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Q1SP - "The Gateway To Hell"
After 20 months of work (I admit, I made a half part time effort... as I have been very busy the past year) here is my latest map.
This is the sequel of "Castle of the Dark Ages", hence some areas will look familiar...

NOTE: This map requires Quoth2 and an enhanced Quake engine (i.e Fitzquake 0.85 or aguirRe's GLQuake), as some standard limits have been exceeded

Screenshots:
http://lambert.jeanphilippe.free.fr/Screenshots/GTH1.JPG
http://lambert.jeanphilippe.free.fr/Screenshots/GTH2.JPG
http://lambert.jeanphilippe.free.fr/Screenshots/GTH3.JPG

Download:
http://lambert.jeanphilippe.free.fr/DownLoad/gth.zip

Website:
http://lambert.jeanphilippe.free.fr/

As usual, all feedback/comments are welcome

Enjoy !!!
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Hey JPL, I was wondering if you can release a version that links CDA, gateway to hell, and 5 rivers together? I found the beginnings of this map and 5 rivers a little hard, but I think it would be easier if I had the weapons from the previous maps, would like to try that. Thanks. 
I Second This! 
I had this idea back when I played GTH. What a fantabulous episode are these 3 maps! Although, my order goes CDA > GTH > 5Rivers: The first two obviously link together... Then, in GTH, you might skip the final teleport back to the start arena (GTH has plenty of good backtracking value anyway) and jump straight at the beginning of 5Rivers!

Technically, i don't know if CDA as a non-Quoth map is easy to mix with the other ones. And there's also Yhe1's question about the weapons...

This might add a great replay value to your maps. You can also keep the standalone versions available ftr.

JPL's Q1SP "Helldrive" epidode? 
Highway To Hell 
 
Hmhmhmhmmmm 
It sounds definitely a good idea, I have to admit it... and I guess it was inconsiently the goal of these 3 maps..
The basic problem I have is that I don't know how to do so without having to recompile everything... and CDA is the bigest one (i.e fullvis is about 1218 hours...) and also because I am unable to find where I saved the project... (shame on me...)
Other problem is that CDA is not Quoth-based unfortunately... and CDA does not work in Quoth mod... I would have to rework it

At the end remains a basic question: is there any good method to change trigger_change_level's target field modifying the bsp only ?

Any idea ? 
Trigger_change_level Data Field 
can easily be changed in the bsp with a simple hex editor. I did it many times in the past, as a simple way to link single maps I liked in an episode of some sort. I can pm you the process in detail if you wish! 
If I Remember Well, 
Whatever you edit (in this case, the map name between quotes), you have to keep the exact same number of digits. One single digit more or less ruins the bsp integrity. Adding spaces between the quoted elements works. You'll sometimes need to rename the target bsp file itself.

For instance:

{
"classname" "trigger_changelevel"
"map" "abcabcabc"
"model" "*92"
}


Can be edited like this:

{
"classname" "trigger_changelevel"
"map"
[add 6 x 'space' here]"xyz"
"model" "*92"
}
 
 
and I think Aguirre has a program that allows you to edit the entities, I used it to change the incomplete nail goblin into the nail enforcer in badpak. 
Thanks For The Info 
Let me try it on my bsp file, I'll keep you posted... In case it does not work, I'll contact aguirRe: I am pretty sure he will help me for this ;) ... though....

Another problem is the (CDA )non-Quoth-based map vs the Quoth-based maps.. Basically the main issue is about monster spawning method that is not the same in CDA and Quoth-based maps. I tried yesterday to run CDA with Quoth, and all the spawning monsters weer already present in the map... the spawning flag are not recognized there... Hence I am not confortable to perform this changes...
I still have to investigate to see how I can solve these issues, else making such trigger_change_level target field change will not make sense at all.

Anyway, stay tuned ;) 
 
I think Aguirre's program can edit to spawn flags too, he fixed the monster not spawning in terra4 
 
one way to edit bsps is to copy out the entity lump and save it as a .map, then edit the .map, then run qbsp -onlyents to update the entities.

(The entity lump is basically the part of the bsp that looks the same as a map file. The only difference is there are no brushes, instead the brush entities will have e.g. "model" "*13" to indicate which bsp model they are connected with.) 
Also 
wasn't there a program which you could run on any .bsp, which would generate a .ent file which you could then edit, and then recompile the map with -onlyents? I recall (something like) this being pretty useful. 
Tadaaa !!! 
I opened a bsp file this morning (at work) with notepad++, and all the entities are clearly visible, and can be modified easily... even spawnflags. I have been able to locate trigger_change_level in all the map, as I guess changing spawnflag value is not a big deal either (I even guess replacing some monsters in CDA maybe a good idea as well... though....)

I know have to experiment in order to determine whether I'll corrupt the bsp or not with these changes... sounds good in anyway :) 
 
I can confirm bspinfo -copyents, renaming it to .map and running qbsp -onlyents works. I successfully fixed necros' episode 1 map like this. Note that you must also run light -onlyents if the map has switchable light styles.

Simply editing with the .bsp with a text editor does not work. It will corrupt the file. Simple changes can be made if they don't change any line/character count - usually done in a hex editor (Notepad++ plugin), like JohnXmas describes.

Of course it would be best if you could just find the original source. And if you're considering changing some of the monsters, be sure to also fix potential difficulty imbalances and other item placement error that might have been in the original map.
Needless to say, combinding those four (five) maps would also require making a proper start map. Heh, you could even make a traditional episode with a base map at the beginning. Like that bunker level or yours, reworked to have a slipgate inside (and please toned down in terms of monster count/difficulty). 
 
negke, please team up with necros to finalise that map and have it released! 
Nothing To Finalize There 
The map source is lost, so it'll remain an alpha/tech demo forever. 
 
I opened a bsp file this morning (at work) with notepad++, and all the entities are clearly visible, and can be modified easily... even spawnflags. I have been able to locate trigger_change_level in all the map, as I guess changing spawnflag value is not a big deal either (I even guess replacing some monsters in CDA maybe a good idea as well... though....)

You do have to be careful with direct editing of the entity lump, because if you change the size by inserting or deleting characters then you'll likely end up corrupting the bsp file. I spent a while hacking l4d2 maps with a hex editor though, and there are tricks to making this work. In quake at least you have a safer option of just extracting the entities (either copy-paste from your text editor, or use adquedit) then running an onlyents compilation.

Some engines even support external .ent files which makes testing your changes without committing them much easier. 
Negke 
what did you fix then? I thought the doors, since those seem to be the only thing to fix for me. 
The Angles In The E1M6 And E1M7 Parts 
So the doors and buttons move correctly and the monsters look into the right direction.
What I didn't do, but necros could/should have, is a point sized trigger_changelevel (possibly with "model" "progs/player.mdl") in the E1M7 shaft to allow for a proper SP experience. 
Negke 
Bah, cannot make the changes through text editor... map is jumping to small name map that when "5rivers_e1" is quite long... it sucks...

I can confirm bspinfo -copyents, renaming it to .map and running qbsp -onlyents works. I successfully fixed necros' episode 1 map like this. Note that you must also run light -onlyents if the map has switchable light styles.

Can you provide bspinfo tool please ? I am unable to locate it over the inernet :(

Thanks a lot in advance ;) 
Negke 
... forget it.. I found it on aguirRe's website... ;) 
Video Playthrough 
at http://www.youtube.com/watch?v=ONPbt11ujr4

(if the link isn't working just yet, give it some time - it's currently uploading/processing) 
 
Do you use anisotropic filter or something? Your videos always look so good, while mine are always a bit blurry on 720p. Or is it simply the matter of different resolution. 
I've Been Asking That Before, Haven't I 
 
Excellent, Daz 
Thanks! 
DaZ 
Very nice video ! Thanks a lot for that ;) 
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