Nsoe6 + darkplaces killed my linux twice. First crashes i've seen in ages.
 Nose6 Save Bug
#39 posted by jakub on 2009/01/05 13:45:15
i tried various versions of darkplaces and nose6 itself works fine but save is broken. there are also some brushes near the mjolmir secret area where you can fall through into void... can this be the reason?....
 OT: 666 Threads Right Now
#40 posted by Jaromir83 on 2009/01/05 22:47:05
here on FUNC_MSGBOARD
 Re: A Few Things
#41 posted by Tronyn on 2009/01/06 05:47:45
Re: # 25
You make a good point; after Masque, and four maps on par with it in terms of scale and horde combat, all in a similar style/texture theme of medieval outdoor ruins (except nsoe4, which was fairly different), I can imagine the gameplay getting a bit exhausting even with the constant challenge. Hopefully Arcanum will, at least in places, provide a moodier, more subtle experience. It's the first set of "indoor" maps I've done since SOE E2 - even nsoe4 worked like an outdoor map despite its underground setting.
Re: Bugs
I've had Darkplaces work fine with nsoe6 on all the computers I've tested it on (4 different PCs, different hardware and setups), same with aguirRe's GLQuake. Savegame bugs are probably something to do with the progs rather than the map although I'm no programmer and I could easily be wrong. I'll ask PM.
I apologize for the problems people are experiencing in nsoe6. It's one of my largest maps. I was aware of two clip problems (one by hammer secret, one by chainlightning), but they shouldn't crash the map. My advice is to use aguirRe's GLQuake; Darkplaces is great but it's a picky engine; I could never get it to run nsoe3 except with all brush entities on noclip. Funny that I'd be able to break a limit-breaking engine, but then, only aguirRe's engines are really designed for mappers. I actually had to wait a few years to finish some of these maps until the tools and engines caught up to the scale of stuff I'd built; even now, nsoe3 and 4 were once one map, and after that nsoe4 and 5 were one map.
 Enjoy It
#42 posted by Baker on 2009/01/06 18:58:33
I enjoyed playing this. Having to deal with the dragons was very intense and I liked how the usual "go hide behind something" was not a useful tactic at all because they were airborne.
Hats off for the huge amount of work the cumulative features of the mod included. I can only imagine.
I never did find the MIRV or the hammer. I did end up being terminally stuck on the map where you first confront Bane. I couldn't kill him, probably because I didn't have a heavy weapon.
 Weapons
#43 posted by PM on 2009/01/06 19:33:33
Mjolnir and MIRV Launcher can be found in nsoe2 and nsoe6. Mjolnir is hidden within secrets in both maps. As for the MIRV Launcher, it is near the exit in nsoe2, and near the final rune in nsoe6.
> I've had Darkplaces work fine with nsoe6 on all the
> computers I've tested it on
Yes.. it worked for me. My two crashes might be hardware, though my new system seems solid doing other stuff; Quake 4, compiling kernels, etc.
 Fun Fun
#45 posted by Zop on 2009/01/11 09:20:39
Crazy fun on nightmare. After completing nsoe6, I started going through the previous NSOE levels again, and found the instructions for the MIRV... Oh well! I love all the levels, even though nsoe5.bsp is one map I will never try to complete a run without saving.
 Arena Mode
#46 posted by Werner on 2009/01/17 02:56:13
Where�s the arena mode?
 Dm Mod With Frikbots
#47 posted by spy on 2009/01/17 09:47:34
 Re: #46
#48 posted by PM on 2009/01/17 18:07:30
If you are asking about dmsp mode, that can be accessed by typing either 'temp1 1' or 'impulse 70' into the console, then restart the level.
Instructions for adding FrikBots is the same as in the SoE 2002 release.
 Thanks
#49 posted by Werner on 2009/01/17 21:32:51
Thanks!
 Low Framerates
#50 posted by yhe1 on 2009/02/05 02:56:12
Hello, I am using Aguirre's engine to run NSOE6. I am getting low framerates in certain areas of this map. Is there anyway to make it run faster, like removing corpses? I am always using r_shadow 0 and r_flatstylelights 1. Thx
#51 posted by yhe1 on 2009/02/05 02:59:29
My video card is an intel 945G, my processor is a celeron M, the speed
> is 1.6Ghz and my ram is 504mb.
 Not Really Man
#52 posted by RickyT33 on 2009/02/05 03:09:31
You might have luck with the gl_picmip command.
Set it to 1, 2 or 3 I think
But it basically makes the textures less detailed with each higher number.
Start off with "gl_picmip 1" :)
 Re: #50
#53 posted by PM on 2009/02/05 03:37:37
Nsoe supports corpse removal, although it is off by default. To enable corpse removal, type either 'temp1 4' or 'impulse 72' into the console, then restart the level.
The nsoe devkit documentation has the full list of impulses.
 Re: Framerates
#54 posted by jdhack on 2009/02/05 03:47:22
A few things to try:
1) turn off the vertical sync setting in the Windows display settings (Control Panel -> Display -> Advanced). aguirRe's engine doesn't allow you to change this in-game, but most drivers allow you to override game settings.
2) make sure you run Quake with -heapsize 64000 (or higher)
3) set r_oldsky to 1 (disables skybox)
 Low Framerate
#55 posted by Orl on 2009/02/05 03:48:08
I think a better question would be, who doesn't get a low framerate during NSOE6?
 Was Fine For Me
#56 posted by nitin on 2009/02/05 04:18:42
except in a couple of spots.
 I Didn't Have Slowdown, But Maybe I Shouldn't Use That As A Rule
#57 posted by Nynort on 2009/02/05 04:59:50
I have 2.4 ghz processor, 1 gig ram, ati radeon 9600 - so overall fairly old/crappy computer by today's standards, but still looks like about double or 1.5x the speed of yours yhe1.
there was a reason it was cut from the original release though. hopefully corpse removal speeds it up some.
 RE: Low Framerate
#58 posted by Bad Sector on 2009/02/05 05:17:30
@Orl:
Me, but i can run Crysis maxed with above playable framerate so i dont count :-P
@Tronyn:
I haven't played the original but so far i can say that this is an awesome episode - and i loved the small touches, like the monsters dropping stuff, the extra sound effects (like the metal "klangs" when you hit an armored monster), the AI that assists you and of course the atmosphere-enhancing music :-)
 Corpse Removal
#59 posted by yhe1 on 2009/02/05 20:29:44
The corpse removal do help a lot. Where do I put the "temp1 4" to make it run automatically for each map? command line, config, or autoexec?
 Yhe1
#60 posted by spy on 2009/02/06 04:43:14
put it into autoexec.cfg
 Undocumented Temp1 Values.
#61 posted by PM on 2009/02/06 16:46:42
Here are the 'temp1' values used by nsoe.
1 = DMSP
2 = Cranked
4 = Corpse Removal
8 = Footsteps
16 = Qrack
32 = Summon Test
64 = Angry Monsters
Cranked mode powers up some of the monsters to make them even nastier, and falling damage becomes variable and deadly.
Qrack mode is for engines that replace flame models with other custom graphics. Such replacements can make some attacks that use the flame2.mdl look bad, and turning this mode on will make those attacks use an alternate model.
Summon Test enables all of the monster summon impulses. All monster files get precached, which means standard engines would crash due to exceeding precache limits.
Angry Monsters means every monster spawns aware and angry at the player.
The values can be combined to activate multiple features. For example, 'temp1 12' turns on corpse removal and footsteps.
I would have used the 'saved1' variable for these options so they could persist from game to game, but since the Frikbot code uses all of the saved variables, I had to settle for temp1.
 Framerate
#62 posted by yhe1 on 2009/02/10 01:06:08
@ Tronyn:
My computer may suck, but it has no problem running Marcher. I thought Marcher was the largest map ever created?
Btw, does Masque have corpse removal too? Haven't try it yet, just in case I get bad framerates with that one also.
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