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Someone mentioned there was a new Quake1 episode, and I was shocked to find it was basically true (depends on what you think about developer companies owning multiple developer branches). So this message is a reminder to anyone else who missed it like me.
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(Sorry for the crossposting with the func_ forums, seems like nobody noticed my question there).
I just noticed Dopa seems to expose polygons with SURF_UNDERWATER flag set in areas outside of water. This can be noticed when the demos are playing. I have never noticed this before in the Vanilla episode or the Mission Packs. Is this a common occurrence in mods, or is it just Dopa?
I'm asking this because, if it's common, then I might need to rethink a bit my optimizing strategy for my ports.
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thanks moondrunk i have not made it that far in dopa. its nice to have a fix before i have the issue.
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I almost missed this.
Thanks for this great contribution Machine Games!
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QRP add-on for Dopa!
There are some 24bit textures missing when playing Dopa and using the QRP texture packs.
Here is a pk3 file you can just put in the dopa game folder to fix this.
plat_top18 and plat_top10 are the added textures as well as one additional "fixed" texture (light1_2).
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Originally posted by DeadTenor View PostFor those having missing textures issues with dopa, it's possible it may be reflecting and animated textures. I could be mistaken, but I think this is in the z_reflecting_overload pack found in the "definitive' HD replacement content list" thread.
r_texture_dds_load 1
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For those having missing textures issues with dopa, it's possible it may be reflecting and animated textures. I could be mistaken, but I think this is in the z_reflecting_overload pack found in the "definitive' HD replacement content list" thread.
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^
You're most welcome. Glad to help. I use it all the time. Like you said, it's really simple but very useful.
Regarding DOPA, I've played through twice now and I'm still looking for secrets. It's really fun with some really nice use of textures and nice architecture. I'm kinda ignorant when it comes to mapping and the deeper magic involved but, to me, it feels like a nice balance between the original episodes and some modern twists.
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Originally posted by Hipnotic Rogue View PostThe simplest way (for me anyway) is to use Simple Quake Launcher.
Just download the file and put it in your Darkplaces folder.
Download the DOPA zip file, unzip it and then put the folder into your Darkplaces folder.
Run the SQLauncher program then choose your engine (Darkplaces).
Then choose DOPA from the map drop down box.
If you've ever used something like ZDL for Doom it's just the same.
You can then use any other mapset out there just by putting the folder into your Darkplaces folder and choosing it in SQLauncher.
The latest version is 1.09:
https://sourceforge.net/projects/simplequakelauncher/
It's really simple to use - especially if you're new to using Quake maps and addons.
It deserves a better home and more love!
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Originally posted by Johnny Law View PostOn the Steam forums there are some people saying that if they use DarkPlaces, they get stuck in the floor when starting DOPA. Not sure what's up there.
Everybody who uses one of the "All-In-One compilations" is affected.
- Quake HD
- Quake Definitive
- Quake Epsilon
- ...
The reason is simple:
They all use a start.ent replacement file in their id1/maps folder.
That start.ent replacement file matches Quakes original start.bsp and adds some things into it like rain, snow, lava haze, additional ambient sound, etc. taken from SMC.
And the new DOPA episode also has a start.bsp file.
So, according to the replacement rules of Darkplaces, it uses the start.ent file it finds in the id1/maps folder.
And that is very the fun begins...
Player starts at wrong spawn point; teleporters are at wrong points, etc., etc.
The solution is also simple:
Either delete that start.ent file, or keep it and do this:- extract DOPA into a subfolder inside your Quake HD, called: dopa
- start the DOPA episode with a shortcut: darkplaces.exe -game dopa
- wait until the new demo appear then open your console
- and type into it: sv_entpatch 0
- hit return and start a new game. DOPA will now start correctly.
- now type into console: sv_saveentfile
- hit return
From now on everytime you start DOPA, it will use the correct DOPA start.ent file.
You only have to do this once. DOPA will work fine afterwards.
That is how it looks with SMC effects enabled:
Originally posted by damage_inc View PostRegarding "stuck in the floor": I have quite a number of Quake installations with all the various mods and such and this happened to me. The only thing I changed was I had an old version of the SMC(4.51 I think) in the id1 directory so I deleted it and it corrected that issue. May not be other peoples issue but it was mine.
hth's
the SMC is not causing the issue, it is the start.ent file that you manually put from the optional "custom particle+sound effects" folder into your maps/id1. Always be careful with replacements...
Have a nice time with DOPA.
Kind regards,
Seven
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Regarding "stuck in the floor": I have quite a number of Quake installations with all the various mods and such and this happened to me. The only thing I changed was I had an old version of the SMC(4.51 I think) in the id1 directory so I deleted it and it corrected that issue. May not be other peoples issue but it was mine.
hth's
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