 Plowing-on Gamely, But Still Some Issues...
#95 posted by Mike Woodham on 2017/08/04 17:21:27
After a delay, I played some more:
-the start map has a loading error when it fails to find track09.mp3 - no problem, but where is the track?
-several maps do not load from the start map and just crash (freeze) FQm4. I have to exit back to Windows, close FQm4, and start again.
- one of the maps (maybe Mukor's?) has a screen shake at one point but no sound as the rumble3.wav is missing.
-breezeep's map has a track missing
I am playing through by loading the maps manually but even then Naitelveni's map still crashes.
One of the maps was too dark for me, so I used FB and realised what great architecture I was missing - there was a superb wooden vaulted ceiling (at least x2) that nobody will ever get to see in the dark; such a shame.
Anyway, I'll finish off playing what I can. Overall, it is good fun.
 Mugwump, Mike Woodham
#96 posted by PuLSaR on 2017/08/04 17:32:15
Readme says you should use quoth 2.2 from Preach's site and the link
 Uuhh
#97 posted by Breezeep_ on 2017/08/04 17:32:29
Do you have preach's quoth update installed (2.2)? Did you launch jam9 with the -quoth command? Either way, I don't remember my map having a missing track when I was making it. Seems like you don't have the q1 music files installed.
 Skacky Is The Worst Once More.
#98 posted by Shambler on 2017/08/04 17:47:52
#99 posted by Mike Woodham on 2017/08/04 18:50:16
I downloaded and installed all files from the links at the top of this thread. How do I tell if I have the 'correct' 2.2 version?
My bat file is: fitzquake_mark_v.exe -heapsize 256000 -quoth -game jam9 +map start
And no, I don't have Q1 music files installed. They were never installed with the original game; they played direct from the CD.
 Let's Troubleshoot In One Single Post
*If you are not sure what version of Quoth you have, rename the directory to Old_Quoth.
*Download and install the FULL Quoth 2.2 from Preach's site.
*Ensure this new folder is called Quoth and lives in your Quake directory (it needs to be named Quoth to work!! Not Quoth2 or NewQuoth)
*Install jam9 files under your Quake directory
*Do not use Quakespasm-Spiked r7 to run the mod
*Launch game with this:
-hipnotic -quoth -game jam9
If you have followed these steps the mod should work.
 Going Back A Few Posts...
#101 posted by Mike Woodham on 2017/08/04 19:20:44
If you take a look at pak3.pak, it has different "last modified" date and filesize
There is no pak3.pak in the quoth2pt2full.zip download from the link shown in the first post above? Have I got the wrong download?
 Skacky's Update ?
#102 posted by Barnak on 2017/08/04 19:30:50
There's an update coming for jam9 ? When is it to be expected, approximately ?
 ...Or Is It Pak2?
#103 posted by Mugwump on 2017/08/04 19:33:38
I thought it was pak3 and I won't be able to check on my computer until tomorrow. The quoth2pt2full.zip from TomeofPreach IS the correct version anyway.
 Update Will Come Tonight
#104 posted by PuLSaR on 2017/08/04 19:36:55
I think
 If You Are Having Issues... The Update Won't Fix Them
You STILL need to follow the directions above. The update has little or nothing to do with any trouble people are having with goofy installs/wrong versions.
 Dumptruck-ds
#106 posted by Mike Woodham on 2017/08/04 19:57:34
The jam9 readme does not mention -hipnotic.
-heapsize 65536 -quoth -game jam9
Are you saying that it is an absolute requirement to have -hipnotic as part of the loading script (I do not have anything in my Quake folder that relates to Hipnotic)?
Are you saying that I cannot have the +map start in my .bat file, because surely that is simple convention?
 I Love The Pesky But Charming Vorelings !
#107 posted by Barnak on 2017/08/04 19:58:30
I'm sure they could be trained. I want a real one as a pet.
https://www.quaddicted.com/webarchive/kell.quaddicted.com/quoth/voreling.jpg
It would be usefull to scratch my back when I need it, and would be fun watching when thrown at the mail guy.
Come on boy, sit !
 -hipnotic Is Not Neccessary
#108 posted by PuLSaR on 2017/08/04 19:59:35
it just changes the hud a bit to display new powerups and weapons afaik
#109 posted by PuLSaR on 2017/08/04 20:00:17
and you don't need -heapsize for QS or Mark V. readme will be updated with it.
 @Mike
PuLSaR is correct you don't need it but it's the correct way to run Quoth. From the Quoth readme:
The -hipnotic option enables the Scourge Of Armagon HUD layout that we have utilized for our powerups and weapons. You do not need to have Scourge Of Armagon installed for this to work.
I don't see why +map start.bsp would be an issue either but I would omit it. It should default to the Start map IIRC.
One other note: The earthquake sound in Mukor's map is a known issue and will be fixed in the update.
I want to restate that the update will not fix these compatibility issues.
 Thanks
#111 posted by Mike Woodham on 2017/08/04 20:55:25
I will wait for the update and have another go then.
#112 posted by Joel B on 2017/08/04 21:52:19
Quakespasm (and other modern game engines) will implicitly enable -hipnotic if you specify -quoth.
 @Haunter
You map is so cool. Fantastic work. Saw this yesterday in a architecture book and then played your map today!
https://goo.gl/photos/RABRTNK829ZysaYf9
 Going To Be Streaming This Shortly.
#114 posted by ionous on 2017/08/05 10:14:23
I kinda hoped Haunters map would have been longer
 Update
#116 posted by PuLSaR on 2017/08/05 20:02:38
The archive has been updated (Download 1), the mirror will be updated soon.
Patch note in readme.
#117 posted by PuLSaR on 2017/08/05 20:04:12
Download 2 is updated is well
 Update Details ?
#118 posted by Barnak on 2017/08/05 20:19:32
While I'm downloading the update, could you describe in brief what are the changes ?
 Minor Fixes In Map Mostly
#119 posted by PuLSaR on 2017/08/05 20:21:39
Patch note
- modified readme to delete heapsize mention and mention that QSS R7 is unsupported
jam9_breezeep:
- fixed locked door after the silver key is obtained
jam9_muk:
- fixed missing sounds
jam9_newhouse
- fixed void
- fixed some alpha problems
- fixed racing elevators, they now have same speed value (so one doesn't go through the other)
- moved one elevator to the left in factory section, now gug with its huge box can move like it should
jam9_otp:
- added music track for the people who need it
- added ending message to the final fight
- fixed sky resetting to nebula skybox after loading a save
- fixed "textures missing from BSP file" error
- fixed pickups falling out of world
- removed erroneous colored light
- removed misplaced ladder handle
- moved some misc. entities around to make them easier to spot
- made some health pickups easier to spot and placed more health pickups overall
- reduced attenuation of "waterfall" sounds and placed more ambient sounds overall
- reduced strength of the final jump pad
- reduced bounding box of the cistern pad and added clip to the shaft
- replaced clip with skip in a certain secret
jam9_pulsar
- added megahealth in the final battle room on skill 1 (was on skill 0 only)
- some cosmetic changes
jam9_secret
- tweaked clipping a bit, especially near the cross of deflection
jam9_shotro
- fixed exploits
- fixed broken doors/teleporters
- fixed items not spawning
- implemented better messages
- toned down color lights
jam9_skacky
- fixed bad texture
- fixed death knight that spawned in a wrong position and couldn't be killed
- fixed sequence break that could get the player permanently stuck
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