The foq and I are testing the levels the spooker has selected, but it's going to take longer than I'd like to get through the 50 levels. Additionally, one run of a level won't guarantee that we'll find a serious problem of some sort. So I'd like some help. You don't necessarily need to run RQuake to help find problems since the maps were made mainly for vanilla single-player quake, but you should at least play coop with another player for testing. Also, I will need screenshots of one distinct view within each level, since I'm making the map selection level (intro3.bsp).
Serious problems:
- Obviously, the map crashing the program at any point. (Not likely to happen without the RQuake mod.)
- Doors that "close behind you" forever but need to reopen for either other players or yourself after respawning. (This includes platforms, traps, or anything else that blocks passing the level.)
Fixable, but noteworthy problems:
- Not enough spawn points for even two coop players
- Exiting map tries to go to a map that does not exist
I've uploaded the map selection (with their readme's) here: mediafire
My notes so far:
(RocketGuy will need to add a few levels to the "doesn't exit to start.bsp" list.)
A2D2:
- Not enough sp (spawnpoints)
ABW:
- Seems fine
actaltrz:
- Not enough sp
- Bad door right after lava room just before a platform, doesn't reopen (possibly change .wait from -1 to 10?)
anoncal
- Interesting level, seems fine
arcane
- Will usually crash when firing RQuake's napalm rocket (alt for rl), joequake says "SOLID_BSP with a non-bsp model". I really don't see how it's possible that one certain level could cause this problem.. I waded into the napalm code, but I don't see anything that could cause it. SOLID_BSP has a value of 4.
Update 02/06/2010
BNT.BSP
- needs sp's
BNT2.BSP
- needs sps's
- Interesting problem with keys: They are on movers that slide back into the ceiling when touched. Although keys are kept in packs when you die, it's still possible to lose a pack in the lava or on disconnection.
CARNAGE.BSP
- Platform up to gold key cannot be brought down without almost dying in lava or rj'ing.
chain3.bsp
- needs sp's
- monsters fall off the level easily. RG needs to fix bug with trigger_pain, monsters that trigger effects can end up somewhat lost to players.
cjhsp1.bsp
- crashes rquake, but not vanilla: too many model precaches.
coagula.bsp
coagula2.bsp
coagula3.bsp
- These are on rquake already, apparently?
corpus.bsp
- needs sp's
- The last mover above water moves only once, and it's possible to activate prematurely. I didn't see how foq got to it. Normally you teleport from water on bottom to its entrance, and then it takes you across. Hookshot solves this problem, but is there a better way?
czg03.bsp
- damn good level, but needs sp's
C_GOL.bsp
- ok all around
DaMaul6.bsp
- pass
death.bsp
- not enough spawns (shouldn't the mod find closeby empty points?)
demons.bsp
- there is a short and somewhat blocking gate at the last room that does not come down
dilcoa.bsp
- foq says this is already in rquake
discoag2.bsp
- this seems familiar to me, but foq says it's new
- pass
disturb.bsp
- ok
Dm1m2.bsp
- ok
Still to be tested:
e1m1rmx_hard.bsp
elsinore.bsp
EvilExhumed.bsp
fc_coag.bsp
fmb6.bsp
Fmb7.bsp
gmsp3v2.bsp
GOL_ST.bsp
hdn.bsp
jesus.bsp
KSP1.bsp
moonlite.bsp
morbid_2.bsp
M_GOL.bsp
M_PALACE.BSP
nastrond.bsp
nesp10.bsp
networld.bsp
ne_empty.bsp
oblivion.bsp
PERSSP2.BSP
prey2.bsp
pushcoag.bsp
q1tm3_hrimfaxi.bsp
q1tm3_hrimfaxi2.bsp
q1tm3_lev.bsp
q1tm3_zwiffle.bsp
RRSP1.bsp
sadlark7.bsp
sadlark8.bsp
sadlark9.bsp
scream.bsp
SGODRUN1.BSP
SGODRUN2.BSP
SGODRUNE.BSP
solfall.bsp
solstart.bsp
strong-hold.bsp
terror.bsp
tms1.bsp
tspe.bsp
tyrcoag.bsp
Serious problems:
- Obviously, the map crashing the program at any point. (Not likely to happen without the RQuake mod.)
- Doors that "close behind you" forever but need to reopen for either other players or yourself after respawning. (This includes platforms, traps, or anything else that blocks passing the level.)
Fixable, but noteworthy problems:
- Not enough spawn points for even two coop players
- Exiting map tries to go to a map that does not exist
I've uploaded the map selection (with their readme's) here: mediafire
My notes so far:
(RocketGuy will need to add a few levels to the "doesn't exit to start.bsp" list.)
A2D2:
- Not enough sp (spawnpoints)
ABW:
- Seems fine
actaltrz:
- Not enough sp
- Bad door right after lava room just before a platform, doesn't reopen (possibly change .wait from -1 to 10?)
anoncal
- Interesting level, seems fine
arcane
- Will usually crash when firing RQuake's napalm rocket (alt for rl), joequake says "SOLID_BSP with a non-bsp model". I really don't see how it's possible that one certain level could cause this problem.. I waded into the napalm code, but I don't see anything that could cause it. SOLID_BSP has a value of 4.
Update 02/06/2010
BNT.BSP
- needs sp's
BNT2.BSP
- needs sps's
- Interesting problem with keys: They are on movers that slide back into the ceiling when touched. Although keys are kept in packs when you die, it's still possible to lose a pack in the lava or on disconnection.
CARNAGE.BSP
- Platform up to gold key cannot be brought down without almost dying in lava or rj'ing.
chain3.bsp
- needs sp's
- monsters fall off the level easily. RG needs to fix bug with trigger_pain, monsters that trigger effects can end up somewhat lost to players.
cjhsp1.bsp
- crashes rquake, but not vanilla: too many model precaches.
coagula.bsp
coagula2.bsp
coagula3.bsp
- These are on rquake already, apparently?
corpus.bsp
- needs sp's
- The last mover above water moves only once, and it's possible to activate prematurely. I didn't see how foq got to it. Normally you teleport from water on bottom to its entrance, and then it takes you across. Hookshot solves this problem, but is there a better way?
czg03.bsp
- damn good level, but needs sp's
C_GOL.bsp
- ok all around
DaMaul6.bsp
- pass
death.bsp
- not enough spawns (shouldn't the mod find closeby empty points?)
demons.bsp
- there is a short and somewhat blocking gate at the last room that does not come down
dilcoa.bsp
- foq says this is already in rquake
discoag2.bsp
- this seems familiar to me, but foq says it's new
- pass
disturb.bsp
- ok
Dm1m2.bsp
- ok
Still to be tested:
e1m1rmx_hard.bsp
elsinore.bsp
EvilExhumed.bsp
fc_coag.bsp
fmb6.bsp
Fmb7.bsp
gmsp3v2.bsp
GOL_ST.bsp
hdn.bsp
jesus.bsp
KSP1.bsp
moonlite.bsp
morbid_2.bsp
M_GOL.bsp
M_PALACE.BSP
nastrond.bsp
nesp10.bsp
networld.bsp
ne_empty.bsp
oblivion.bsp
PERSSP2.BSP
prey2.bsp
pushcoag.bsp
q1tm3_hrimfaxi.bsp
q1tm3_hrimfaxi2.bsp
q1tm3_lev.bsp
q1tm3_zwiffle.bsp
RRSP1.bsp
sadlark7.bsp
sadlark8.bsp
sadlark9.bsp
scream.bsp
SGODRUN1.BSP
SGODRUN2.BSP
SGODRUNE.BSP
solfall.bsp
solstart.bsp
strong-hold.bsp
terror.bsp
tms1.bsp
tspe.bsp
tyrcoag.bsp
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