#21 posted by sock on 2012/12/20 16:02:58
I downloaded the latest version of the RMX engine from SVN and all grenades don't bounce and fall through the world (everywhere). Sort of makes grenade ogres easy but frustrating for the player because the Grenade Launcher has limited use now. It seems to be consist everywhere and the grenade do the crazy sound thing and fall into the void.
 Engine
#22 posted by gb on 2012/12/20 16:20:20
The grenade bug is many months old.
FTEQW supports both versions of BSP2 and probably has the grenade bug fixed... it's not Fitzquake though, if that bothers you.
http://www.fteqw.com/ftedownloads/experimental
note: with FTE, don't bother *not* downloading the "experimental" version.
You can force a netquake-like behaviour in FTE by setting / experimenting with these:
sv_nomsec 2
cl_nopred 1
You might have to set sv_bigcoords 1 as well to enable crazy map aka BSP2 support. Not sure if that's autodetected.
I'm pretty sure that at least DirectQ also supports BSP2. Not sure if QuakeForge, Proquake and Qrack actually implemented it yet, last I heard there was some interest though. I think QuakeForge might have it. That means several engines support it, actually.
Congrats on the release Tronyn! Keep making cool stuff.
 Ah Right, FTE
#23 posted by negke on 2012/12/20 16:29:59
Can someone who hasn't yet played these maps try them with FTE instead, then? To see if it works without problems.
DirectQ does have BSP2 support, but when I tested the map, I encountered a major clipping bug that broke everything - which is why it's currently not listed as an alternative to run this release.
#24 posted by necros on 2012/12/20 16:45:08
This is the version I used to test it: http://mobile.sheridanc.on.ca/~jonescor/temp/engine_rmq.zip
I believe it was the one that came with the rmq demo last year.
#25 posted by sock on 2012/12/20 17:09:08
I downloaded FTE ( http://www.fteqw.com/ftedownloads/experimental ) and it was fine, Grenades bounce perfectly.
#26 posted by mechtech on 2012/12/20 17:55:45
�Something Wicked is big. You just won�t believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it�s a long way down the road to the chemist�s, but that�s just peanuts to Something Wicked.�
 Quakespasm Support ?
#27 posted by Barnak on 2012/12/20 18:44:32
I didn't played this new mod yet (which looks really awesome), but can I play it with Quakespasm ? And Quoth ?
 Jesus Christ.
#28 posted by Drew on 2012/12/20 19:20:56
this looks spectacular.
Downloading.
 Shit !
#29 posted by Barnak on 2012/12/20 19:40:03
So if I understand this correctly, this mod is condemned to never be played on a Mac ?
WTF !
 Hm
#30 posted by Tronyn on 2012/12/20 19:50:56
Well some Quoth content is included in the new version of Drake that comes with the maps. I don't know much about macs, is Quakespasm the only engine that runs on macs? I wouldn't say never, it looks like the bsp2 format will be supported by more engines in the future; I was basically told at Inside3d, release the map and more support will follow. If it wasn't for bsp2, I wouldn't be able to compile these maps _at_all.
re: Spirit: probably because he was concerned with all the _other_ issues - heh.
re: Kingold: I'm guessing it's your graphics card... also in my experience, laptops aren't all that great for gaming.
#31 posted by Spirit on 2012/12/20 21:09:13
I played some with the latest rmq engine I have on Linux (from some demo I guess) and have noticed no weirdness with grenades.
FTEQW runs on MacOS of course.
I hope this is compiled in the format the engine masters finally agreed on. BSP2, not 2PSB if I recall correctly. I'll ask about that in #qc.
-----
Back to the map itself:
I played a bit more than getting the GK. Never been much of a "tronyn-style" fan. So far this feels great in scale and awe but much too random to me. Great architecture but no sense of purpose. The tech weapons feel completely out of place and silly! My first impression were nail ogres wildly firing at me at such distance that I could almost not see them, gah... To this I much prefer stock vanilla Quake arsenal and enemies. I enjoy close combat more than walking a lot through empty space.
The scale of the start map was jaw dropping. I can understand how the rmq team got lost with these new possibilities. But in the end it does not actually feel/play different so far. And at least the start map also was very plain (probably possible in BSP29 as well?).
I'll wait with my judgement until I finished it. :D
#32 posted by Spirit on 2012/12/20 21:34:48
Ok, this is compiled in the "old" format. 2PSB (the first 4 bytes). RMQ people, does RMQe support BSP2? How can Tronyn compile to that?
I assume the Quakeforge tools support BSP2 but lighting might be different maybe.
It would be great if we get this first non-rmq map in the "proper final" new format as soon as possible so we do not end up with more compromises and backward compatibility in the future!
 Playing Through
#33 posted by Drew on 2012/12/20 21:53:30
halfway thru 1st map, according to monster count. So great - youv'e done so much with that scrap!
 Spirit
#34 posted by Barnak on 2012/12/20 22:03:37
How do you run FTEQW on a Mac ?
From the web site, I don't see anything related to Mac :
http://www.fteqw.com/ftedownloads/
#35 posted by Spirit on 2012/12/20 22:13:06
FTEQW is a bit messy, try from http://triptohell.info/moodles/
 Ok
#36 posted by ijed on 2012/12/20 22:14:37
 The Source
#37 posted by ijed on 2012/12/20 22:15:12
Is available on request :)
 No
#38 posted by ijed on 2012/12/20 23:09:13
Mac version though, sorry.
 Mac Version ?
#39 posted by Barnak on 2012/12/21 02:17:50
So is there a Mac version or not ? Where ?
 Ijed
#40 posted by nitin on 2012/12/21 02:35:32
that version doesn thave the grenade bug?
 Umm...
#41 posted by distrans on 2012/12/21 03:16:15
...through the start map OK, chose skill 0 tower as is my want, into first level and find shoot button under bridge which opens grate in water, swim into newly opened area, instakill. Start again, don't open grate, find quake symbol button that opens small sluice gate bars, go into newly opened section, swim down, instakill. ? No other form of progression seems to be available to me.
 Uhh
#42 posted by Tronyn on 2012/12/21 03:23:27
instakill? not monsters shoot you and kill you quickly, but instakill?
that HAS to be a bug. what engine are you running?
 RMQ
#43 posted by distrans on 2012/12/21 04:19:38
the version that was current for SPdemo3 (winter11). I'll re-download and install/setup the engine and see if it makes a difference.
 I Noticed Some Issues With Water Movement In RMQ
#44 posted by Tronyn on 2012/12/21 05:05:49
though nothing as bad as this
through the grate bars there's only a bit of swimming before arriving at some docks and dry advancement; worst case you could noclip over the water - do all the instakill deaths occur underwater?
 Well
#45 posted by Drew on 2012/12/21 06:01:02
that was fucking amazing.
No problems, very smooth.
Skill 1 was about right for me as a skill 2 player. The end was not as impossible as most of yhour other endings, though it did take more than a few tries! I underused some powerful weapons at times - particularly the ice bow. It *is* sometimes a pain when you have like 20 weapons.
Found 1/2 secrets in the end map, found 20/30 in the main one. much more satisfying than arcdemo2 - plus it gives me yet another reason to delve into this epic map some time down the road.
So so fucking good. Thanks Tronyn.
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