But... My Fizquake don't play this demo.
HOST_ERROR: server returned version 999, not 15, 666 or 668.
Where I can download new version of FitzQuake?
It's essentially Fitzquake, with increased limits, compatibility and support for modern map features. All the old Fitzquake settings remain (run with -fitz for extra faithfulness)
It's worked. Thanks
(repost) dm4_dlc continuation*
Everyone interested of mapping for it, just pm me or
email( mikkou9(at)gmail(dot)com ) early on.
Deadline started Monday 26th 0:00 Func Time and
Ends Monday 9th April 0:00 Func Time.
Hopefully all maps are well tested at that point too, and
having more than just 1 skill mode*
Skin Of The Teeth
Day late and nearly a dollar short given the continuation is apparently happening now, finally finished the current maps. In lieu of copying over a massive wall of text and/or ending up on quake_txt again, here is a zip file.
Within are blind skill 2 demos and short comments (in-demo and in txt) for every map except Skacky's, because your map made me shit blood, but more importantly has a massive demo compared to the others so you get your very own zip here
Lots of maps, lots of Places, some of them Bad Places, but none of them bad
places. Lots of interesting button texture choices, too, like yellow buttons that turn blinking red instead of vice-versa, or tiny :thinking: Ranger faces that I can only assume were some off-site inside joke/forced meme given it isn't included in dm4jam.wad. I am bad at finding secrets as it is. These tiny grey wall speckles make me sad and frustrated. That is all.
#terrafusion Discord joke. The link is around here somewhere.
One more blind playthrough =D
The Dirge of Despair by Bloodshot
Ok, i'm no mapper, so i'm no expert about this kind of thing... but how can a map have rotating brushes (like the giant cogs at 15:25) playing with the old vanilla quake progs.dat? I thought that rotating brushes only worked with Scourge of Armagon mission pack (or some customized progs, of course) :P
Thank you =D
It's a info_notnull/modelindex/origin/avelocity hack. As seen below.
"origin" "2602 -392 632"
"avelocity" "0 0 50"
Was very cool in map.
Thanks for the demo, but I'm pretty disappointed that you figured out 2 and 2 on your own but didn't add them to make a 4 to unlock the secret behind the mural.
I invite you to replay the map without breaking the progression, that way you'll experience a whole new entire area and get some answers to your questions.
Yep! It was pretty cool! It's awesome that a rotating brush can be done without a custom progs.dat =D
Invitation accepted, here you go
. Took several playthroughs to realize the runes followed a pattern, and kept taking the pentagram as a red herring and assuming there was a secret in the lava someplace instead.
does not work
Because it's free, lets me keep track of all the files I have uploaded in one place, and isn't slow as balls like Quaketastic is, nor do I want to fill someone else's small hosting site with gigs of my own demos only a handful of people would have any reason to download anyway.
Also it works fine for me and apparently most other people, whatever doesn't work is on your end.
We have been chatting to make dm4 dlc flexible (like it should be?) and see how much time each of us is needing. I would suggest to continue what you started, or start now or never and do not worry about the deadline anymore, deadline was there to wake up ppl so we could release bigger dlc pack together* And of course 2.0 updates are welcome, I received them 5 so far: artistical, giftmacher, mariteaux, prengle and scar3crow. (hopefully I didn't miss any?)
neggers - needs couple days to finish his
adib - needs much more time because rl work situation.
Rest let me know if you're willing to continue/start.
found me from discord terrafusion channel or
done lots of rock climbing around in great Mukor's, still only 2/6 secrets found
How do you get laval to display correctly in FTE? (I think that's your engine of choice right?)
All the maps that i played with so far with FTE, the lava was ok, but I don't know why some of the DM4JAM maps overwrites the water/lava/teleport values.
My solution: check if r_wateralpha is set to 1 AFTER you load the map.
When i was playing "The Dirge of Despair" (dm4jam_bloodshot.bsp) i had to bind a key (right-mouse-button) to "r_wateralpha 1" because everytime i died and quickloaded the map, the lava was invisible again, so i just press the right-mouse-button to bring the lava back.
"Absolutego" (dm4jam_skacky.bsp) also has problem with the water texture in FTE. r_wateralpha is automatically sets to zero when you enter the map, since the map has water all over the place, i choose to play it with quakespasm.
The start map has a problem too. The lava is ok, but the teleport texture is invisible. You can solve this with r_telealpha 1 or 0.5 or something like that (i only discover this solution in my last video) you can see here that the teleport textures are ok with this command https://www.youtube.com/watch?v=OUb6mLtkE7k
The other maps are ok, i think...
Thanks. I'm gonna pass this info along to a Reddit user who had the issue and wanted to figure it out. Great info!
Oh, I forgot to say that sometimes, in some of the DM4JAM maps, the teleport/slime/water texture is displayed like a black/pink checkerboard.
The solution i found is just go to the lighting options menu and press "apply lighting" again. You don't have to change anything in this case, just "apply" and the texture is back.
Again, i don't know what causes this bug, and why it shows only in some maps of DM4JAM. like "Total Fucking Lies" (dm4jam_rj.bsp) and "Another Bad Place" (dm4jam_giftmacher.bsp) :P
YouTube gameplay video
for DM4Jam - Lost Expedition, by Wedge_One. Also featuring the DM4Jam start map.
I've never managed to find the last button in the start map, so I haven't even tried in this video. Also, I've played on easy skill, just to relieve some stress, but the final battle was way too easy. Health placement was fine, but I've ended up with way too much firepower for too few monsters.
By the way, it's an amazing map. The organic contours of the rock walls around the lava really enhances the impression of the lava being liquid, by visually complementing the classic turbulent distortion of liquid textures. The rest of the architecture was also really good, and the mix of animated textures with animated lightstyles gave a great atmosphere.
Parts 2 And 3 On The Quake Grave
Sorry, I forgot to post Part 2 apparently, so here is Part 3 also to make up for that:
Part 2: https://www.youtube.com/watch?v=UbkotNPFclw
Part 2 features the maps from Breezeep, Danzadan, Scar3crow, Digs and Draqu/Promeus.
Part 3: https://www.youtube.com/watch?v=6TJH_Q0k9p4
Part 3 features the maps from Giftmacher, Mukor, Naitelveni, onetruepurple, Prengle and Queenjazz.
Part 4 On The Quake Grave
Part 4: https://www.youtube.com/watch?v=G8a0nxLCujo
Well I finally finished the pack and I can easily say this was awesome! There wasn't a bad map to be found here and with all of the new authors contributing here, it's great to know that the community talent pool is just growing. Thanks everyone for such a great pack!
Thanks for the kind words ArrrCee!
I made a few bits and bobs in the 00s (mostly speedmaps) but this is the first map I've put out in nearly 10 years. And I can't take all the credit for it either as it was essentially a remake, with multiple rooms recreated from Anders Persson's 'tfl' series (which is probably why you found the first main area so familiar, as well as the general oldskool feel). They were some of the first custom Q1SPs I played; I still love their scale and simple-but-effective 3D setpieces. This partly explains the map title too :D
I do love these commentary videos, had a great time watching this as well as ionous & Shambler's Twitch recordings. Entertaining as well as offering valuable insight.
What's up with the DLC/2.0 update?