the start point to face the castle. And, therefore, the shadows are in the wrong place.
Presumably this is because DarkPlaces handles the skybox differently.
Comments please: is it important, does it spoil gameplay, is there a workaround etc?
Mike
#127 posted by Kell on 2005/02/02 04:24:13
LordHavoc and Kinn had a little confrontation on IRC about this - yes, DP aligned skyboxes incorrectly relative to every other quake-engine games. LH implemented a fix, though I don't know if that version of DP was/is released yet.
Given that dramatic setting is the principal achievement of this map, I'd say correct skybox alignment is important, and that's not just my obvious bias talking ;)
Kell
#128 posted by Mike Woodham on 2005/02/02 04:49:47
OK, thanks. I've tried the latest version but it's no different.
I agree that sun, shadow, skybox alignment is important. It really jumped out at me when I tried DarkPlaces.
Yes
#129 posted by Kinn on 2005/02/02 05:03:27
This is why I hate most custom engines - they have the uncanny ability of making the map designer look like an idiot :)
Yes
#130 posted by Kell on 2005/02/02 05:19:44
Though map designers frequently achieve the same effect all by themselves :P
Out Of Order
#131 posted by Trinca on 2005/02/02 06:04:08
what irc server do u guys use???
i use quakenet are u at enterthegame?
Trinca
#132 posted by Vondur on 2005/02/02 06:14:38
irc.gamesurge.net
Heh,
#133 posted by necros on 2005/02/02 07:00:08
i never even noticed it when i played but yeah, the skybox was reversed for me too. :P
...but i rarely notice things like that anyway.
o_o
Skybox
#134 posted by Kinn on 2005/02/02 07:17:06
Is correct on my DP beta - but those never get posted on the DP website - you have to ask LordHavoc for them. Maybe he reverted the skybox back to the wrong configuration for later versions, I dunno o_O
Lol, Kell - I remember the skybox palava in #tf - I can't be bothered to go through that again O_O
#135 posted by Trinca on 2005/02/03 03:51:56
didn�t find irc.gamesurge.net :( in my mirc...and i got a huge list!!!
Trinca
#136 posted by JPL on 2005/02/03 04:23:25
I think you can access via a web browser using http://www.gamesurge.net but I'm not sure, correct me if I'm wrong..... BTW, I never be able to connect the irc using this method... doh...8P
Trinca, Just Add New Server To The Server List Dammit
#137 posted by Vondur on 2005/02/03 04:41:38
yes
Bleh
#138 posted by bal on 2005/02/03 05:43:19
Just type in /server irc.gamesurge.net
Cant Download
#139 posted by nitin on 2005/02/03 06:37:46
any other links?
PWND!
#140 posted by Shambler on 2005/02/03 06:57:06
Poor nitin. I did a quick google and the Fileplanet link is dead too....perhaps it was a limited edition thing you'll never get to play now??
Got It
#141 posted by nitin on 2005/02/03 08:11:52
off underworldfan's site :)
Wow
#142 posted by nitin on 2005/02/05 00:30:18
everything that needs to be said has already been said but this was perfect in my book. Nice mix of set piece and general level desgn both in terms of gameplay and visuals.
I would just like to make special mention of the new monsters which fit in so well that they didnt really feel new at all, rather when I encountered them it felt as if they were always part of the quake world. I hope they are used in future levels because they are very good additions (especially the flying imps although the big creatures at the end are fantastic too).
Btw
#143 posted by nitin on 2005/02/05 00:35:39
I used the nehahra version of DP because it is the only version of DP that I can configure to my liking even though it runs a bit slower than other engines. The skybox appeared correctly in this version.
Good Work!
#144 posted by Sheephead on 2005/03/13 04:20:04
Amazing map, its a shame that no matter how I configure any of my engines, it runs slow when you leave the cave and see the first view of the castle
Not Slow
#145 posted by bambuz on 2005/03/14 18:28:14
in fitzquake it is fast, use that, it has rendering optimizations. At least for me, in GL. the specific glmarcher was slower. :/
Try
#146 posted by aguirRe on 2005/03/15 07:34:04
adding cvar gl_subdivide_size 512 to your autoexec.cfg and restart. In maps with a lot of sky it can make a big difference.
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