 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.
 Problem
#147 posted by Demiurg on 2005/03/27 03:57:53
My problems running it in GLMarcher turn out to have a simple reason: it doesn't support resolutions higher than 1280x720. I tried to run it in 1280x960, which is the res I used then in FitzQuake (1600x1200 on my new comp)...
So there you go... Still looks great in 1152x864 though.
 I've Run It
#148 posted by aguirRe on 2005/03/27 05:21:34
in 1600x1200x32 (fullscreen/window) without any problem (GeForce3). I think it might be your gfx card (ATI?) that possibly overflows the old GLQ limit of 32 video modes, effectively disabling the higher resolutions.
Try the updated GLQuake 1.26 at my site http://user.tninet.se/~xir870k and see if it helps, it has support for 128 modes.
#149 posted by Demiurg on 2005/03/29 21:59:35
aguirRe> Yep, I have a X800XT PE. Thanks for the tip - will try it out.
#150 posted by Demiurg on 2005/03/30 08:29:54
aguirRe> 1.26 works perfectly in 1600x1200x32 as well. Nice.
 Thanks For The
#151 posted by aguirRe on 2005/03/30 09:22:24
confirmation, please also check the above mentioned cvar gl_subdivide_size, it really helps in this map.
 Resurrecting This Zombie :)
#152 posted by Spirit on 2007/10/08 19:05:16
I did some coop testing with ZQuake's server today as it works with NQ progs.dat for QuakeWorld serving.
How come in both Bastion and Marcher there is no weapon stay with "coop 1"? This takes away any chance of playing coop on them without cheating. :(
On other mods it works fine so there must have been some change about this in the progs.dat. Any chance for a fix?
 Taking A Guess
#153 posted by Preach on 2007/10/08 20:55:55
I'd hazard a guess it's due to entity saving changes. In unmodified Quake, the ammo entities aren't removed when you pick them up, even in single player. So if you change the code to do this, then you're gonna save on entities that can be reused. It'd probably be safe enough to revert this change on just the weapons, so that they can stay in coop, but you'd need to make the changes.
 Ah
#154 posted by Spirit on 2007/10/08 21:23:38
Quite understandable. Kinn, would you release the sources for the bastion and marcher progs.dat files?
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