Kinda annoying but it is well worth persisting with that bit for the main map!!
Reading this is quite sad considering how this was the initial driving concept behind the map...
BTW Mike.
#312 posted by Shambler on 2015/12/11 16:02:12
You might think you know what "lost" means before playing this map...
...you don't...
Heh
#313 posted by ijed on 2015/12/11 18:17:55
Well, the telefragging bit is just the lowest part of the ladder.
In most Quake maps you go from medium to high power - more weapons, more DPS, better armour, powerup inclusions where you become godlike for a brief period.
I wanted the player to go from powerless to almost constant godlike slaughter. This is why you're literally crippled at the start and having a constant quadrun against the clock towards the end.
Ijed
#314 posted by Shambler on 2015/12/11 20:35:17
Nice analysis, I hadn't really thought of it so clearly.
I Hid The Concept
#315 posted by ijed on 2015/12/11 23:11:31
In a stupidly big map :)
Praise The Lord...
#316 posted by Mike Woodham on 2015/12/12 14:20:06
... I have seen the Light and I have been healed
AXE THEM ALL
#317 posted by ijed on 2015/12/12 20:33:57
Mike Is Doing A 100% Axe Run, Blind??
#318 posted by Shambler on 2015/12/12 22:24:50
SICK DUDE. DEMO THAT SHIT.
Telefragged On Easy Skill
#319 posted by parubaru on 2015/12/13 22:27:10
As far as I know, the map is almost certain to crash
at a certain point (mentioned in the thread), so Mike,
please be careful and maybe try a different skill.
I've Got Some Time Off Coming Up
#320 posted by ijed on 2015/12/14 12:55:04
So may patch that soon, as well as a few other annoying little issues.
That Would Be Great!
#321 posted by parubaru on 2015/12/14 13:40:23
Some stuff I haven't seen metioned:
Infused secret does not seem to increase the counter of found secrets. Several armour secrets seem to only be triggered if you can actually pick the amour up.
Nearly Done
#322 posted by ijed on 2015/12/15 20:47:59
Anyone got a hotfix they want included?
Hotfix The Missing Legs At The Start Of Telefragged.
#323 posted by Shambler on 2015/12/15 21:57:00
Can't think of anything else to be honest....
Turn Off Telefragged Mode?
#324 posted by ijed on 2015/12/16 02:56:18
Nah Not Really.
#325 posted by Shambler on 2015/12/16 11:13:01
Locust On August Post-release Test
#326 posted by parubaru on 2016/01/23 19:09:41
Dear Hrimfaxi,
I have tested your submission for the pack back in August.
In case you are interested, I will record demos and send them to you along with screenshots. I have already made a table of contents for the test results.
I think it might help to maintain and reinforce Rubicon Rumble Pack's reputation as a candidate for 'the epitome of Quake mapping(?)', to quote Orl.
Especially if ijed is going to patch the easy skill bug on his map, 'as well as a few other annoying little issues'.
I Mean...
#327 posted by parubaru on 2016/01/23 19:19:39
if you are willing to fix some issues, it might help consolidate the recognition of the maps as not only
the possible pinnacle of base themed mapping so far,
but as a superb quality release too.
I Should
#328 posted by ijed on 2016/01/23 20:41:44
Really upload that D:
#329 posted by ericw on 2016/01/23 20:55:06
The dropbox link in the first post is 404, could a mod delete the link?
Also ijed, this is just a nitpick but the readme mentions the Quakespasm prerelease version that was needed when RRP came out, should we update it in the patch to just say "quakespasm 0.90.0 or later, available at http://quakespasm.sourceforge.net/download.htm "?
Ijed
#330 posted by parubaru on 2016/01/23 21:02:47
Please do. I wanted to make an all-marked secrets demo.
A crash-free easy skill should be a valuable asset.
I considered testing Telefragged too, but as SDA's qdqstats didn't work in the pack because of the different progs.dat (I guess) and easy skill was more or less broken, I gave up with regards to the seemingly unavoidable confrontation with an incredibly high number of monsters on either normal on hard.
All in all, the patch will be most welcome for a variety of reasons.
Yes, May Apologies
#331 posted by ijed on 2016/01/23 21:30:01
I've been busy with other stuff and it got forgotten - but the corrected version is built. I added dirt mapping as well just for the hell of it.
Nice.
#332 posted by parubaru on 2016/01/23 22:00:19
Ijed, thank you for taking the time and making the effort.
I forgot to mention one thing. I have found some properties of the qdqstats tool extremely useful for testing maps with the id1 progs.dat - such as genocide (killing every living monster at any time), making triggers visible, toggling trigger and counter etc. info - bound to impulses. Unfortunately each progs.dat seems to need its own tool thus the existence of hipstats and doestats etc.
I sorely missed such a tool during my test on Locust.
In my opinion, if it is possible it would greatly help the work of testers to have a tool for any map with any progs.dat that enables features listed above. All the more so in the case of extremely big maps featuring very complex level design, changing scenery and ever increasing monstercounts, such as the ones in this pack.
I'll See If I Can Add It
#333 posted by ijed on 2016/01/23 22:42:31
Do you have a link to the uncompiled src?
If not it should still be trivial to add - the src of RRP is released.
Parubaru
#334 posted by Hrimfaxi on 2016/01/24 11:45:13
You are welcome to mail me your demos and comments.
I don't know when I will get time to fix the map (know some stuff myself that could need fixin) but I will look at it!
Thanks
Testing
#335 posted by parubaru on 2016/01/24 13:13:25
@Hrimfaxi: ok, I'll probably start tomorrow.
@ijed: was your post a response to mine?
In that case I have to admit I don't really know what source means. So it's not clear to me what should or could be done with it and how.
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