 Yes
#11 posted by Ankh on 2007/05/10 21:15:45
I'm waiting for the final version before I start to play this pack. The screenshots look very interesting. I will also try to record some first try demos (if I don't get killed too fast :)
 Err.
#12 posted by Text_Fish on 2007/05/10 21:22:44
I've followed the installation instructions to the letter, but when I open GLWarp or Winwarp the following error message pops up:
Quake Error
You must have the registered version to use modified games
and when I try Nehwarp I get this error:
Unable to locate component
This application has failed to start because fmod.dll was not fond. Re-installing the application may fix this problem
Anybody else got this problem?
 Ok
#13 posted by Spirit on 2007/05/10 21:36:25
The link in the newspost is the file to get now.
If you downloaded it earlier (the non _01.7z), you will need to grab the maps http://shub-hub.quaddicted.com/files/mods_singleplayer/warpbsps.7z if I am correct.
Just wait a night, ijed will upload everything nice tonight. :)
Text_Fish: Are you using the right folder and commandline? the engines must be in /quake, not /quake/folder
 Text_Fish
#14 posted by aguirRe on 2007/05/10 22:34:09
The NehWarp fmod.dll issue is my fault, I forgot that the dll is also required to make the engine work. I've uploaded it here: http://user.tninet.se/~xir870k/fmod.7z . Unzip to the same dir as the exes.
The other error I don't know, it appears as if you don't have the registered Quake (pak1).
 Minor Clarification
#15 posted by aguirRe on 2007/05/10 22:45:11
The above dll is of course only necessary if you don't have full Nehahra installed: http://nehahra.planetquake.gamespy.com .
 Unregistered
#16 posted by Preach on 2007/05/10 22:56:44
It does sound like exactly the error you'd get if the exes weren't in the base quake directory, as they'd be unable to find that text document that tell the engine quake is registered.
I've played some of the pack today, although I've had to ration it to get some revision done. It's been top notch work so far! There are a scary number of spawn about on hard though...
 Oh! I See Now.
#17 posted by Text_Fish on 2007/05/10 23:11:22
I was being a twit. I placed the shortcuts in /quake but left the original .exe's in /warp. Dur. :)
Cheers for the help!
*Plays*
 Sielwolf
#18 posted by Stubgaard on 2007/05/11 08:34:49
SDA is not supporting Quoth based maps.
 UPDATE
#19 posted by Spirit on 2007/05/11 10:01:26
A fully fixed and final version is now up. Same link as in the first post: warpspasm.7z
If you downloaded any version before, there were some skins missing. Get this archive: http://shub-hub.quaddicted.com/files/mods_singleplayer/warpskins.7z
I'm gonna play the third map now, really enjoyed it so far (saving often, heh)!
 Cheers Spirit
#20 posted by ijed on 2007/05/11 14:09:35
And watch out for the Agony Maze.
 Wow
#21 posted by nitin on 2007/05/12 05:19:17
bile plant is an instant classic.
 A Plant That Poops!
#22 posted by HeadThump on 2007/05/12 06:52:26
I was putting Quake on hold until I got caught up on some important things, but this I have to see. :)
 Sealed City
#23 posted by nitin on 2007/05/13 07:06:56
is another instant classic.
this is amazing stuff, you can see the 16 mths of effort. Lovely work.
 Just Started Playing
#24 posted by than on 2007/05/13 07:46:20
shame it won't work in fitzquake. I hate the lighting in regular gl engines (of all maps, not just this) and winquake looks and runs very poorly.
I did play through the first map though. Seems like good stuff so far, and the music is quite spooky. Liking it :)
By the way, the bind for the plasma gun is impulse 250, in case anyone else is having the same problem I was :)
 Than
#25 posted by nitin on 2007/05/13 07:54:07
seriously, level one is no indication of what is to come. just keep playing.
 Hmm....
#26 posted by metlslime on 2007/05/13 10:47:51
it seems like there's a bug in these gl engines... if the video resolution you choose is not 4:3 ratio, it still sets the vertical fov as if it was ... the result is that everyone looks short and fat when i play at 1680x1050.
I don't have glquake installed at the moment, but it seems like this was not a bug in the original glquake. But I could be wrong...
#27 posted by Trinca on 2007/05/13 11:28:12
ye than first level for me is a litle borring becouse gameplay is very slowed becouse of to much shambers in my opinion... but after that... are level for us not forget good quality and a size of maps real huge
 WideScreen
#28 posted by aguirRe on 2007/05/13 11:29:25
There's no explicit support for it in my engines, AFAIK there never was any such support. In GLQuake 0.97, it looks the same and you can't even change fov at all ...
I'd suggest using std 4:3 resolution.
 It Just Gets Better And Better
#29 posted by nitin on 2007/05/13 12:01:32
3 instant classics now, nightmare tangent is also fantastic.
 Phew, What A Battle
#30 posted by negke on 2007/05/13 12:25:33
bit of a mixed bag for me. the maps are pretty nice for the most part, but 500+ monsters are just far too many to be enjoyable - it became boring, sometimes even annoying after a while (it's ok for one map, not for an entire episode). and it was very, i mean VERY hard on skill 2 - i was constantly low on health and sometimes even ran out of ammo. each map took me about an hour, maybe more, and LOTS of quickloading. switched to skill 1 after three maps and it became much better.
warpa could have been more detailed, still ok.
warpb conveyed a certain atmosphere i can't put my finger on. low lightlevel, fog, gritty textures and vast repetitive environment, the industrial juggernaut i would never want to end up in. by repetitive i mean there weren't many clearly distinct areas, or rather areas that really stood out - at least i had the impression. some bits were pretty bland.
warpc was cool (knave trims are a bitch to align properly). so were warpd and warpe, which had a very cool theme (also an insane amount of secrets, but i hardly found any).
the shortcut teleporters in all of the maps were very handy.
the sleeping player gibbing looked buggy: one could see the telefrag zombie.
what's up with the items' bounding boxes? they are like in qw or something - it's harder to pick them up, requires the player to really touch their center/origin.
quoth: being killed by polyp gibs prints a "fell to this death" message. i still don't like the plasmagun sound - and why did it emit a red light when hitting a wall?
 Item Pickups Etc
#31 posted by aguirRe on 2007/05/13 13:54:18
I think it's because ijed rotates the boxes slightly to make it look more realistic, I've seen that before in other maps. It's a nice touch, but annoying.
The polyp gib obituary seems like a QC bug. The red light from PG is just how NehQuake displays that type of effect.
As for boring/hard/easy gameplay, check out the extra coop modes ...
 Rotated Items
#32 posted by negke on 2007/05/13 14:18:11
i can't tell for sure, but there might be more to it. at least i've never experienced such a behavior with rotated items before.
 Rotated Bounding Boxes
#33 posted by Preach on 2007/05/13 14:25:16
I noticed the items that were rotated were much harder to pick up. I think the problem is that the bounding boxes are the same as normal, but that ammo models are rotated about one corner rather than the centre. Quake bounded boxes don't change at all with the entity's rotation, so the boxes end up quite a long way out of place. From one direction the items are hard to pick up, from the other you pick them up before you appear to touch them. Trying to work out what's going on is made harder by the fact than ammo has the FL_ITEM flag, which makes the bounding box larger for players.
This same bug occurs in quake as well, it's just that lots of the ammo in these maps is rotated, so it's more noticable. I could probably write a new setsize function that would set a corrected bounding box. It would take into account the rotation of the entity and shift the position of the box accordingly(assuming of course that the given size is correct for a rotation of 0 degrees). The bounding boxes would still be parallel to the x and y axes, that's the only possibility in quake. But the boxes could be scaled to be a square that would exactly contain the hypothetical rotated bbox. Would this be a good fix?
 Enormous
#34 posted by Orl on 2007/05/13 14:40:18
Warpspasm is the longest map pack I have ever played. With each level taking about an hour to complete (disregarding the first and the last), along with around 550 monsters, and VERY hard on skill 2, this pack is a blast. Highly recommended. Play it now!
 Looking Forward To This...
#35 posted by Shambler on 2007/05/13 14:43:53
...can someone remind me what the final, fixed, release download is, cheers.
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