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New Quake SP mission - Travail

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  • Baker
    replied
    Originally posted by yhe1 View Post
    I have a question regarding Travail. There is suppose to be a riot controller in there. But when I used Impulse 9, I still get a DBS. How should I get the riot controller?
    Riot Controller is not available on Travail Episode 1 maps.

    Try Episode 2.

    Leave a comment:


  • yhe1
    replied
    I have a question regarding Travail. There is suppose to be a riot controller in there. But when I used Impulse 9, I still get a DBS. How should I get the riot controller?

    Leave a comment:


  • Doc.LuLLe
    replied
    Fine, good, awesome.
    Nuff said.

    Leave a comment:


  • Baker
    replied
    Originally posted by Tonik View Post
    Baker: so, any examples yet?
    I'm sorry, Tonik. I have been uber-busy for over a month and this is going to continue for quite a while.

    I feel bad for posting that without following up.

    EDIT: okay, everything seems clear now. progs report missing items and stuck monsters with dprint(); NQ engines only show dprint messages when developer 1 is set, but ZQuake shows them always (this behavior was inherited from qwsv).
    Yeah, maybe it is just a warning message difference that just gives the perception of different behavior.

    Leave a comment:


  • Tonik
    replied
    Baker: so, any examples yet?

    I have checked several items on dazsp3 and they are missing both in ZQuake and JoeQuake. It seems that NQ loses items all the same, just the warnings are not printed (not sure why).

    EDIT: okay, everything seems clear now. progs report missing items and stuck monsters with dprint(); NQ engines only show dprint messages when developer 1 is set, but ZQuake shows them always (this behavior was inherited from qwsv).

    DarkPlaces has a quirk here: it doesn't remove items stuck in walls. It only removes items which fell 256 units down without being stopped. (All missing items seem to be of the first kind)

    So when you see the "bonus item fell out of level" message in ZQuake, it may mean one of two things: either the map designer used an NQ engine other than DarkPlaces and didn't notice that some misplaced items were getting removed, or they used DarkPlaces for testing and didn't realize that some items were partially in a wall because they showed up all right in DP.

    I'm open to suggestions as to whether to suppress dprint messages like NQ does, and whether to use DP behavior for items partially in a wall.
    Last edited by Tonik; 11-15-2007, 06:41 PM.

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  • Baker
    replied
    Here is a list of maps that some item reported falling out of the level of the ones I checked:

    a2a2 (Ambush Keen Pilgrims)
    a3 (The Journey Home)
    dazsp3
    ariadat
    fmb4 (For My Babies 4 by Mike Woodham)
    xnq1002 (Centurion)
    sm40_zwei
    real (Far Beyond Reality)
    kjsp1 (Avanipaala Praasaada)
    thepit (The Pit)
    czg04 (Numb Nimbus)
    percept (Perception)
    percon (Precipice Continuum)

    I'll have to do some more testing and when I do I'll take screenshots of some of the missing items examples if I can determine where they are.

    Note: I noticed ZQuake doesn't have the signon buffer problem with a lot of maps. Nice!
    Last edited by Baker; 10-09-2007, 01:17 PM.

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  • Baker
    replied
    Originally posted by Tonik View Post
    I see "bonus item fell out of level" messages when playing some SP maps, but could never find what was missing, so I thought that maybe NQ's just suppressing the messages.

    If it's a real issue then I'm willing to fix it.

    And surely you mean Quakeworld servers
    Yeah, technically I mean the server, although I get the problem in single player so I said client

    I'll get you some example maps sometime within the next 24 hours and also double check to confirm that the items do not fall out in NQ engines (I know they don't, one time I was playing a single player map in FuhQuake and was like "where the hell is the key?" and scrolled back the console and saw that it had fallen out of the map :d )

    Leave a comment:


  • Tonik
    replied
    Originally posted by Baker View Post
    there is something different about how Quakeworld clients handle suspended items (maybe sitting on top of temporary entities?) at startup.
    Nah, that's news to me. What's suspended items?

    Originally posted by Baker View Post
    I know of more than a few maps where items (sometimes keys) fall out of the map with Quakeworld clients, for reasons unknown.
    Oh, can you give me some examples please? I see "bonus item fell out of level" messages when playing some SP maps, but could never find what was missing, so I thought that maybe NQ's just suppressing the messages.

    If it's a real issue then I'm willing to fix it.

    And surely you mean Quakeworld servers

    Leave a comment:


  • Baker
    replied
    Originally posted by Tonik View Post
    Hi, I may be addressing the wrong audience, but anyways
    If you would like to play Travail with QuakeWorld physics, you're welcome to try ZQuake: http://zquake.frag.ru/
    It has supported NQ mods for a while, and now playing Travail helped me smash some bugs that remained. Plays perfectly now
    Sounds pretty cool.

    Although as one of the most experienced engine modders I'm sure you know this, but there is something different about how Quakeworld clients handle suspended items (maybe sitting on top of temporary entities?) at startup.

    I know of more than a few maps where items (sometimes keys) fall out of the map with Quakeworld clients, for reasons unknown.

    Leave a comment:


  • Tonik
    replied
    Originally posted by Spirit View Post
    I am on Linux thus the SVN build, took me some time to figure out the links to CVS are no more, heh.
    Woot, do you mean you managed to build ZQuake client from SVN in Linux?

    Leave a comment:


  • Spirit
    replied
    I tried marcher earlier today and it apparently worked! I didn't play it (will try right now) but simply joined a local dedicated zqds server with 4 local zquake clients.

    I am on Linux thus the SVN build, took me some time to figure out the links to CVS are no more, heh.

    Leave a comment:


  • Tonik
    replied
    ZQuake's progs.dat support was written with single player games in mind, but coop will probably work. Or you could try an FTE server, it supports progs.dat, too.

    Originally posted by Spirit
    Gonna make a cvs checkout tomorrow and try.
    I have fresh Windows builds on http://zquake.frag.ru, but if you insist on building your own, go for the SVN repository, branches/zquake-cpp is most recent.

    Originally posted by Spirit
    Do kinn_bastion and kinn_marcher work with it?
    Dunno, gotta try when I fix my Windows machine.

    Leave a comment:


  • Spirit
    replied
    Oh wow. Just wow. I am not interested in the physics (hell, I'd like the "normal" ones much better) but for some nice internet cooping this is great.
    I never knew that zquake supports progs.dat.
    Gonna make a cvs checkout tomorrow and try.

    Do kinn_bastion and kinn_marcher work with it?


    Tei, keep trying, it gets better and better!

    Leave a comment:


  • Tonik
    replied
    Hi, I may be addressing the wrong audience, but anyways
    If you would like to play Travail with QuakeWorld physics, you're welcome to try ZQuake: http://zquake.frag.ru/
    It has supported NQ mods for a while, and now playing Travail helped me smash some bugs that remained. Plays perfectly now

    Leave a comment:


  • Tei
    replied
    I can't pass the first rooms, and theres very litte space to strafe.

    Leave a comment:

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