Doesn't appear in latest threads somehow. Bump!
Edit: I'm stupid. It's site news. Lol.
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RetroBlazer - SP Alpha Demo
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Not to sound like an old record but do you guys have any release date? I just can't wait!Seriously, this is on my second place on my must play list.
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This is brilliant stuff. Thanks for making it. Can't wait for the final release.
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Grabbed it and ran it standalone; really liking the cool style and visuals. The strongest point for me was the music; often overlooked but it does so much to help bring out the intended feel.
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I'm using mod in its own directory (there is "RB" folder in quake directory along with "id1", "hipnotic" and "rogue" ones). I run the game with "darkplaces.exe -game RB" command.
This evening I'll post two screenshots with this issue.
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Hmm, FC Zvyozdochka, did you download the version with DP or without?
That's very strange, I have never seen that type of error.
Is the mod in its own Directory? Or are you using it as ID1?
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Yes, sometimes in the new DP unless you run your mods in -nohome, a lot of mods tend to share config files for some reason, which is probably why r_fullbright isn't working by default.
I have tried older versions of DP, and the problem unfortunately is that sprites are rendered double-sided and create errors in some of the walls, if there is a way to disable the double sided sprites maybe people getting errors can use older builds.
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thankfully the casual people downloading it seem to not notice many problems
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Maybe find a build of DP, that still has the features required to run your mod fully, but still has a render path acceptable for older machines. not sure unless u wanna delve into engine for the mod.
ok if i turn OFF realtime world lighting in the options menu then I dont need to force r_fullbrights 1, and the map looks normal.Last edited by R00k; 01-17-2012, 04:30 PM.
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Thanks a lot Rook! Much appreciate the comments.
It's interesting how config files read on different machines with DP, I included r_fullbright 1 in the autoexec, so It should have worked from the getgo, but thankfully the casual people downloading it seem to not notice many problems.
There is one issue, some people get nothing but a white screen plus a bunch of GLSL errors in the console in DP, this only happens on older machines trying to run the newer DP (tried it on an older laptop). Any thoughts on getting DP working on older hardware?
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If you MUST have full mouselook freedom reset m_pitch back to default value of 0.022
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Very nice! I have no idea how i missed this a few months ago?!
i've been yearning of something like this for some time nowOne thing i noticed on my end, is when i downloaded the full demo from your website, the one that included the dp engine, i have to use r_fullbright 1 to see the map, otherwise all the world is black and the monsters are fullbright. On that note i think if you name your .spr files leading with a ! like "!testguard.spr" then that sprite will be affected by surrounding lighting... Very interesting mod! keep up the good work!
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Hello,
The guys in the upper levels are a design decision that will probably be re-thought. They will be replaced with obvious pressure-applying indestructible turrets, or will be removed (though every grenadier besides the ones in the maze can be destroyed by clearing the enemies on the floor). However yes, the gameplay is supposed to be strictly orthogonal like wolf3d, so mouse look is not necessary.
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Btw, is the game supposed to be without "mlook" (mouse look)?
Made me wonder, since moving my mouse all over the place didn't make my guy look up or down. How else am I supposed to hit dudes on different levels?
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