@Bal
#66 posted by arkngt on 2020/10/18 13:10:41
I have the sound at max and music at a third, but it doesn't help to lower the sound either in Quake or Windows (or both).
I have the same issue in the final arena of ad_tears, which also have some kind of pulsating sound IIRC. It's as if that sound overwhelms everything, making all sounds distorted.
#67 posted by arkngt on 2020/10/18 13:23:17
Guess clipping is a more correct term.
I want another kind of jump boots or smth, which makes you dash forward. Kinda like in Doom Eternal (Bloodshot did some similar feature in Slayer's Testaments Quake Mod), so you could gain some instant forward momentum, basically jump module from Half-Life, simplyfiyng bunnyhopping start and allowing to GO FAST, and NOT slowing down to base speed after landing/dash stop. This was actual feature in SlayerTest, they scrapped it, but imo you could make whole maps built around this long speedy jumps(inb4 Tribes/defrag/xonotic).
@AN
It's seen right from your spawning position in the beginning, if you know exactly where to look.
Jump Boots: Cont.
I seen that in test map with grappling hook, when you use jump boots with hook they propel you forward instead of upward, I want that effect in regular jump boots, probably on different key.
So Rangers Name's Jim?
#71 posted by bal on 2020/10/18 13:55:29
Check out the test_artifact_jboots map, they have a few options, including forward momentum on second jump.
There's always been a strong stance to not add any obligatory new keys, that's really awkward cause people will usually unbind it / ignore it / not understand how it works.
@So Rangers Name's Jim?
#72 posted by mtk on 2020/10/18 13:57:38
thanks, looking for it I found all the other secrets, 10/10 now :)
@Bal
Yeah, thats it. Thank you!
@Bal
Please check the outside areas of your map again. In some places outside the framerate goes down by a huge amount (down to ~ 50 fps). Would be cool if you could see if there's a way to tweak these areas to avoid such a massive fps loss.
@Berzerk2k2
Probably it is because the engine isn't suited well to render huge open areas, and more about corridors and rooms, and mappers create such huge maps only because of modern hardware computational power.
Berzerk
#76 posted by bal on 2020/10/18 17:01:18
Sorry, unfortunately there's not much I can do without completely reworking the layout, or closing off whole segments of the map to the outside.
I optimized the stuff I could but since it was running ok (=almost never under 60)on my ~8 year old pc, I decided to stick to my initial layout.
Someone tell that big open maps run better in vkQuake on Vulkan-compatible rigs.
About ad_akalakha: Most compare it to ad_sepulcher, but for me it resembles Shadow and Flame (xmasjam2018_ionous), remade with boggy assets instead of obsidian and lava. Not only because of spiral staircase structure, again these tight player pathways, traps in both brushwork and monster spawns, these ruthless secrets... Pulsar basically imitates Ionous' approach to level design(and that's not a poor imitation in any ways)! This is not a complaint, rather not exactly mine taste, and not what I am launching quake for.
@So Rangers Name's Jim?
Yes the framerate in vkQuake is better than in QSS (at least on my end) but unfortunately the current version 1.04.1 of vkQuake has some issues with AD 1.8.
For example when you die vkQuake will crash with a "Could not allocate memory for texture" error message.
The custom huds are also not working at the moment.
Maybe one day a new version will fix the problems or the AD team ads vkQuake to the list of officially supported source ports so the current version can run it without any issues but right now QSS seems to be the only stable way to play AD 1.8.
Akalakha was originally an entry to Xmas Jam 2017.
#80 posted by huanlopan on 2020/10/18 21:17:05
@Berzerk
Unfortunately, that's probably a problem with your machine. I've been using vkQuake exclusively for a long time, and have been playing AD 1.8 nonstop since release, and have experienced zero crashes.
Also, where does one report bugs where the team will see them?
Huanlopan
#81 posted by bal on 2020/10/18 22:08:43
The vkquake crash is definitely reproducable with the latest release, but apparently it's fixed on the most recent codebase. Would be great if a new executable was put up for all of us scrubs that don't go around compiling stuff. :)
For bug reporting, you mean for AD? Here is fine, or you can contract Sock from his site, or me (my mail is in my profile).
VKQuake
#82 posted by arkngt on 2020/10/18 22:26:13
I also have issues with vKQuake, namely that it crashes (or rather freezes) when trying to load a save within the game. Can load saves fine when restarting, but not while playing. Agree that it would be nice to have it work as it's faster.
Replaying ad_tears, it's not a pulsating sound in the final arena, but rather a humming one, same as in The Source. I have the same sound issues with that sound as with the pulsating one.
What Happens With R_wateralpha
#83 posted by CV on 2020/10/19 07:05:28
it seems to be map dependent now and AD 1.8 engine ignores r_wateralpha config variables. How specifies my own value?
Ad_tears
Skill #0... Nice balanced map. Great enemies, gorgeous too. That Scrag Lord took some beating.
R_wateralpha
#85 posted by mh on 2020/10/19 13:52:14
QuakeSpasm has allowed maps to override the r_wateralpha cvar via a worldspawn key pretty much forever; I think it's inherited from the original FitzQuake code.
I'm So Glad When They Do Sunny Maps!
Filled with light and not much shadows. I can look at this misty sunrise all day long. This is how you do heartwarming dimensions.
https://imgur.com/a/JvLjRlx
VKQuake Crash
increasing -heapsize resolves the problem with loading a save file.
@Six-Shoota
#88 posted by arkngt on 2020/10/19 22:22:14
Thanks for the tip! -heapsize 256000 didn't help, though, but it is an issue with memory allocation as it says so. Perhaps I need to allocate even more, but that was the recommendation I found when googling.
Ad_tears
#89 posted by Hrimfaxi on 2020/10/20 12:27:08
oh boy!
This map is really somthing in all catagroies.
Brushwork, gameplay, layout.
Finished with 764/766 kills, so I have to replay to find the last two enemies.
The end was epic.
I bow my head!
Oh My Bad
#90 posted by Hrimfaxi on 2020/10/20 12:29:28
should be something. 8-)
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