#290 posted by Baker on 2016/01/16 07:31:52
The only reason I wrote that feature:
One time I was in the middle of a really good Skacky map (mapjam1?), had played for 45 minutes ... then died.
I didn't have it in me to redo all of that gameplay.
It's an emergency "I forgot to save" fallback to prevent that scenario.
The first auto save, (less than 90 seconds ago) isn't necessarily enough time to avoid your doom. Hence, 3 auto-saves spaced apart by 90 each.
Just to avoid the "I invested in a hour in this great map and forgot to save" problem.

Qbism Super 8
#291 posted by quakeisdead on 2016/01/17 00:09:56
I can't get this mod to run with the latest version of qbism, any thoughts?
#293 posted by
Joel B on 2016/01/17 01:46:55
FWIW I think sock may be working on a patch that will make AD usable with software-renderer engines.
#294 posted by quakeisdead on 2016/01/17 03:09:48
I get all my playing done with Quakespasm, i saw a screenshot MFX posted of the mod running in qbism so I wanted to try it out.
#295 posted by anonymous user on 2016/01/17 08:04:09

Patchwork
#296 posted by
sock on 2016/01/17 13:39:22
patch that will make AD usable with software-renderer engines
Indeed, patch 2 will be finished in a week or two and fix AD to work with WinQuake engines. In the meantime be careful downloading patches from other sources, they are not fully tested.

Do'nt Froget Abuot Curcial!
#297 posted by
Spirit on 2016/01/17 13:46:15

Is There...
#298 posted by Qmaster on 2016/01/20 03:18:54
Is there wad with the cobweb textures? ad_start.wad included in the pack doesn't have them.

I Just Want To Say
That the credits sequence in the end map is awesome :)

Qmaster Re: Cobwebs
You could extract them from ad_necrokeep.bsp using AdQuedit - as long as the author doesn't object.

QMaster
#301 posted by mfx on 2016/01/20 09:18:53
you can extract the textures from the .bsp with various tools, bsp2wad.exe or texmex for example.
They aren't "protected" in any way.
Shamblernaut, thanks!
#302 posted by
Lunaran on 2016/01/20 09:26:02
Free use of the textures is more or less implied. (a few of them are from UT anyway ssshhhh)
#303 posted by
- on 2016/01/20 14:44:34
http://scampie.net/files/terra.zip
This is the full wad Lun and I used while building the map.

Self.dopeslap = TRUE;
#304 posted by Qmaster on 2016/01/21 00:23:29

Well Well Well...
Looks like someone created the Widowmaker in real life -
https://www.youtube.com/watch?v=UQy-1_P8mqE
#306 posted by
Kinn on 2016/01/24 13:28:38
Looks like someone created the Widowmaker in real life
Can you spunk all three loads at once though? Seems like each of the loads is shot individually.
Sadly I believe it shoots each one in turn. I guess it's a cross between the widowmaker and the riotgun.

When Is Patch 2 Coming Out?
#308 posted by
generic on 2016/01/24 17:13:39
I am enjoying the mod, so far, but I am tired of shooting helpless little spiders stuck to the ceiling :^(
Thanks!

Switch Off And On Again!
#311 posted by
sock on 2016/01/24 17:38:13
When Is Patch 2 Coming Out?
Hopefully this week, I need to test all the maps in QS/DP/WinQuake before I release it. I am also distracted with making
a new map. I always have problems switching between LD and Coding, it feels like I need to reboot my brain each time!
New map and new patch... I am excite :D

ACK
#313 posted by
Skiffy on 2016/01/24 18:02:44
Dang need to finish up the shamblers texture quick so it can go with the patch... :)

Sock
#314 posted by
Qmaster on 2016/01/27 01:59:18
New map looks awesome! And ya, I know what you mean...my qc brain half doesn't turn on and off very quick.