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Soul Of Evil: Indian Summer: New Version (Includes New Content)
Today Patrick Martin and I release a new version of Soul Of Evil: Indian Summer, which includes the following:

-A new map, Nsoe6: Summer's End, with 300+ monsters, including previously unused ones such as the Warlock and Gremlins.

-Newly rebalanced gameplay throughout the episode, both maps and monster code, making the fights fairer while remaining challenging.

-Other new features and items including a new version of the legendary Mjolnir, Dragon Armour, and the deadly MIRV.

Download here:
http://www.quaddicted.com/filebase/nsoe2.zip (28 MB)

Screenshots here:
http://www.quaketastic.com/upload/files/screen_shots/nsoe2a.jpg
http://www.quaketastic.com/upload/files/screen_shots/nsoe2b.jpg

We have also released the nsoe devkit, containing documentation and source code, here:

http://www.quaddicted.com/filebase/nsoe_devkit.zip (1MB)

And the sources for my major maps (nsoe3,4,5,6) are now available here:

http://www.quaddicted.com/filebase/nsoe_sources.zip (2MB)
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Re: #46 
If you are asking about dmsp mode, that can be accessed by typing either 'temp1 1' or 'impulse 70' into the console, then restart the level.

Instructions for adding FrikBots is the same as in the SoE 2002 release. 
Thanks 
Thanks! 
Low Framerates 
Hello, I am using Aguirre's engine to run NSOE6. I am getting low framerates in certain areas of this map. Is there anyway to make it run faster, like removing corpses? I am always using r_shadow 0 and r_flatstylelights 1. Thx 
 
My video card is an intel 945G, my processor is a celeron M, the speed
> is 1.6Ghz and my ram is 504mb. 
Not Really Man 
You might have luck with the gl_picmip command.
Set it to 1, 2 or 3 I think
But it basically makes the textures less detailed with each higher number.
Start off with "gl_picmip 1" :) 
Re: #50 
Nsoe supports corpse removal, although it is off by default. To enable corpse removal, type either 'temp1 4' or 'impulse 72' into the console, then restart the level.

The nsoe devkit documentation has the full list of impulses. 
Re: Framerates 
A few things to try:

1) turn off the vertical sync setting in the Windows display settings (Control Panel -> Display -> Advanced). aguirRe's engine doesn't allow you to change this in-game, but most drivers allow you to override game settings.

2) make sure you run Quake with -heapsize 64000 (or higher)

3) set r_oldsky to 1 (disables skybox) 
Low Framerate 
I think a better question would be, who doesn't get a low framerate during NSOE6? 
Was Fine For Me 
except in a couple of spots. 
I Didn't Have Slowdown, But Maybe I Shouldn't Use That As A Rule 
I have 2.4 ghz processor, 1 gig ram, ati radeon 9600 - so overall fairly old/crappy computer by today's standards, but still looks like about double or 1.5x the speed of yours yhe1.

there was a reason it was cut from the original release though. hopefully corpse removal speeds it up some. 
RE: Low Framerate 
@Orl:
Me, but i can run Crysis maxed with above playable framerate so i dont count :-P

@Tronyn:
I haven't played the original but so far i can say that this is an awesome episode - and i loved the small touches, like the monsters dropping stuff, the extra sound effects (like the metal "klangs" when you hit an armored monster), the AI that assists you and of course the atmosphere-enhancing music :-) 
Corpse Removal 
The corpse removal do help a lot. Where do I put the "temp1 4" to make it run automatically for each map? command line, config, or autoexec? 
Yhe1 
put it into autoexec.cfg 
Undocumented Temp1 Values. 
Here are the 'temp1' values used by nsoe.

1 = DMSP
2 = Cranked
4 = Corpse Removal
8 = Footsteps
16 = Qrack
32 = Summon Test
64 = Angry Monsters

Cranked mode powers up some of the monsters to make them even nastier, and falling damage becomes variable and deadly.

Qrack mode is for engines that replace flame models with other custom graphics. Such replacements can make some attacks that use the flame2.mdl look bad, and turning this mode on will make those attacks use an alternate model.

Summon Test enables all of the monster summon impulses. All monster files get precached, which means standard engines would crash due to exceeding precache limits.

Angry Monsters means every monster spawns aware and angry at the player.

The values can be combined to activate multiple features. For example, 'temp1 12' turns on corpse removal and footsteps.

I would have used the 'saved1' variable for these options so they could persist from game to game, but since the Frikbot code uses all of the saved variables, I had to settle for temp1. 
Framerate 
@ Tronyn:

My computer may suck, but it has no problem running Marcher. I thought Marcher was the largest map ever created?

Btw, does Masque have corpse removal too? Haven't try it yet, just in case I get bad framerates with that one also. 
Hmm 
Marcher is technically superior to everything I've designed. Also even if it is larger overall, the average line of sight in it is probably shorter, both due to the indoor areas, and the better visblocking. In contrast nsoe6 is almost entirely outdoors and has almost no visblocking. heh. I tend to make retardedly huge outdoor maps, and then worry about the practicality of it later.

You should get better framerates in Masque - it's much tidier and has many more indoor areas. It comes with a hipnotic-pack - I don't know if it supports corpse removal, but if not you can always go into the .pak, extract masque.bsp, put it in the nsoe directory, and run it under nsoe. 
 
Just played this from start to finish, even though I played the first version back when it was released. I used to have a 945G back then and its poor performance didn't help much over my countless deaths in skill2, thus my run was in medium the first time around. This time I went for Hard and didn't get frustrated much: it's clear that there's definite improvement in gameplay balancing. My current graphics card being a Geforce8500GT, I didn't have any performance problems, apart from fps drops around 20 in certain points of nsoe3. Being free of rendering issues helped me to get a better vision of things - I really appreciate the effort Tronyn put into this, even though I still think that overwhelming combat prevents the player 
Doh! 
from fully enjoying the design. The new map is also fantastic, despite being highly systematic. It serves as a fitting ending as 'the last stronghold'. I also found all the secrets this time around - yay! Congrats, Tronyn. 
I Just Can't Beat The Bane 
On Hard... I can hang on until he splits into three, then I die within seconds. 
 
The trick is keeping the distance between him and yourself - if he ever gets close, you're doomed. 
Guys 
How do I turn the music off?! 
Music Toggle = Impulse 18 
 
THANKS 
 
Nope 
that does not work 
Aw Crap 
Wrong thread - I need this for ARWOP. 
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