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New Quake Map: Tower Of Dal Gurak
here is a new map its remake of Blade of Darkness' level Tower of Dal Gurak special thanks to Kinn as author of Marcher Fortress I have used Marcher's contents in my map (progs.dat, mdls, ents, sounds). Aguirre for glquake and compile tools, sielwolf for beta testing, and RickyT23 for beta testing.

the map 7z: http://shub-hub.com/files/maps_singleplayer/bod.7z

zip: http://shub-hub.com/files/maps_singleplayer/bod.zip

screenshots:
http://shub-hub.com/files/images/quake00_01.JPG
http://shub-hub.com/files/images/quake01.JPG
http://shub-hub.com/files/images/quake02.JPG
http://shub-hub.com/files/images/quake03.JPG
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No 
 
I don't have 3d accel, and I don't want things falling out of maps etc, plus what you already said neg!ke, so it looks like homebrew for me. :-) 
Wait What? 
3d accel? how is that possible 
Gb 
I'm interested in this modified tyrquake. DP runs this map superslow. \: 
Lazy_bum 
GL renderer doesn't work atm (some things need wrapping up), could be fixed quickly if there is interest.

software x11 binary (hope this works):

http://shub-hub.com/files/engines/slutquake.7z

WARNING BETA SOFTWARE UNSUPPORTED etc.

let's take this elsewhere (General Abuse) plz kthx 
Rave 
Rave 
Darkplaces Runs Fine 
for me works dp fine. speed is the same as in marcher fortress. no problem...and i have a bit old pc - gf6600gt/athlon xp 2.8 ghz. looks much better with dp, the only problem are the black squares that appear inside the granade explosions. have you anybody found out how to get rid off them? btw...great level :-) 
Jacub 
>black squares that appear inside the granade explosions

dps' bug ? 
Blackish Something 
yeah... i know it sounds strange :) but it's hard to describe it. it appears only for a moment when granade or rocket explodes. the same "bug" is in marcher fortress as well. kinn used some extra sprite for explosions (for me it looks similiar to explosion in older but still good game return to castle wolfenstein). and dp can't handle it. 
 
Well, I have 2.4GHz Celeron with some GF 7300 GS (!?) and yeah, it runs fine when standing. Then it's 40-80 fps in the start area. But when moving and/or looking around it drops down to 5-15 fps... Also had this bug with big, black square around explosion.

I played it in "slutquake", runs smooth there (and looks like in '96 ;). 
Black Squares On Explosions 
It might be that the particular engine you are using is trying to draw the .tga versions of the sprites, and is doing it incorrectly for whatever reason.

I know DP worked fine with this at the time of Marcher's release, so something has changed in DP since then. 
Lazy_bum 
its probably your gpu 
No It's An Old 
DP bug, the tga sprites are fine. 
Maybe It's Just Me 
The posts are more positive than negative but for me not so good. (trying to be polite and not curse).
The read me didn't tell how to run the map and I forgot so I installed an old quake front end and when it loaded it gave an error.
Couldn't find anything online about running a map with a pak file either.
Apparently you need something more than just quake. I use Fitzquake because it works good for me and brightens the game and has mouse look - crosshair etc.
Guess I'll just have to pass this one up.
Free is free but it don't work for me.
Hey I'm a poet. 
Lizard 
Unzip bod.zip(7z) to quake\bod and run quake with the command line glquake -game bod
-heapsize 65536 (or more)
if won't run with a fitzquake
glquake here its aguirRe's engine (regular or
neh version) for neh version you should include
-id1 in your cmd line
link http://user.tninet.se/~xir870k 
 
I'm unable to use aguirRe's engine.

I get this error:
"Couldn't set fullscreen DIB mode"

Quake then dies. Vista (ick), Intel 945GM integrated graphics thing. I've tried -refreshrate 60 on the command line as a very quick googling suggests... anyone have any ideas? 
 
try adding
-bpp 32 -nocdaudio -window -width 1024 -heapsize 48000



will run in a window 1024x768 
I've Heard 
that Intel gfx cards are tricky with OpenGL. You could try -window with -width set to the same as the desktop (e.g. "-window -width 1280" if your desktop is at 1280x960).

If you can't get it to work, you can hopefully always use WinQuake 1.33 (my version also handles big maps like this one). 
Lizard Says Thanks 
Heapsize 66000, aguirRe's glquake and I'm playing. Getting my butt kicked but I'm playing. Looks good so far. Thanks again 
Spy 
So, well, I'm disappointed... there are nive details touch, and some pure crap area...
Gameplay is weird... you can touch monsters, and they don't react at all: you have to hit them, and then the fun starts... As well, the spawning is visible...
And finally, the lightning effects are flat as Hell...

This map really need a complete rework... sorry man... 
Jpl 
>Gameplay is weird... you can touch monsters, and they don't react at all: you have to hit them, and then the fun starts... As well, the spawning is visible...

please demo

>This map really need a complete rework...

ok. by your request i'll rework it 
Demo 
Here it is...

http://lambert.jeanphilippe.free.fr/Divers/stucked.zip

And well, don't feel hurted if my comments sound hard, but for a first map, it is not that bad ;) I did worst you know :P 
Amoe 
Go to your display settings and change the screen resolution to (say) 800 x 600, accept the change, then change it back to what it was, then run Quake again.

This happens regularly with my ATI cards and the above fixes it immediately, no re-boot required. 
... 
...I should have said that it often happens to me if I have been using some other application beforehand that displays in full-screen mode e.g. another game. 
Jpl 
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