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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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Btw, ijed ...

I think it great you are releasing a revised version.

(Now if someone could pester Kinn to make the 2 tweaks to make Marcher Fortress's QuakeC coop friendly ...) 
 
Baker - I agree fence textures on world are not ideal / somewhat hacky, but I don't think it poses any real problems. There are already transparent faces in the world (transparent water), so fence textures are just another face type to deal with.

Why would it interact badly with more optimized sky rendering? (reminds me to look into that / benchmark it..)

I don't think this map relies on the void appearing any particular way, Quakespasm's void is hideous (you can see the waterwarp texture, and if gamma is enabled everything turns white) 
 
I agree it isn't a big deal, but remember this!

The skybox is painted first basically fullscreen with no z-failing. So in Quakespasm with the skybox, void isn't hom -- void looks like skybox. In future, with modern rendering Rubicon Rumble would be the single map that would require special treatment.

Anyway, I don't even like post this because I feel like I'm nagging or something. And it's not a big deal to me either, but if I didn't mention this no one else would --- so I just view it as an obligation to point it out.

/Enough said, I'm not looking to nag or be a downer. Believe me! So no more from me on that. 
Well 
The void is never visible to the player, this was only used to save on adding more entities to the map. Maybe I fuckers it up somewhere and it is visible - Eric was worried about the same issue back then, and it is a fair point.

But.

Nobody is going to blame the engine coder for mapping errors (which was my argument for including this back when I made the map).

It is a hack or 'not best practise implementation'.

I'm not interested in moving all the walkways to ent now though - this would cause a cascade of new bugs to deal with.

On the other hand, coop support is a weirdly compelling idea :) 
 
I'm going to quote you on that.

User: "But Rubicon Rumble renders wrong here."

Baker: The map creator, ijed --- your lord and master, the great one, "he who can't make a map without forcing every engine author to accommodate his idea", the guy who beat Blanka in hand-to-hand combat in real-life and now represents Brazil in Street Fighter 7 -- he said 'Nobody is going to blame the engine coder for mapping errors'

User: But ... but ...

Baker: The great one, he hath spoken. 
You Forgot 
I slam my staff on the floor after each proclamation.

I should invent an ascii for that. <KLANG>

And I only beat Blanka at qouites best 2/3. He won one when he pulled that electric skin BS.

Hm. I just realised Blanka is a girls name - he should be called Blanko. 
 
FWIW, i'm pretty sure i've seen bits of grey void behind several staircases in RRP. Not sure which map it was, though. 
Yeah 
I thought I fixed them all :(

Each step (at least the fixed) isn't a block but a trapezoid beveled in 2 units on the lower rectangle.

I'll do another pass on that as well. 
About Coop 
Something fun to try ...

If you play coop, Mark V shows per player scores in coop if you press TAB. 
Just Playing These Maps Now... 
A bit late to the game I know...

Man, that telefragged map is brutal. So long. And I got so lost! 
Telefragged 
Played through it again a few days ago, this time on skill 2. What really stood out this time were the giant shoggoths. In several instances because of the game engine it looked like they were melting through the walls and protruding out, making for a very disturing and surreal FPS experience. Like I said in a previous post it reminds me a lot of AvP2 or some sort of Gigeresque nightmare. All that's missing are Droles and Vorelings bursting through the walls randomly and swarming the Iron Hand soldiers :) 
The Big Limitation 
In Quake are the models.

I know how to model but my animation is very weak.

The concept of the Iron Hand was to expand the Enforcer enemy into an entire culture. They've been reskinned a tonne and some interesting variations have been made (Rubicon, Mexx) but there's a lot of room in the Quake universe for a technology / eldritch mix.

Quake2 wasn't it. For me it was the game version of the film Virus.

Maybe one day I'll develop the concept and browbeat / bribe enough talented people to actually put it together.

I humbly link some stuff:
http://louismanning.wix.com/ijed#!blank/w6hts
http://louismanning.wix.com/ijed#!blank/w2bji

The Iron Hand version of a Drole would be a lot more terrifying.

----

For those of you waiting for the RRP patch, it is in progress, current version is 1.02. 1.03 should be the release candidate, made possible by Eric, MFX and Parabaru. 
Jokes On Me 
"been looking for black faces, i found none, but felt like KKK" 
Patch Is Ready 
Here's the patch (bsp + lit): https://www.dropbox.com/s/2lk84vnzy3oeaeo/rrp_patch103.zip?dl=0

And here's the full patched download: https://www.dropbox.com/s/5xzckbmk99yz8mp/rrp_v103.zip?dl=0

All the known bugs were fixed and I added EricW's dirtmapping why not (thanks Eric). 
Transparent Textures Fix For Darkplaces 
helo, i've made a small fix that corrects transparent textures in rrp for darkplaces engine.

more info in the 1st post of my thread at quakeone.com, update from january 16th: http://quakeone.com/forums/quake-mod-releases/finished-works/11833-jakubs-rt-lights-experiment.html

direct link to the file:
http://quaketastic.com/files/misc/fixes%201.1..zip

jakub 
Great Patch 
Thanks, ijed, and jakub.

Though I personally have never noticed any bug in RRP... Guess I can never be a good tester. 
Version 1.03 Changelist 
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

Thanks for the file inclusion Jakub - I'm kind of surprised it runs at all in DP, just for the custom gameplay Qc - mainly the ammo boxes. 
 
dirtmapping tends to lower the overall brightness of the map quite a lot... 
I Tried To Make 
The corners more shadowed but not affect the gameplay areas.

Some secrets are a bit darker now. 
Dirtmap Screens? 
 
Darkplaces Compatility 
i tested the whole pack and even monster level like telefragged works fine in darkplaces. i encountered noticeble fps slowdown only in the incenerator area. other parts of the level were ok.
-
there was only one bug i found. in telefragged, there is a secret quaddamage behind the glass door that can be opened by shooting the button on the floor through the crack in the nearby window pane. the button is inaccesible behind the glass under the crate at first and when the crate explodes the explosion cracks the glass so that you can shoot the red button on the floor. the crate explodes and cracks the glass, but the button doesn't work. it worked in the original version, but doesn't work in the updated version released a few weeks ago. i haven't tried the new version yet. 
Oops.. Typo 
incenerator = incinerator :-) 
Screens 
Will take some today.

As to that secret - I tested it last night and it was fine, but in Quakespasm. 
Bug 
i'll try it again with the new version when i get home. the button is already in the "pushed" state when the glass cracks so that you can't shoot it again. 
Is The Crosshair Illuminated? 
It turns off when activated (receives damage) and opens the door. 
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