 +1 For AD
#665 posted by Qmaster on 2016/02/25 00:20:39
Don't you just hate it when source code isn't available for something truly amazing *cough quough cuoth*
Dunno why you'd need the source for Quoth when AD has a lot of its features already.
Did quoth have the hinged doors? I don't remember them.
 Yes
#667 posted by Qmaster on 2016/02/25 00:24:31
ne_ruins has the coolest Quake swinging squeaky metal gate ever!!
 Don't Know About Quoth Doors
#668 posted by Qmaster on 2016/02/25 00:25:01
I'm sure necros will let you in on that secret. :P
#670 posted by necros on 2016/02/25 02:17:57
One thing AD needs is that pushable swinging gate the source code of which somebody doesn't care to share
wat. i posted the code multiple times... i even explained it.
 Pissing In The Wind...
#671 posted by ijed on 2016/02/25 06:00:27
 Doomsday
#672 posted by Jon on 2016/02/25 11:41:46
> I looked at this and the models are mostly in a special Doomsday engine format.
Oh, that's a shame. I might be mis-remembering but I think/thought they just took the quake model code right at the beginning of the project and used MDLs. But that was 10+ years ago and the might have moved on, or I could be completely mis-remembering.
 Doomsday Models Used To Be MD2
#673 posted by mankrip on 2016/02/25 22:53:20
IIRC.
 King Dime Of The Doom Community Is Streaming AD Right Now!
#674 posted by Breezeep_ on 2016/02/27 03:38:27
 Ad_necrokeep
#675 posted by Vondur on 2016/02/27 12:19:33
very cool map! i liked its interconnectivity and overall designs. cobwebs and breakables work amazing there. got lost a couple of times but that's ok.
demo https://cloud.mail.ru/public/Bosx/whrJM8N5b
(died several times ;)
 100% Nightmare Playthrough
#676 posted by decino on 2016/03/04 04:06:55
I'm doing a 100% Nightmare playthrough (no saves/deaths/cheats), check out the playlist here:
https://www.youtube.com/playlist?list=PLYGehdwLsH44bnIAYhZwOtTGzd35Bv56m
 Legendary
#677 posted by sock on 2016/03/04 12:27:26
I'm doing a 100% Nightmare playthrough (no saves/deaths/cheats)
Amazing stuff, made my morning, I am grinning from ear to ear!
Thank you decino! :D
The strafe circling around the rooms and concentrating the monsters into the middle, so glad to see someone doing that on my mountain map!
 Remix Maps Incoming
#678 posted by decino on 2016/03/04 16:48:10
Glad I made your morning, sock. Thanks for checking out my videos! Slowly uploading videos of 100% NM remix maps now, so keep an eye on those.
 Bloody Hell!
#679 posted by ijed on 2016/03/04 21:34:37
 Super Impressed
#680 posted by Drew on 2016/03/05 01:55:11
 Tech Demo!
#681 posted by sock on 2016/03/06 01:55:22
Horde of Zendar + AD + Dirt + Phong compiler goodness!
Image 1 2 3 - Download Link
 Neat!
#682 posted by anonymous user on 2016/03/06 02:35:24
Clipping issues on some geo, else good.
 Demo
I highlight some issues in my demo and also I get lost for about 3 millenia trying to find all the silver keys and then I give up.
https://www.dropbox.com/s/m582gltuuoey938/5zend.zip?dl=0
 Monster Sound Bugs?
#684 posted by Bumslapper on 2016/03/06 14:37:00
I really like this mod and all the maps, but one thing that bothers me in AD is...
When you wake-up a monster by damaging it, the monster's pain sound and wake-up sound often both get played together. This seems to be a bug and it doesn't happen in the normal quake.
Similarly, I often gib a monster but it plays its normal death sound on top of the gibbed sound. This can be quite funny (I remember it happened in Unreal), but again it seems like a bug.
#685 posted by Skiffy on 2016/03/06 15:11:27
Oh lovely. Going to have a go at the new Zendar version to enjoy its updated visuals! :)
I replayed zendar on nightmare the other day. Only found a few of the secrets. And for once I didn't get lost. The multiple shambler areas are brutal.
#687 posted by quakeisdead on 2016/03/09 17:06:49
Played the Zendar patch the other day, for some reason it felt substantially smaller and scaled down than the original and it took me way less time to complete. I remember the original took me about 45 minutes, whereas this AD version took me only 20 minutes. Still, the map looks more beautiful than ever. Truly amazing stuff sock!
 AD Version Of Zendar + Dp
#688 posted by jakub on 2016/03/09 20:38:35
hi sock, i've tested this new version of zendar and i've encountered a bug. when i choose difficulty level and step into the teleport, level reloads but i start again in the skill selection area. the selected skill is set, but the teleport leads back to square one. i had to noclip to the real start location... not a big deal, but it worked in non AD version with the same dp engine version.
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one good news - i had some serious fps issues in the original zendar, but this new version runs flawlessly. don't know what you've done, however the fps stability in amazing in comparison with the previous version. thanks
 AD Zendar
#689 posted by sock on 2016/03/09 21:30:20
Clipping issues on some geo
Yeah, most of these happen in non-combat areas so I left them. They seem to be coming from the compiler/client side of things, there is nothing odd in the map file.
I get lost for about 3 millenia trying to find all the silver keys
The problem is you wasted a key on the central SK gate which means you need to use the church way into the secret garden as the final SK was inside the garden! :)
The multiple shambler areas are brutal
Indeed it can get crazy with the rune room but the pillars are big enough to block one while you fight the other. Plus at this point the player should have access to most powerful weapons (sng + lg)
for some reason it felt substantially smaller and scaled down
The map did not change in footprint, I suspect this is partly due to you knowing what to expect and where to go. The layout is really small, most of the detail is concentrated into small area.
i've encountered a bug. when i choose difficulty level and step into the teleport, level reloads but i start again in the skill selection area
This is partly due to me using a new AD feature which I did not use in the main release and not fully test with DP. This is something I need to fix with a AD patch, something for June.
i had some serious fps issues in the original zendar
I did do another pass on optimization and reduction of portals with more detail brushwork. I also used a newer compiler and it may have arranged the portals in a better layout. As always stuff like this is really black voodoo magic!
For anyone else interested the AD version of Zendar is very much about a visual update and the chance to use AD features. The Z aware enemies are disabled via worldspawn, but if you want a greater challenge they can be easily enabled with the console command 'zaware'.
There is an extra route to the rooftop and the RA/SK in the roof area is no longer locked by the GK. There is no extra AD enemies, just the original Quake stuff and lots of subtle AD stuff. The source map should load into any editor for the curious and also has an excellent example of particle templates (check the church torches).
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