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Rubicon 2 Released!
Rubicon 2 is a new Q1SP experience with three large single-player levels, plus a custom mod featuring new enemies, sounds, textures, mapmodels, hazards, and more. It should run with any Quake engine, but for the optimal experience I recommend Fitzquake or any derivative engine such as Quakespasm or RMQ.

Screenshots / Readme / Download (9.5mb)
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That's What I Assumed When I Read That... 
2 Out Of 3 On Monster Healths 
The centurions felt like more than 150, though... 
Anyone Want To Make An Fgd? 
that sounds familiar. ^_^; 
Especially as those who are ignorant of the past are damned to repeat it. As are some of the less ignorant... 
Amazing game! Thank you! 
"Subterranean Spookworks" is pure genius, I still can't believe that a map can look so good, it makes you feel you're THERE. 
7/7 in rub2m3.
7/7 in rub2m2.
6/7 in rub2m1.

Thanks A Bunch 
The one you forgot to list was the one I couldn't find. 
So how do you get to the quad in rub2m2? I've found everything else I think. 
Spoiler, Too. 
Gurer'f n fubbgnoyr ohggba ba gbc bs gur pengr vzzrqvngryl evtug bs gur fcnjavat cbvag gb gur ynfg nern gung ybjref gur tengr lbh fcnjarq hcba gb gur yriry bs n qhpg yrnqvat gb gur dhnq. 
Rubicon and Rubicon 2 reviewed. 
I thought it would be something like that, but couldn't find it. Ta! 
Thank You 
That was good fun. I played through all three maps yesterday and thoroughly enjoyed them. I was too busy hacking on qfcc for the last two months to have time to play, but rubicon2 was a great reward :)

While fantastic for single player (probably coop, too), the maps are a bit big for a small death-match game, but I noticed that especially 1 and 3 had nice hidy-holes for ambushes.

Other than some draw-order issues with transparent brushes and map models, everything works well in QuakeForge (so long as you use multi-texture rendering with the fog).

I had a similar reaction to the flame-thrower guys: why's he chasing me? ... uh oh!

As for the flyers: maybe along with the 5 nails, a cell or two? (scavenged from his disk).

Again, thank you for the fun :) 
All Secrets And Demos On Easy Skill 
I did som demos on easy skill and all secrets.

Rubicon 2 Fgd 
I made one. Who wants to test it? Hammer doesn't complain, but I might have overlooked something. 
Post A Link 
...and I will have a look. 
Get it here:

I copied all the instructions from the .def so make sure you read through it to know how the new stuff works. Some bounding boxes might not be optimized properly. Monsters are with the other monsters, other stuff is at the top. 
Re: FGD 
one thing i noticed, you have "movedir" and "movedir2" as integers for the func_turret, they should be vectors.

Another thing, all monsters should have the "spawn_triggered" and "spawn_silent" flag. (Although, i'm not sure if fish support that feature, since they have a different spawn code than the other monsters.) 
Fixed & Added 
Still Looking... 
Some of the bounding boxes are indeed off. I have been tweaking items so that they show up correctly in the editor. I will post a new version next week-ish. 
cant get it work for coop.

quakespasm -dedicated gives me:
SpiritQuaddict entered the game
IFNOT 4332(???) branch 23
client.qc : SelectSpawnPoint
client.qc : PutClientInServer
runaway loop error
Host_Error: Program error
Client SpiritQuaddict removed


QUAKE ERROR: Host_Error: Program error

./darkplaces-dedicated +sv_protocolname quake +map start -game rubicon2 crashes ~28 seconds after a client tried to join (unsuccessfully):
SpiritQuaddict connected
server Profile:
[CallCount] [Statement] [BuiltinCt] [StmtTotal] [BltnTotal] [self]
1 45000000 800000000 0 0 inf% SelectSpawnPoint
5001479 ----------------------- builtin ----------------------- find
710 34790 101768 34790 101768 100.00% RotateTargets
Host_Error: server runaway loop counter hit limit of 10000000 jumps
tip: read above for list of most-executed functions
QuakeC crash report for server:
s6464: CALL3 find (=find())
s6465: STORE_ENT GLOBAL1, lastspawn (=entity 0)
s6466: NE_E lastspawn (=entity 0), world (=entity 0), GLOBAL4330
s6467: IFNOT GLOBAL4330, statement 6469
s6468: RETURN lastspawn (=entity 0)
s6469: GOTO , statement 6503
s6470: IFNOT deathmatch (= 1.0000), statement 6503
s6471: STORE_ENT lastspawn (=entity 0), spot (=entity 0)
client.qc : SelectSpawnPoint : statement 25
client.qc : PutClientInServer : statement 0
Client "SpiritQuaddict" dropped
SpiritQuaddict left the game with 0 frags
Quake Error: Host_Error: server runaway loop counter hit limit of 10000000 jumps
tip: read above for list of most-executed functions
It works fine if I do it locally with non dedicated (but listen?) games started via the menu with both Quakespasm or DP as the server and client. 
Note to self:
Use +deathmatch 0 ... 
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