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  • Soul of Evil Error question

    Hello, I played the Quake addon "Soul of Evil" using DosBox. It runs fine. until I save a game and reload it. The grunt become nailgun ammo boxes and the Dogs become scrags. I also get a error message. I have attached a screen shot below. Any help would be great. Thanks. My quake version is Dos Quake 1.08
    Attached Files

  • #2
    This is a classic SoE error, make sure that the cvar temp1 is 0 when playing std single play and before reloading saved games. Somehow you've enabled that cvar, it should only be 1 when you want to play Arena (coop against spawning monsters).

    I also recommend using a better engine than DOSQuake, there are plenty of NetQuake engines that'll work better in Windows without DOSBox. Finally, make sure to have sufficient heapsize for SoE, in DOSQuake that's e.g. "-winmem 32" and most other engines "-heapsize 48000".

    Comment


    • #3
      Use aguirRe's Enhanced GLQuake for mods.

      http://user.tninet.se/~xir870k/glquakebjp.zip

      Use the glquake.exe in the above zip, no DOSBox required. GLQuake is 100 times better than quake.exe in appearance and everything else.
      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

      Comment


      • #4
        Originally posted by Baker View Post
        GLQuake is 100 times better than quake.exe in appearance and everything else.
        No, it has no overbrights nor fullbrights support.
        Quake 1 Singleplayer Maps and Mods

        Comment


        • #5
          Agreed. There are other elements of software Quake that are superior to GLQuake, such as better water and sky warps, in-game resolution changing, better underwater warps, brighter and more solid looking colours, no resampling of non-power-of-2 textures, and so on. All of these are fixed in many (but not all) enhanced GL engines; in fact, I know of none that deal satisfactorily with the colours, as software Quake stores the first 4 miplevels - restricted to the Quake palette - in the BSP, whereas GL calculates them from level 0.

          It's important to remember that GLQuake was Carmack's "hello world" engine, that a lot of what he did in it was just plain wrong (because he was learning at the time), and that a lot of what software Quake did just wasn't possible with OpenGL implementations and 3D accelerators at the time.
          IT LIVES! http://directq.blogspot.com/

          Comment


          • #6
            Can somebody tell me how to change the cvar between 0 and 1 then?

            As for engines, I use DarkPlaces, but it doesn't seem to run mods like X-men.

            Also, OMU does not run on my dos quake engine. Which engine is best for running it?

            Comment


            • #7
              just type "temp1 0" or "temp1 1" (without quotes) at the console (press the key above TAB - it's different depending on your keyboard layout - to access it). You can also put them in your config.cfg (look in quake/id1 for this, you can open it in notepad).
              IT LIVES! http://directq.blogspot.com/

              Comment


              • #8
                Originally posted by yhe1 View Post
                As for engines, I use DarkPlaces, but it doesn't seem to run mods like X-men.

                Also, OMU does not run on my dos quake engine. Which engine is best for running it?
                Enhanced GLQuake, the link from above, has the widest mod compatibility of any engine by far (read the readme and see what I mean). If for some reason you want the DOSQuake look, use the winquake.exe in the same download (Enhanced WinQuake).

                DarkPlaces is a fantastic engine, but it's mod compatibility is pretty low really. (maybe because a lot of older mods abused QuakeC quirks?)
                Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                Comment


                • #9
                  /note to self: stop doing this

                  Comment


                  • #10
                    Originally posted by Baker View Post
                    Enhanced GLQuake, the link from above, has the widest mod compatibility of any engine by far (read the readme and see what I mean). If for some reason you want the DOSQuake look, use the winquake.exe in the same download (Enhanced WinQuake).

                    DarkPlaces is a fantastic engine, but it's mod compatibility is pretty low really. (maybe because a lot of older mods abused QuakeC quirks?)
                    Still need a bit more assistance with GL Quake. To load a mod/mission pack, can I just type

                    Glquake -game rouge

                    Right now I use Batch file such as

                    quake -winmem 12 -game malice %1 %2 %3 %4 %5 %6 %7 %8 %9

                    to start malice, for example.

                    What do I replace the -winmen with in GL quake? And also, what does the %1 stuff do and what should I replace with?

                    Comment


                    • #11
                      Special for Mission Pack 1 and Mission Pack 2:

                      "c:\quake\glquake.exe" -hipnotic -heapsize 48000// Mission Pack 1 - Scourge of Armagon
                      "c:\quake\glquake.exe" -rogue -heapsize 48000// Mission Pack 2 - Dissolution of Eternity

                      "c:\quake\winquake.exe" -game malice -heapsize 48000

                      -winmem doesn't universally work, I think that only works for DOSQuake. 48000 = 48 MB
                      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                      Comment


                      • #12
                        Replace -winmem with -heapsize in GLQuake, and if memory serves you need to express it in kilobytes, so it would become -heapsize 32000 for (roughly) 32 megs. For most uses you don't actually need it though, as GLQuake allocates ample memory for nearly all maps.

                        The %1 etc stuff allows you to pass extra parameters to the batch file if you're calling it from a command line. You don't really need it and you can get rid of it.

                        You can't change resolution in GLQuake, so you'll want to add -width and -height. Use -width 1280 and -height 1024 to run on a typical 17" flatscreen, for example. Or just use -current to set it to whatever your desktop resolution is.

                        You may also want to add a bits per pixel option. GLQuake will run in a 16 bit mode by default; adding -bpp 32 will allow it to run in a 32 bit mode.

                        BEWARE: GLQuake will only support 30 video modes, if you have more they just won't be available. This typically means that if you have a monitor that can do 1280 x 1024 or above, you won't be able to get a 32 bit mode at your monitors resolution.

                        ID seem to have thought of that, and allow you to force a video mode, but their implementation isn't perfect and has some conditions where it won't even work. -current is also semi-broken as it just sets width and height, but not bits per pixel.

                        This is as good a reason as any to use an alternative engine. 32 bit colour is very important, as the game just looks so much better and more immersive (and might even run significantly faster on some cards!)

                        For game loading use -game with two key exceptions: the mission packs just need -rogue and -hipnotic. If you use -game with them, an internal setting will be missed and you'll lose some engine features (like the status bar).

                        Anyway, to sum it all up:

                        General use
                        glquake.exe -current

                        Specific resolution
                        glquake.exe -width 1024 -height 768 -bpp 32

                        Mission packs
                        glquake.exe -rogue
                        glquake.exe -hipnotic

                        Other game (e.g Malice)
                        glquake.exe -game malice

                        Additional memory (e.g roughly 32 MB)
                        glquake.exe -heapsize 32000
                        IT LIVES! http://directq.blogspot.com/

                        Comment


                        • #13
                          Originally posted by mhquake View Post
                          Replace -winmem with -heapsize in GLQuake, and if memory serves you need to express it in kilobytes, so it would become -heapsize 32000 for (roughly) 32 megs. For most uses you don't actually need it though, as GLQuake allocates ample memory for nearly all maps.

                          The %1 etc stuff allows you to pass extra parameters to the batch file if you're calling it from a command line. You don't really need it and you can get rid of it.

                          You can't change resolution in GLQuake, so you'll want to add -width and -height. Use -width 1280 and -height 1024 to run on a typical 17" flatscreen, for example. Or just use -current to set it to whatever your desktop resolution is.

                          You may also want to add a bits per pixel option. GLQuake will run in a 16 bit mode by default; adding -bpp 32 will allow it to run in a 32 bit mode.

                          BEWARE: GLQuake will only support 30 video modes, if you have more they just won't be available. This typically means that if you have a monitor that can do 1280 x 1024 or above, you won't be able to get a 32 bit mode at your monitors resolution.

                          ID seem to have thought of that, and allow you to force a video mode, but their implementation isn't perfect and has some conditions where it won't even work. -current is also semi-broken as it just sets width and height, but not bits per pixel.

                          This is as good a reason as any to use an alternative engine. 32 bit colour is very important, as the game just looks so much better and more immersive (and might even run significantly faster on some cards!)

                          For game loading use -game with two key exceptions: the mission packs just need -rogue and -hipnotic. If you use -game with them, an internal setting will be missed and you'll lose some engine features (like the status bar).

                          Anyway, to sum it all up:

                          General use
                          glquake.exe -current

                          Specific resolution
                          glquake.exe -width 1024 -height 768 -bpp 32

                          Mission packs
                          glquake.exe -rogue
                          glquake.exe -hipnotic

                          Other game (e.g Malice)
                          glquake.exe -game malice

                          Additional memory (e.g roughly 32 MB)
                          glquake.exe -heapsize 32000
                          Thanks for the info. However, when I run Glquake, sometimes the screen flicker extremely rapidly, so that the title screen still shows when actually playing the game. Do you know what is wrong?

                          Comment


                          • #14
                            Type this in the console:

                            gl_ztrick 0

                            /Turns off old rendering speedup trick not supported by all cards.
                            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                            Comment


                            • #15
                              Originally posted by Baker View Post
                              Type this in the console:

                              gl_ztrick 0

                              /Turns off old rendering speedup trick not supported by all cards.
                              That did not work. It continued to flick when I entered it.

                              However, this bug seems to happen randomly. Sometimes it does, sometimes it does not. I use the Mobile IntelR 945.

                              Could it be a triple or double buffering problem?

                              Edit: It could be fixed by pressing alt-tab, though I am still not sure what the problem is.
                              Last edited by yhe1; 06-11-2008, 01:10 AM.

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