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| Posted by necros on 2011/06/22 22:38:59 |
Here's my QExpo map!
Stuck atop frozen mountain peaks known as the Fingers of the Gods, your only way out lies in using the Altar of Storms to open a gateway and escape. You will need an ancient Rune to activate the Altar, conveniently held deep below ground in a buried city...
One lonely screenshot
This is a two map mod for Quake. (This is NOT a quoth map. DO NOT use quoth).
Engine Requirements
This mod requires a FitzQuake variant as some parts are completely unplayable without fog interpolation. If you just hate FitzQuake variants, then you will need to turn off fog from the console whenever you can't see.
Installation
unzip the pak0.pak file into a directory of your choosing, eg: /quake/ne_ruins
Running
run quake with: -zone 2048 -heapsize 192000 -game ne_ruins
Make sure 'max_edicts' (in the console) is set to AT LEAST 4096. 8192 to be safe. Failure to set this may result in the map crashing the engine. The pak0.pak contains a config file 'ne_setup.cfg' which should take care of this on it's own.
When using a fitzquake variant, make sure sv_protocol is set to 666 (or whatever your variant requires, 999 for RMQ I believe), otherwise you'll probably get invisible items or other oddities when recording demos (wink). I could not include a default protocol setting in config files because each engine has it's own protocol number.
Playing
Once the engine starts, select your skill level in the console by typing 'skill #' (Replace # with a number, 0, 1, 2, 3; for easy, normal, hard, nightmare.) Select 'New Game' from the menu.
if you want to record demos, you can use the "quicksave, disconnect, record, quickload" trick to record demos mid-map.
Additional notes
This mod includes an autosave feature. Every once in a while, you will see the message 'Saved to ne_autosave.sav'. You can press 'F8' to reload to that point and pressing attack or jump when dead will automatically load the autosave instead of restarting the map.
HOWEVER, if you quit the game and wish to load your autosaved game later, you will need to type 'load ne_autosave' into the console instead of pressing F8. F8 will function correctly AFTER the map has been loaded from the console.
Finally, I recommend playing with gl_texturemode 3 to disable bilinear filtering! :D
Download .zip (47mb)
Download .7z (37mb) |
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#143 posted by Spirit on 2011/12/15 23:07:18
I want to coop this but the client keeps crashing.
Server is:
./quakespasm -dedicated -game ne_ruins -deathmatch 0 +coop 1 +teamplay 1 -zone 2048 -heapsize 192000 +max_edicts 8192 +sv_protocol 666
Client is:
./quakespasm +connect server.address -game ne_ruins +max_edicts 8192 -zone 2048 -heapsize 192000
Both Archlinux, QuakeSpasm 0.85.4. The client segfaults once the server is running the ne_ruins.bsp map.
FITZQUAKE 0.85 SERVER (30781 CRC)
Ruins
Using protocol 666
Warning: 564 models exceeds standard limit of 256.
Warning: 327 sounds exceeds standard limit of 256.
Warning: 56662 faces exceeds standard limit of 32767.
Warning: 64740 marksurfaces exceeds standard limit of 32767.
Warning: 58594 clipnodes exceeds standard limit of 32767.
--> client to server keepalive
Segmentation fault
Am I missing something obvious?
#144 posted by necros on 2011/12/16 00:21:40
i don't know if the progs works with coop, tbh...
there are some graphical stuff that will definitely malfunction in multiplayer, but there are changes to some fundamental things (or ways i chose to do things) that may explode if there are more than 1 client in the map. :S
#145 posted by necros on 2011/12/16 00:32:14
actually on further thought, i'm not sure how accurate my previous post was. i was thinking about a different progs where i had ripped out most of the multiplayer code, but the ruins code wasn't the same one.
there is still going to be some problems though, as i do distinctly recall making coding choices based on SP only. i tried to account for multiplayer, but i never tested any of it.
if an engine person can weigh in, that'd help.
 Great Mod
BUT how does the swinging fence door work? I want that!
#147 posted by necros on 2011/12/16 20:36:49
they're not too complicated. you give func_movewalls a touch function that takes in the player's velocity. then you send that info over to the rotater and drop it into a think function. then just decay that angular momentum over time to simulate friction.
if you want to get cute, you can give func_movewalls health and make them shootable, then give them a th_pain to also dump velocity into the rotater to let you shoot doors open.
it only gets complicated for non-y-axis doors that need to be affected by gravity, because gravity will not just rotate it in a linear fashion, but will depend on how perpendicular to the gravity vector it is. you can use a dot product for that, but i haven't really gotten them to look realistic yet. i want to make a draw bridge the player can push to cover a gap but getting the bounce to look right is a pain, because a real physical object would absorb some of that bouncing into the object itself (vibration).
 Kind Of Fucking Harsh
Sorry cant help it, since Iv only recently played Marcher, after reading all the praise but
ne_ruins , it's pretty boring in terms of gameplay/construction
i've wouldn't be never compare it with the kinn's levels for example.. is a ridiculous statement.
Marcher is constructed in a beaten to death plain Quake3-gothic style, which looks very boring if you played Q3 for some time. The texture set and style been overused both in stock and custom maps, and been done better. Visual details got sacrificed to the size of the map, which I understand from the technical point, but unfortunately it results in a bland look. Even the insides of the castle - flat walls gothic_block all over the place, nothing pretty.
Now back to the ne_ruin: the mapper also borrowed the visual style from another well known game but went all the way to recreate it in the best way possible using uncommon advanced techniques to achieve great level of details without having to split the map into smaller parts. The texture and geometry detailing rivals or even surpasses the original despite the old engine. Excellent usage of map models for both visuals and gameplay. It's the most detail-rich quake map I've seen (I'd be thankful if you show me something that is on the same level). Atmosphere and sense of place is quite strong as well.
The only criticism one could give it is for the very uniform look of the indoor areas due to the strong teal lighting/fog.
Gameplay wise regular monster placement and setups might be nothing special, but it's compensated by the novelty and quality of the enemies (in gameplay sense).
But more remarkable is that this mod has excellent boss battles by not just custom map standards but pro-made games standards. Good use of patterns and escalating action stages. Best boss-battle quake mod ever? Make it two best bosses even.
Criticism? Healing pools make the finale too easy -_o
So yeah, don't compare it to Marcher, its in a class of its own.
 Hm
#149 posted by ijed on 2011/12/17 05:14:24
I always preferred Bastion of the Underworld to Marcher.
And this map stands in a class of its own. The above explanation of the swing gate style door had me nearly post earlier, but my post, after lots of thought was something along the lines of "Wagghhh! :)"
Necros, I think you'll like what Gb has manged with rotating objects - RMQ demo sometime soon.
#150 posted by necros on 2011/12/17 05:21:55
yeah, i'm looking forward to see it. the last demo, while not my style, had some really impressive qc and use of said qc.
 RE: Segmentation Fault
#151 posted by szo on 2011/12/17 09:30:48
I couldn't reproduce a crash yet. However if you still do, we need to see where actually it crashes, i.e. some backtrace from gdb would be a good start.
 Lightmill
#152 posted by spy on 2011/12/17 10:24:55
are you trolling me? ok. you say
1)Marcher is constructed in a beaten to death plain Quake3-gothic style, which looks very boring if you played Q3 for some time
could you point me at least couple of maps in that Q3 gothic style with such epicness of marcher
2) The texture set and style been overused both in stock and custom maps, and been done better
where? in quake1 that style and texture set is heavily underused and underrated (or have i missed something?) i assume we're talking about Q1 mapping, right? personally i haven't seen that some map has been build with more quality than Marcher in such theme
3) Visual details got sacrificed to the size of the map, which I understand from the technical point, but unfortunately it results in a bland look i cant see any flat /bland details in M. maybe it's just me ;)
flat walls gothic_block all over the place, nothing pretty. are your sure you talking about M.?
________
ps my fault i've been trying to compare ne_ruins with marcher i shouldn't have done it
each map has its own unique feeling (maybe i just overplayed oblivion) ;)
 Gdb
#153 posted by Spirit on 2011/12/17 10:25:04
tell me how to do that, I did try earlier but it was not intuitive and I was too lazy to search.
 RE Gdb
#154 posted by szo on 2011/12/17 11:23:50
For a start, you need a quakespasm binary with debug symbols not stripped. See http://quakespasm.sourceforge.net/devel/ and take spirit_dbg.tar.gz which I built from the current svn for x86 linux; it also contains the Makefile.test that I used for building it so you can build your own and/or play with the compiler options in it.
As for running it under gdb, this is what I usually do:
# gdb ./quakespasm
[you are now in gdb's shell]
# set args -game ne_ruins -zone 2048 -heapsize 192000 -nomouse +connect server.address
[-nomouse may be necessary because if it crashes it would still has the mouse captured and you wouldn't navigate easily between windows.]
# r
[this runs it]
when/if it crashes, you will see some stuff in gdb's shell and the place of crash. Do:
# bt
... which will give you a backtrace
# c
[continue, until it bails out]
# q
[quits gdb]
 Szo
#155 posted by Spirit on 2011/12/17 11:39:25
That build does not crash. Seems like the bug was fixed in the mean time. Thanks!
 Spirit
#156 posted by szo on 2011/12/17 11:48:44
Please do a test for me: Do a normal build from quakespasm-r524.tar.gz (i.e. without using my Makefile.test or anything fancy) and try again: If it doesn't crash either, than we are good, and I will then assume that your crash was _possibly_ due to this bug which is indeed fixed in the svn for 0.85.5:
http://quakespasm.svn.sourceforge.net/viewvc/quakespasm?view=revision&revision=440
 Success
#157 posted by Spirit on 2011/12/17 12:09:43
Builds and runs fine
 RE: Success
#158 posted by szo on 2011/12/17 12:19:32
Thanks for testing! quakespasm-0.85.5 (pending, in a week or two) will have the fix integrated.
 Linux
#159 posted by DaZ on 2011/12/17 15:11:48
my head hurts
#160 posted by necros on 2011/12/17 19:08:05
cp /linux/painkillers ~daz
there you go. :P
 Swinging Door
Iv read that 10 times, trying to understand, but Im no good at qc at all so... would you release the code?
#162 posted by necros on 2011/12/18 01:26:46
i don't want to be a dick here... but if you didn't get my post, you'll probably have a hard time with the qc... but take a look and see i guess: http://necros.slipgateconstruct.com/temp/ne_rotation_pushableRotaters(17.12.11).qc
 I Was Just Thinking
A remake of E3M2 in this map's style would be ace...
#164 posted by necros on 2012/01/03 22:17:32
in theory, with the map source, anyone can make new maps with the same style since i left the brush groups intact. just copy/paste some stuff around and build a little bit to fill in whatever gaps.
 Hm
#165 posted by ijed on 2012/01/04 01:37:28
The original maps are extremely crampt, and badly built by modern mapping standards.
Blasphemy maybe, but true.
Having said that, the compact mapping style in id1 isn't really used much anymore.
Makes me wonder if there was a technical reason for the caution. Possibly inaccuracies in the movement far from the world 0 0.
Unlikely though.
I believe the reason was rendering performance back in the day? They couldn't just make open spaces like Doom 2.
They might be built badly by modern build standards, but the actual flow makes them very lean compared to Doom which I approve of :E
 I Spose Yeah
#167 posted by ijed on 2012/01/05 13:18:57
It's not so much the scale of things that caused problems, it was having more than 100 enemies in a level to fill all that space with.
Remember when the courtyard fight in czg07c was groundbreaking - 5 HKnights vs 5 fiends. Then later on came stuff like Masque and Marcher, with tons of enemies and tons of detail.
RMQ winter demo is nearly ready by the way, which will include BSP2 tools. For those who found Masque and the like a bit too small...
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Website copyright © 2002-2026 John Fitzgibbons. All posts are copyright their respective authors.
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