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  • JimFlasch
    started a topic MP 1 issues

    MP 1 issues

    First, DarkPlaces is having problems finding a number of models for Quake 1 MP1, replacing them with colorful diamonds instead.


    Second, it crashes when I try to access map hip1m5 [via the secret exit on map hip1m2. or the console].

    One of the attached screenshots shows the sprite issue, the other shows the console after I try to access map hip1m5.

    What is going on here?
    Attached Files

  • _Smith_
    replied
    I am convinced, that you've copied something in a wrong place. We are running in circles.
    You shouldn't have to create, or rename any folders. Required folders structure is ready when you unpack it.
    You should just only vispatch and copy into proper places original .PAK files, nothing else.

    Maybe you've copied update files into wrong folder ?
    Try v1.31 without an update first and if you get it working, then make it sure, that you are properly overwriting files with updated ones.

    I won't investigate it further, unless at least one more person confirm the problem.
    You can always assemble your pimped up Quake build yourself...

    Leave a comment:


  • JimFlasch
    replied
    All HD pack files are in the proper subdirectories (were from the start), vispatching has been done, even named folder /Quake HD Pack/, used included .exes [Mission Pack 1.exe and Mission Pak 2.exe are the what the other two in qhd_v1.31.7zip are actually called, by the way] - still have same problems - missing models, can't get to Quake e2m1 anymore.

    EDIT - just updated HD Pack to 1.352 - problems still there

    Leave a comment:


  • _Smith_
    replied
    What you mean by quake directory ? Installation instructions in readme.pdf says to:
    • Copy original .PAK files into their respective QHD\VISpatch\id1, hipnotic\, rogue\, folders and execute vispatch.exe files in each folder.
    • Copy vispatched .PAK files into QHD\QuakeHD Pack\id1, hipnotic\, rogue\, folders
    • Then execute QHD\QuakeHD Pack\darkplaces-sdl.exe, MP1.exe, or MP2.exe to play

    QuakeHD Pack\ is the quake folder you should be using now. Consider two things:
    • On your MP1 screenshots, shotgun model, hud face and monsters models from QHD pack ( console errors ) are missing – compare with my screenshot.
      That suggest you don't have compilation files in the subdirectories of the Quake folder with executables you are using.
    • I use google drive that synchronise flies on my computer with the ones on google service. It says that files are synchronised.
      I've unpacked both, main pack and an update and they work fine here.

    Leave a comment:


  • JimFlasch
    replied
    I have the latest full version of your HD pack (1.31) and the latest update pack for it (1.35), both downloaded via the thread on QuakeOne's main page, and the .exes are in the quake directory, as they should be.


    AND I've just found out that, after all this fooling around, I cannot get into map E2M1 of regular Quake 1! I got entered it just fine before I added the Mission Packs and their associated stuff from the HD pack.

    Leave a comment:


  • _Smith_
    replied
    Maybe you have a very old version of my pack, an update QHDv1.35 is for version QHDv1.3 or newer. But more probably, you have downloaded only an update.
    QHD compilation is not a QRP textures pack, it contains QRP textures and many other mods.

    This is how it would look if you had v1.3 + v1.35 update.



    Edit:
    Another possibility is that you have downloaded it, but you are not using it.
    Maybe you are launching executables from different folder, not from the QuakeHD Pack folder.
    Last edited by _Smith_; 02-28-2013, 04:59 AM.

    Leave a comment:


  • JimFlasch
    replied
    _Smith_, I AM using your QRP addon; after downloading and installing Quake and its mission packs from Steam, I downloaded and installed the main pack of your addon, and later, after noting the problems with HP 1, the update, and the .ent patch for the hip1m5 crash.

    BTW, I have just tried MP 1 with multimonsters set to 1, and that didn't help.

    Leave a comment:


  • _Smith_
    replied
    Some serious misunderstanding is going on, because your screenshots are not from my compilation. Maybe you are not using my addon at all, after all.
    What exactly have you downloaded so far and from where ?

    You have enabled multiskin feature without putting SMC "starter pack" pk3 files into game folders.
    Or, you've put my addons and configs, but have not renamed SMC to be before my addons in the alphabetical order.

    Edit:
    Follow link from my signature: download compilation QuakeHD v1.31 and an update v1.35
    Overwrite folders from the compilation with an update. Read QHD_readme.pdf and follow instructions in it.

    Or, remove all files you've downloaded with QHD_v1.35 Update and follow instructions in Seven's Small Mods Compilation readmes.
    Your choice.
    Last edited by _Smith_; 02-27-2013, 04:55 PM.

    Leave a comment:


  • JimFlasch
    replied
    Attached screenshots of the console lists all the missing models before and after replacing autoexec.config from _Smith_'s QHD update pack; which I have installed over the full QHD.
    Attached Files

    Leave a comment:


  • Seven
    replied
    Hello DeadTenor,

    You cannot open .dem files like you can open .ent files.
    They have a different format.
    But you can use .dem file editors and can see and change their content.

    You know, Quake is such an old game and a game which has been modded like no other game I know. So you will find editors and sample for as good as everything.
    Which is good.

    Regarding your favorite song:
    Remember, that you can use more than 11 music songs in your Quake. Just copy/paste track002 from hipnotic into your ID1 and name it track012.
    Then you can play (with modified .ent files) that song also in your other maps.
    The line you have to edit (in case you dont know) is in the initial worldspawn block (example: )
    "sounds" "5" (will play track005 in that map)

    Kind regards,
    Seven
    Last edited by Seven; 02-27-2013, 01:24 PM.

    Leave a comment:


  • DeadTenor
    replied
    It worked, thanks Seven! Prior to your post, I actually opened the hipdemo1 with notepad++ to see if I could modify a value but I could not find it, at least nothing that wasn't in binary gibberish. I had been meaning to investigate it further and dig deeper but this totally helped me out. I did see values for the playername and sound/model precaching.

    Leave a comment:


  • Seven
    replied
    Hello DeadTenor,

    Yes, just like you said: it is only the first demo which has a music issue: hipdemo1.dem
    The issue was in the initial block (block 0). I tried to fix that block for you.
    Please put the fixed demo in your hipnotic folder to hear your favorite music track002. Unfortunately only map hip3m2 uses this music file too.
    And dont forget to turn up your music volume

    As you know, if you want to hear your favorite song also in other maps (also in ID1 or Rogue if you like), edit your maps .ent file´s to use that track.

    Thank you for beeing part of this forum DeadTenor.
    Best wishes,
    Seven
    Attached Files

    Leave a comment:


  • _Smith_
    replied
    I have a steam version, so I can't check original CD version, but other engines do not play music for MP1 demos too.

    Leave a comment:


  • DeadTenor
    replied
    This is kind of on topic, but if not please delete.
    In Mission pack one, I seemed to recall that track002 would play during playback of hipdemo1.dem
    Now it seems to play nothing. I can enter a command in darkplaces with cd play track002 but I was wondering if there was a way to fix that it plays only during playback of the intro demo without having to manually type in commands all the time.
    It's such a little thing but it seems to bug me big time, plus the hipnotic soundtrack is pretty good, and you rarely get a chance to hear the title soundtrack (track002).

    Leave a comment:


  • _Smith_
    replied
    My guess is, that JimFlasch has only SMC addon, without the complete QHD compilation. Am I correct ?

    He tried to use it with older than v4.15 SMC, so the casing model was missing.
    I've made a typo in hip1m5.ent file and I am very grateful for this bug report. It's corrected now.
    Now, he has multimonster feature enabled, but monsters models are missing.

    If you want to use my SMC addon without the full QHD package:
    • You need Seven's SMC_v4.15.pk3 files to be placed in your id1\ hipnotic\ and rogue\ folders, and rename them to load before the addons,
    • You have to use id1\autoexec.cfg file that is included with my addon and remove any other autoexec.cfg files from id1\ hipnotic\ and rogue\ folders,
    • You have to keep multimonster feature disabled ( it is disabled by default in the included autoexec.cfg ),

    This is a reason, why I've opted to not release SMC addon separately from the complete QHD pack...
    To assure that all dependencies and proper configs are in place and it just works.
    It may be obvious to few regulars that follow our silly developments, but a newbie is bound to get confused by this shit otherwise

    @JimFlasch
    Seeing that you are about to make a both MPs playthrough, I would be grateful, if you could just download QHD compilation and apply v1.35 update to it.
    Then report any issues you'll find on your playthrough. I believe the hip1m5.ent file one, was the only real bug here so far and hope there won't be more.
    I've done some testing myself of course, but I didn't have a stamina left, to make a complete playthrough with it...
    Last edited by _Smith_; 02-26-2013, 02:09 PM.

    Leave a comment:

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