 Oh
#147 posted by mfx on 2015/12/31 21:08:34
i forgot, Qbism Super8 supports the mod now too!
https://qbism.com/viewtopic.php?f=1&t=23&sid=f4c0cfe7ee6879f67e70fe04ab598f9c
For all you pixelconnaisseurs...
#148 posted by mfx on 2015/12/31 21:09:49
nah, im not drunkk
 Oh Hey Just Been Playin One Of Yer Maps
#149 posted by Kinn on 2015/12/31 21:32:40
Cruical Error (ad_cruical) - 2nd attempt
Gave this map another go, and when I was at the point where I got stuck last time, I just found the way forward immediately (it was a fairly hard to see small opening but the monster trail kinda guided you to it). Anyway, finished the map fine. For some reason shotgun combat feels satisfying now because of the projectile shot, so I didn't get bored plinking away at all the grunts and enforcers, and really loved it once I got my mitts on some meaty guns. Brushwork was truly splendid, as is the mfx way.
Smash and Grab (ad_test1)
Yeah, yeah - I know, test map - but it's very polished like a typical sock map. Exploring this map to hunt down all the monsters and secrets is great fun and it would be a totally valid campaign map if access to the exit was held off until a little later.
Arena Town (ad_test6)
Again, polished. There's a lot to see and do. Visually fantastic. Shitloads of exploration and 120 monsters to hunt down. With a few changes to the player routing to make the journey to the exit more structured, this would be one of my favourite sock maps.
#150 posted by mfx on 2015/12/31 21:39:22
For some reason shotgun combat feels satisfying now because of the projectile shot, so I didn't get bored plinking away at all the grunts and enforcers....
Dude, that is what we thought dudes would love, dude.
#151 posted by Spirit on 2015/12/31 21:47:19
I tested something? :O
Guten Rutsch!
 Spirit, You Are Just Overworked
#152 posted by mfx on 2015/12/31 21:53:49
of course you tested some "areas" of the bog. Slide well, mhahaha!
 Where Be The Rest Of These Evil Tomes??
#153 posted by Skiffy on 2015/12/31 22:07:44
AD_Swampy... this map torments me. 400 out of 428 monsters dead. Access to the exit portal but I am still missing 6 of the 8 tomes?? Man what evils is this... anyone care to share some tips on finding the rest of these suckers? or at least where is some silver keys? Love the map but dang its massive... I hear the evil chanting sound and know books are close behind locked doors with no way of getting to them!
 AD_Swampy
#154 posted by madfox on 2016/01/01 01:49:28
I'm reigning that swampy Grizly Grotto as if I lost my diary Beyond Believe.
 Ok, Am I The Only One Getting Those Errors?
#155 posted by aDaya on 2016/01/01 13:16:18
(see my previous post, I really want to experience that mod at its fullest)
 Daya, Maybe You Can Try
#156 posted by Kingold on 2016/01/01 13:23:04
MarkV or Darkplaces?
If you really want to stick to Quakespasm, are you sure that in its commandline you have included the argument "+set max_edicts ###" or the like as recommended in the readme?
 Sooo Many Secrets!~
#157 posted by Skiffy on 2016/01/01 15:04:51
Ok so 7 tomes have been found... so one left to go! I have a door left to open that uses a purple key... and I have 16 ut of 25 secrets found and 5 monsters left to kill ha. I've had a great time so far with this map. Now to find this last bit.
 Demos
#158 posted by Zwiffle on 2016/01/01 23:37:07
#159 posted by - on 2016/01/01 23:45:01
"You need permission"
great link Zwiffle
 Zwiffle...
#160 posted by anonymous user on 2016/01/01 23:49:58
 But Scampie
#161 posted by Zwiffle on 2016/01/02 00:05:01
I DO have permission.
#162 posted by - on 2016/01/02 00:10:03
Then no wonder the rest of us cannot get to the files, dead men only have access to dead files... us living souls cannot access dead files without dying, thankfully Google is there to save us from your evil zombie trickery!
RIP
 AD_Swampy... So Awesome
#163 posted by Skiffy on 2016/01/02 18:16:53
Yea found em all and got my reward. And almost all the secrets. This map was soo good.
 Kingold
#164 posted by aDaya on 2016/01/02 21:49:05
Putting "+set max_edicts 2048" into the .bat file I use to execute quakespasm (because somehow quakespasm doesn't remember "sndspeed 44100" and "fov 105" even if I put them into an autoexec file, and that's fucking annoying) doesn't do a damn thing, the error is still there. And I'm using QS 0.90.1 as stated in the readme.
Maybe you guys should've done more tests, as for now Darkplaces seems to be the best candidate.
 Oh Wow Even Darkplaces Can't Do It
#165 posted by aDaya on 2016/01/02 21:53:49
Could finally open up the swamp map, but now the game's framerate is stuck at 1 FPS, and that's with the patch in the OP.
How did you guys did it?
 Daya, Give MarkV A Try.
#166 posted by Kingold on 2016/01/02 22:49:33
I am pretty sure that it will help.
 Daya
#167 posted by ericw on 2016/01/02 22:56:59
max_edicts should be set to 8192 for AD.
This value is set in the quake.rc that is included the mod, so there are only 3 ways I know of to get the wrong value loaded:
- Using "+max_edicts 2048" (or some other value that's too low) on the command line - don't do this, or if you do then set it to 8192
- Having "max_edicts 2048" in id1/autoexec.cfg or ad_v1_42final/autoexec.cfg. This will mess up AD, I guess the AD quake.rc maybe should have been set up differently so this couldn't happen.
- If you change to the AD mod in the Quakespasm console using the "game" command, you need to additionally do "exec quake.rc" to load the quake.rc. This is a QS shortcoming, most engines load the quake.rc automatically.
Hope this helps.
 The Underearth
#168 posted by adib on 2016/01/02 23:54:27
http://www.quaketastic.com/files/demos/ad_e2m7_adib.7z
In the first try I died after meeting a horde at the wrong place, making it an unfair battle. Not sure if it's my fault, though. The second try ends with me wandering all over for the last secret and four remaining enemies.
I liked this level. If you're into "old school", you'll find it very satisfying. I loved the secrets, because I love jumping skills and smarts to reach hard places. Too bad I couldn't find the last secret.
The last battle was kinda easier than I thought because the Minotaur doesn't help much. The path to the last battle gives a nice anticipation creep, though. It would be perfect if it ended with a big scare.
 Daya
#169 posted by skacky on 2016/01/03 00:29:47
You're literally the only one who has problems like that. Don't you think your rig is the cause rather than the mod? Maybe you should've done more tests with your stuff?
 Underearth
#170 posted by skacky on 2016/01/03 00:32:05
I still am not able to reach that Thunderbolt on the ledge ;_;
 Might As Well
#171 posted by adib on 2016/01/03 01:28:45
Jump!
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