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Quakespasm-Spiked issues

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  • Quakespasm-Spiked issues

    A fair warning to anybody who has been using recent Quakespasm-Spiked builds (especially those with Quake Enhanced support, but possibly also before that): Looks like these aren't working right. There are severe issues with enemy/item spawns, leading to various glitches and sometimes even showstoppers.

    Examples:
    - E2M1 "The Installation": A small explosive box appears on the path across the water area to the gold keycard.
    - HIP3M3 "Limbo": Vore spawns do not happen as intended when trying to grab the silver key from the rising platform. Two of them get stuck underneath their "spawn boxes" (non-player space) and never appear, preventing the key to be lowered since you can't get the necessary kills.

    This also happens in usermaps, such as:
    - "Putrid Pumps": two Ogres stuck in floor
    - "Slime Factory": three Knights not teleporting in for the final fight since they are stuck in the floor
    - "Squire of Time": "Armored Nightmare" map has rocket boxes stuck in the ceiling
    - "Cimmerian Night": First map has explosive box stuck in the ceiling
    - "Into The Dark": three Shamblers stuck in floor, one Fiend falling through map, Lightning Gun + 2 cell boxes floating in the void

    As it stands now, I'd rather recommend using regular Quakespasm 0.94.1 if possible until these severe issues are solved.
    Authentic Models Pack
    OriOn's ID1 Model Fixes for MP1+2
    LIT/VIS files for Quake addons
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