Announcement

Collapse
No announcement yet.

FTEQW Singleplayer creates multiplayer maps with no monsters

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • FTEQW Singleplayer creates multiplayer maps with no monsters

    Installed latest experimental, took me a week how to get music working.
    Now I can't figure out what I'm doing wrong.
    Singlepayer -> New Game -> You spawn with no monsters at random (dm?) spots.
    Also r_novis 2 goes full "Hall of Mirrors" mode.
    Last edited by MorningLemon; 05-01-2016, 06:49 AM.

  • #2
    I'm just gonna throw something out there. Even though you shouldn't have to do this on standard start up.

    drop console type and return these lines. That should at least get you in sp
    deathmatch 0
    restart

    I can't help you with your hall of mirrors

    Why are you using the experimental version and expecting it to work properly?
    http://www.nextgenquake.com

    Comment


    • #3
      Originally posted by MadGypsy View Post
      drop console type and return these lines. That should at least get you in sp
      deathmatch 0
      restart
      Doesn't helps.
      Originally posted by MadGypsy View Post
      Why are you using the experimental version and expecting it to work properly?
      Because stable is 5 years old and every possible guide\quake I related page suggest to do so.

      Also I'm getting semistuck on every possible slope. Ex: E1M1 before exit upwards slope.

      Comment


      • #4
        deathmatch 0; samelevel 0; sv_progs progs
        paste that into the console and that should normally force it to run single-player nq gamecode instead of (typically monster-less) quakeworld gamecode.
        Some Game Thing

        Comment


        • #5
          Because stable is 5 years old and every possible guide\quake I related page suggest to do so.

          I use stable and it works very nice. Quake is 20 years old. Did Spike write those guides cause he "wrote" the engine. I asked Spike once which FTE build was best for my system and he didn't point me to anything experimental.
          http://www.nextgenquake.com

          Comment


          • #6
            side note: 'stable' technically means that its functionality won't change - that it won't get any bugfixes or features that break things.
            by that definition, the only stable software is abandonware.

            fte's 'stable' builds are so old now that I really can't recommend using them.
            FTE is 1 build off the 5000 svn revisions mark. I was planning on making a big song and dance about it or something, but tbh I'm too lazy. either way, the current svn builds have been focusing on fixes rather than features for a while, so definitely just use those instead of the last 'stable'. you should have less issues with current content.
            Some Game Thing

            Comment


            • #7
              I guess it depends on how hardcore into playing quake you are. For my needs FTE "stable" builds are probably still more than I need. All I ever use any quake engine for is to audit the light in my maps while I'm building them. IMO you have the best engine (not kissing your ass. I really believe that) so, I use your engine exclusively.

              I don't know what FTE and DP are doing so different but, DP runs like complete shit on my system. I like Q-Bism alot too but it isn't viable for testing maps due to its custom rendering. I like to know what my maps really look like.
              http://www.nextgenquake.com

              Comment


              • #8
                Originally posted by Spike View Post
                deathmatch 0; samelevel 0; sv_progs progs
                paste that into the console and that should normally force it to run single-player nq gamecode instead of (typically monster-less) quakeworld gamecode.
                Will you fix this in close future version or I should put it in autoexec or smth.

                Also what about slopes?

                Comment


                • #9
                  sv_progs is meant to have some autodetection, but how well that works depends on your setup, so there shouldn't be too much harm in being explicit (the engine does say which [qw]progs.dat it loaded).

                  slope issues can be common with nq physics. use either sv_nqplayerphysics 0 to turn off nq physics (qw physics is a little more robust), or set sv_mintic 0.013 to limit the framerate that the qc is allowed to run at (this should avoid the precision issues inherant to nq physics, but might result in some jerkyness), or you could try cl_netfps 60 (instead of 150, same idea).
                  Some Game Thing

                  Comment

                  Working...
                  X