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R U B I C O N R U M B L E P A C K
Is complete. It features maps by myself, MFX and Hrimfaxi. It's based off Rubicon2 and includes a few new enemies and features.

Download links: quaddicted / dropbox

Here's the link to the required engine (quakespasm svn r980):
http://celephais.net/board/view_thread.php?id=60452&start=1108
I'm sure more engines will support this pack with time.

UPDATE 1: Devkit is now available here

UPDATE 2: Patch (bsp + lit): https://www.dropbox.com/s/2lk84vnzy3oeaeo/rrp_patch103.zip?dl=0

Full Patched Download: https://www.dropbox.com/s/5xzckbmk99yz8mp/rrp_v103.zip?dl=0

Fixed Bugs:
HOMS through walkways at odd angles
Zfighting inside door frames
Unmarked / broken secrets
Crash on easy skill
Items falling out of level

New Stuff:
Added coop starts (untested)
Added dirtmapping
Added brushes to better divide the visleafs (performance)
Added some dynamic helper signs to aid navigation
Various miscellaneous tweaks and gameplay fixes
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Qdqststs Source Is Not Public 
Because it has some anti cheating features. That's hardly relevant these days so maybe asking Nolan is a good idea. (I had a copy at some point and maybe still do on a CD somewhere but no idea where, sorry) 
 
@mwh: thank you for the info. Somehow ensuring to hear it from SDA (ex-)staff.

By the way, love your Rogue runs. The r1m4 demos are favourites.

@ijed: skill 0 crash, long drop, infused, secret armour triggers would be my wishlist.

I forgot another thing: upon loading the maps in developer 1, I had items falling out of each map in the pack. I haven't seen negke mention it, so I began to wonder whether something is wrong at my end. Have you been aware of this issue? 
 
upon loading the maps in developer 1, I had items falling out of each map in the pack. I haven't seen negke mention it, so I began to wonder whether something is wrong at my end. Have you been aware of this issue?

Maybe a recent engine change/addition is responsible for this, iirc my map didn't have those issues at release. 
Quakespasm-0.90.0 
I just fired up mfxsp19.bsp in developer 1.
Screenshots for both win32 and win64 verisions:

http://quaketastic.com/files/screen_shots/QS.090.0-windows.jpg
http://quaketastic.com/files/screen_shots/QS.090.0-win64.jpg

They say 4 bonus items fell out the level.

At release, the required version was QS-0.85.10, but as the download links in the topic don't download anything and I couldn't find QS-0.85.10
on the Sourceforge page under the Files either, I cannot tell how the maps runs in it for me. 
Strange 
i tested with recent versions now and have even more item dropout. 
Engine Is Auto Fixing The Fix? 
 
 
Very weird, I don't recall any qs changes that could affect items dropping out. Will look into it tonight.. 
 
ok, Spirit archived the 0.85.10-r980 binaries:
https://www.quaddicted.com/files/engines/quakespasm-0.85.10-r980_windows.zip
https://www.quaddicted.com/files/engines/quakespasm-0.85.10-r980_win64.zip

But I always get 4 bonus items falling out on mfxsp19, either with those releases, or the latest qs (0.91.0), or MarkV. So, I don't think it's an engine issue? 
Same Here On QS.085.10 
@ericw: thanks for the check.

Thanks to Spirit for the archive.

I can confirm 4 bonus items falling out in both versions. 
 
If the engine says items fall out, then items fall out. It's caused by improper placement and the authors not testing the map in developer mode like they should. No engine fix necessary. 
Yep 
Sounds like it. I was just wondering because the progs recently caused similar issues on another engine. 
Negke, I Beg To Differ. 
I have run into the issue testing a map where items would fall out if the map was loaded in a QS win64 executable, but would not fall out if loaded in QS win32 executables. Both on win64 systems. I can make the screenshots if very necessary.

So it seems to me the issue if pretty fucking far from being that easy. 
 
That sounds like a pretty fucking serious engine bug and I hope you reported it to the QS team with a nice test case. 
Sorry, Not Yet. 
It might be considered no biggie if 20 shells or a quad is missing from a map.

In my point of view, the biggie is whether the issue can be considered the responsibility of the mappers and testers, or is it beyond their control to some extent.

It can be considered my responsibility to report the issue since I have never seen it mentioned, however, I did have my reason for the timing.
I apologize for the delay. 
Sorry, Not Yet. 
It might be considered no biggie if 20 shells or a quad is missing from a map.

In my point of view, the biggie is whether the issue can be considered the responsibility of the mappers and testers, or is it beyond their control to some extent.

It can be considered my responsibility to report the issue since I have never seen it mentioned, however, I did have my reason for the timing.
I apologize for the delay. 
Parabru 
Yeah, I would be interested in seeing that test case, feel free to email me directly if you prefer. no rush, of course. :-)

It could cause a missing pack of shells, but it could also make maps unbeatable.

There have already been 2 visual bugs in 64-bit QS (mdl lighting, lightmap size calculation) that are fixed / worked around now, but I never ran in to a physics difference (but it's not surprising.)
One can argue that mappers should test on 64-bit engines for compatibility, but for QS I think 64-bit should behave the same as 32-bit. 
Ericw 
I asked the mapper in question if he doesn't mind.
If he agrees, I'll send screenshots and demos by mail.

I'm willing to test all versions on Sourceforge Files page from QS.0.90.0 tomorrow on Locust.

It seems the map behaves differently in 85 than in 90 with regards
to z-fighting. Should this be the case? Namely no z-fights in 85 where I found some in 90.

Let me take this opportunity to thank you for your continuous efforts and work on Quakespasm, my engine of choice. 
 
Thanks, glad to hear it.

Namely no z-fights in 85 where I found some in 90.
Yes, this is expected. 0.85.9 had a hack to fix z-fighting, which was causing mappers to put z-fighting in their maps because QS was hiding it. It would also cause a seam to appear around secret doors. We disabled this in 0.90.0. You can re-enable it by setting "gl_zfix 1".

I'm willing to test all versions on Sourceforge Files page from QS.0.90.0 tomorrow on Locust.
I'd suggest using the latest QS version 0.91.0, unless you are looking for a regression between 0.90.0 and 0.91.0? 
 
Those darn mappers! >:-( 
 
which was causing mappers to put z-fighting in their maps

Accidentally? Or could it have any benefit so that there is a point to do it intentionally?

0.85.9 had a hack to fix z-fighting(...)QS was hiding it

This seems dangerous to me.
The maps (ab)using this feature are exposed in the later engine version.

you are looking for a regression between 0.90.0 and 0.91.0?

No, I was just curious when the differences were introduced.

In which version were the maps tested?

The topic says the required engine was 0.85.10.
All z-fightings in the maps hidden, even before the eyes of testers?

Now, in later engines, light may come onto issues the
mappers and testers might not even have dreamed about? 
Nah 
Was for something else. 
This Is Much More Comlicated Than I Thought. 
I haven't received an answer from the mapper about the item fell out issue yet.

With several demos and a couple of new screenshots for Hrimfaxi done, I decided to give Telefragged a go.

I didn't get very far yet because I have run into the following issue.

I loaded the map I think in 0.90.0 win32.
Developer 1 says 13 items fell out.
http://quaketastic.com/files/telefragged_itemfell1.jpg
I loaded the map in 090.0. win64, I believe.
This time there are 14 items dropping out.
http://quaketastic.com/files/telefragged_itemfell2.jpg
Then I decided to reload the map again.
http://quaketastic.com/files/telefragged_itemfell3.jpg
This time it's 15 items.
I honestly lost track with version I was running.

These screenshots seem to indicate it's not (only)
dependent on whether it's win32 or win64.

And I quote mfx here:

Strange
#344 posted by mfx [78.55.209.78] on 2016/01/24 22:48:06
i tested with recent versions now and have even more item dropout.
 
Thats Very Strange 
I'll do some more revisions once I get the time.

I've got the files in the cloud now so shouldn't be as bottlenecked as before. 
 
I've got the files in my butt now so shouldn't be as bottlenecked as before.

I love the web 2.0. 
Spirit 
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