#46 posted by Trinca on 2012/12/21 10:31:08
zomggg another one? still have than, sock and now this pack to play... will have a awesome Quake holidays this year :)
thanks all and demos will come!
 The Version
#47 posted by ijed on 2012/12/21 14:29:35
I posted is the most up to date version of the engine that exists - no grenade bug.
Insta-gib in water is a new one on me as well.
There is no mac version of the engine because nobody on the team had a mac...
 Raising The Bar Again
#48 posted by mechtech on 2012/12/21 16:16:23
Great map. Only problem was confusion getting the correct RMQ engine. I got the full 2011 demo for the engine. Might as well include the needed engine in the distro, only a few more megs of files. Now if the coders could come up with an engine with smooth level transition.
 I Kind Of Lucked Out
#49 posted by Drew on 2012/12/21 16:36:54
on already using the apparently really obscure RMQ engine as my main engine
 Doesn't Start In Quakespasm 0.85.7 (via Quake Injector)
#50 posted by hkBattousai on 2012/12/21 17:53:30
Error given:
"Mod_LoadBrushModel: maps/wickedstart.bsp has wrong version number (1112756274 should be 29)"
Looks very interesting. I want to play this map. Can anyone please tell me what I'm missinh?
 Yeah
#51 posted by Tronyn on 2012/12/21 18:10:16
I don't think Quakespasm supports the format this map is compiled in, BSP2. You need to use the RMQ Engine or FTEQW; see earlier posts in this thread or the Quaddicted page.
Sorry, the coders are still figuring out BSP2.
 Sorry Tronyn
#52 posted by ijed on 2012/12/21 19:09:31
I should have sent you the most recent version as well...
 Huh
#53 posted by Drew on 2012/12/21 20:00:06
played again - now there's a weird error: when I enter the water the water texture itself covers my whole screen, so I can't see anything. It's really strange. Only seems to happen in Wicked, and didn't happen before - not sure what's different now.
 Mac
#54 posted by gb on 2012/12/21 20:14:44
The only BSP2-capable engine that has a Mac version, to my knowledge, is Darkplaces, but afaik it doesn't accept 2PSB. The format change was actually LH's request.
The FTE engine Makefile contains the following:
#linux->macosx (FTE_TARGET=macosx) or (FTE_TARGET=macosx_x86) Contact Moodles for crosscompiler, only works with Mac OSX 10.4 Tiger.
Mac people, consider contacting Moodles and pestering him for a recent Mac binary?
http://www.fteqw.com/contact
#55 posted by Yhe1 on 2012/12/22 07:24:42
Grenade bugs happens for me with ijed's most recent release.
#56 posted by Spirit on 2012/12/22 09:35:30
Try with a Quake installation without any other third party content. Only id1 with pak0.pak and pak1.pak plus the wicked directory.
#57 posted by yhe1 on 2012/12/22 10:10:23
However, the Grenade bug didn't happen with the rmq engine that came with the rmqdemo 3
 Screenshots Looks Amazing,
#58 posted by ShadoW on 2012/12/22 10:16:18
I really like the fog. GJ!
 Wicked.
#59 posted by Shambler on 2012/12/22 19:46:17
Ignoring the first map (great structures but too big just to wander through), the last map (arenas don't interest me), and the engine issues, let's focus on Wicked.
Pretty damn impressive and pretty damn good fun for a ridiculously big monster-filled map. It never felt boring nor overly hordey. The opening shortcuts were useful but there could have been more of them in places.
I got through in 99 minutes, 667 kills and 21 secrets, first time. Nearly died revisiting the outside area when I got careless, but managed to hold it together.
Some of the architecture was brilliant, as were some of the secrets and some of the scale - I didn;t mind it being overscaled as there is enough action to keep it interesting. I appreciate that it is made of map scraps but I would have liked more harmony between the areas, either in designs or details. Some of the latter were confusing and it was hard to tell what was details, or doors, or potential secrets. It's also a bit unrefined in that aspect, but I guess that is partly a function of the scraps.
Generally the gameplay was good throughout. The Drake monsters and weapons are kinda MEH apart from the imps which are cool, but equally they are functional and innoffensive. The Quoth monsters were used pretty well - challenging but not overused. I liked the utility of both the pent and quad returning to the outside area.
I had fun (more than on many 600+ monster maps!) and it was well worth scrapping together and making :)
 Love
#60 posted by affine on 2012/12/23 04:00:10
This map looks so damn good.
I think I might just play it :)
 Will This Map Be Quakespasm Compatible?
#61 posted by hkBattousai on 2012/12/23 12:06:47
I installed FTEQW for this map. It displayed better graphics, but controls were terrible (I think it has different inner variables, my configuration didn't apply to it). Also it was somehow different. It wasn't even showing blood; you can't make sure if you hit a monster or not.
Will this map be playable in Quakespasm soon? If yes, I will be patiently waiting for it...
 Mac RemakeQuake Engine:
#62 posted by Baker on 2012/12/23 13:34:47
 That Should Be News^^^
#63 posted by RickyT33 on 2012/12/23 23:19:12
Big news.
 Baker,
#64 posted by johnxmas on 2012/12/23 23:33:05
I played half through Wicked with this build. No grenade bug. But ugly black squares instead of explosions, huge sound stutters and fps slowdowns in wide spaces and, worse of all: quickload once Quake has been quit crashes to desktop. I assume my MacPro 2x3.2 Quad Core is ok but this build is far from optimized, the least I can say.
I was lured enough to play further, so I simply installed the last RMQ engine (grenade bugged) on XP Bootcamp, same machine. All I did was to load a copy of the Mac quicksave and play more until I finally switched to the RMQ engine of rmqdemo 3 to avoid the grenade bug. From there, everything ran smooth til the end.
Probably a fresh Mac build with recent resources might work...
 I Admire Your Persistence
#65 posted by Tronyn on 2012/12/24 00:11:00
heh, sorry to put everyone through this, but I guess it had to happen sooner or later.
 Only Thing I Can Say In The End, Tronyn
#66 posted by johnxmas on 2012/12/24 01:36:36
I won't spoil it more for those who keep waiting for the best moment or setup to play it, but my first wandering across this masterpiece (142:28, 7/30, 323/361 easy) was such a reward for every second of struggle to get the best config. Thank you for this awesome Quake chunk. Now I'll have to go back for a secret hunt...
 @xmas
#67 posted by Baker on 2012/12/24 03:39:26
I played most of RMQ on this Macbook Pro using the SleepWalkR build. I did have stalls occasionally but not the other problems you mentioned.
Macbook Pros use ATI and MH used a lot of OpenGL 2.0 and ARB extensions (maybe with fall-backs?) like with the lightmaps using some fancy way of updating.
I was just pointing out the Mac exists. If I recall I had similar stalls on my humble Windows 7 laptop running the RMQ engine that has an ATI mobility.
#68 posted by Tamarisk on 2012/12/25 23:06:38
OMG!
That's all I can say.
 Tronyn, You Are A Mapping Beast
#69 posted by than on 2012/12/26 11:27:46
So far I am about 200 monsters in, but I'm taking a break. These extreme large maps usually grind me down a bit, and I didn't manage to complete Warpspasm for that reason. I think I'll go back to this later though, because what I saw so far was really awesome. Lots of fun combats, great layout, awesome architecture and generally great design throughout.
Those axe guys are cunts though. I hate them.
 Yeah
#70 posted by FifthElephant on 2012/12/29 00:26:02
This is awesome, it runs hella smooth too which I wasn't expecting on my archaic laptop...
Also I love love love the new axe guy who throws axes and chops you up, I laughed hard! Is this specific to this mod or is it part of something else??
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