 Engines
#10 posted by starbuck on 2005/01/09 10:44:09
i used Darkplaces and it ran great at 1280x1024 resolution with everything turned on.
 Holy Fucking Shit Indead
#11 posted by bal on 2005/01/09 10:47:59
That was alot of monsters...
Great map man, good start for 2005. =D
I'm surprised how well those new monsters fit in, I wouldn't mind seeing them used in other q1sp maps. The blue firing guys are fucking tough tho, too much health, had to finish the last one off with my boomstick.
 Oh By The Way...
#12 posted by bal on 2005/01/09 10:49:39
I love the new sound the monsters make when gibbed... ;D
 Pardon My Wording
#13 posted by Jago on 2005/01/09 11:14:02
I am sorry for my wording. I should've said "doesn't work". I tend to forget that some people might be easier to offend than others. I apologise.
 OMFG
#14 posted by DaZ on 2005/01/09 11:18:10
Very very very nice!!! The words wont come out, but it looks gorgeous and the gameplay is fantastic!
Love the new / borrowed enemies, they work really well. I agree with Bal that the horned blue shit throwing guys have a little too much health. But apart from that they are fine, all the other new enemies rocked, even the little spiders!
omg if u haven't played this map you dont deserve to be breathing... Map of the year! :D
 God Dammit
#15 posted by Lunaran on 2005/01/09 12:15:44
I need quake :(
 Bloody Brilliant
#16 posted by Zwiffle on 2005/01/09 12:16:39
10/10
The bell tower ending was phenomenal.
 Grrrr...
#17 posted by Demiurg on 2005/01/09 14:14:26
Am I the only one who has technical problems? It will only run in 640x480 in GLMarcher. It crashes in DarkPlaces. I can play it in 1280x960 in FitzQuake, but then the sky won't show properly (haven't played it beyond the first bridge though).
Jardung's GLQuake works perfectly (it seems), but not with Marcher.
A pity as it seems to be awesome.
 Demiurg
#18 posted by Jago on 2005/01/09 14:21:30
Strange, the sky works fine for me in FitzQuake. I am playing in 800x600.
#19 posted by Zwiffle on 2005/01/09 14:25:39
Did you add the -heapsize 48000? I added it, even in DP just to be safe, and it worked absolutely splendidly in 1024x768 32bit. I only tried it in DP though.
 Too Far Away?
#20 posted by Demiurg on 2005/01/09 14:39:19
Zwiffle: I have -heapsize 96000, so that shouldn't be a problem?
Jago: I've tested FitzQuake again and it's not the sky it seems, rather the distance to it - it's a red block over part of the sky, but when I get closer it's OK (and beautiful at that). If that's the only problem, it's quite OK. Strange with GLMarcher though.
 Demiurg
#21 posted by Kinn on 2005/01/09 14:44:12
you appear to not be using the settings provided with the autoexec.cfg - please clear any existing autoexec.cfg file you may be using, and make sure the one provided in the zip is placed in the quake/marcher/ directory.
 Sky Again
#22 posted by Demiurg on 2005/01/09 14:48:12
It's seems to be the same in all resolutions btw - here's how it looks in 800x600:
<url>http://watch.windsofchange.net/pics/marcher_sky.jpg</url>
 Oops...
#23 posted by Demiurg on 2005/01/09 14:48:50
 Awesome Work!!
#24 posted by Spirit on 2005/01/09 14:49:01
This map runs smooth like a [whatever] with Joequake!
http://delfin.unideb.hu/~sj0002/
 Replies
#25 posted by Kinn on 2005/01/09 14:54:54
Thank you all for the wonderful comments so far :) It's a great relief to have finally finished this map, and in the end I guess I owe it all to you guys for keeping the Quake groove going after all these years.
 Autoexec.cfg
#26 posted by Demiurg on 2005/01/09 14:56:33
Tried that and GLMarcher still loads in 640x480 only. But never mind - I'll play it in FitzQuake.
 Demiurg
#27 posted by Kinn on 2005/01/09 14:58:43
That is odd. Try putting these in your .cfg:
fov "90"
gl_farclip "16384"
r_farclip "16384"
I have a suspicion your strange fov setting may be causing this.
 Demiurg
#28 posted by Kell on 2005/01/09 15:03:59
Tried that and GLMarcher still loads in 640x480 only.
add this to the command line for GLMarcher exe:
-width 1280 -bpp 32
 Kinn
#29 posted by Demiurg on 2005/01/09 15:09:12
Got rid of the red block now, using your advice - even with my strange fov setting (110);)
Guess it was gl_farclip then?
Thanks!
 Kell
#30 posted by Demiurg on 2005/01/09 15:10:34
Here's my command line:
GLMarcher.exe -width 1280 -height 960 -bpp 32 -heapsize 96000 -game marcher +map marcher -skill 3
 Demiurg
#31 posted by Kinn on 2005/01/09 15:12:47
Yes. For some reason, your setup doesn't seem to be loading the provided autoexec.cfg - I can't say why atm.
Also heed Kell's advice (post above yours) in setting
-width 1280 -bpp 32
at the command line to get GLMarcher in a higher resolution.
#32 posted by Kell on 2005/01/09 15:14:06
-skill should be +skill
And good luck with that on 3, btw ;)
 Kell
#33 posted by Demiurg on 2005/01/09 15:21:33
Yes, I've messed around with the command lines so much the last hour so I got that wrong. Now, I'll try it on 3 in FitzQuake. Wish me luck! ;)
 Demiurg
#34 posted by Kinn on 2005/01/09 15:24:16
If you can get it to run in GLMarcher, i'd recommend that over FitzQuake - in FQ you will suffer massive packet overflows towards the end.
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