Greetings, everyone!
I remember myself enjoying to play AOP as it really felt like a continuation of Quake's story and had some unique features which fit quite well into the world of Quake.
There were some things I wanted to improve and polish while playing this mission pack and now most of this stuff has finally been implemented.
So, let me introduce you a very useful patch created by me and Seven for Abyss Of Pandemonium The Final Mission v2.0.
==================================================
The following bugs have been fixed:
1. Legond's lightning attack spawns from wrong position (too low), now it spawns right from the
hand of Legond as she commits a lightning attack.
2. Dog is partially stuck in the wall near the exit area of aop1m2.bsp map (Core Reactor),
now the dog stands near the wall and does not touch it.
3. Enforcer is partially stuck in the rock near the exit area of aop1m2.bsp map (Core Reactor),
now the enforcer stands near the rock and does not touch it.
4. Fiend is partially stuck in the ground near the river area of aop1m4.bsp map (Temple of Moon),
now the fiend stands correctly at the ground level.
5. Hovering box with shotgun shells at aop1m3.bsp map (The Power Station), now the box stands on the floor.
6. Knight spawns behind the player and stucks in the ceiling at skill 3 at aop1m5.bsp map (The Dark Palace),
now it spawns in a proper place and does not get stuck.
7. Two death knights are improperly placed at aop1m5.bsp map (The Dark Palace). The first one spawns at the same place
and time as the ogre once you press all 4 buttons after falling into basement and both these enemies telefrag one
another upon their spawn. The second one teleports into the super shotgun area when you have already passed half of
the map and you have to go all the way back into that area in order to kill this guy for the sake of 100% kills.
If you step into the teleporter to the final part of the map you won't be able to go back and kill that guy.
The decision was made to remove those two death knights.
8. aop1m1.bsp map (Gates of Abyss) was missing soundtrack, now it uses impel music track #11.
9. aop1m2.bsp map (Core Reactor) was missing soundtrack, now it uses impel music track #2.
10. aopdm2.bsp map (Runic Raging) was missing soundtrack, now it uses impel music track #2.
11. aopdm3.bsp map (Mental Overlord) was missing soundtrack, now it uses impel music track #11.
12. aopdm4.bsp map (Mental Overlord II) was missing soundtrack, now it uses impel music track #6.
13. Grammatically incorrect message "Hell passage is save now" occurred at
start.bsp map (Enter the Abyss), now the message says "Hell passage is safe now".
14. There was half of the ending text missing when exiting aop1m6.bsp map (The Forgotten One).
It turned out there was only half of the ending text inside of client.qc from AOP v2.0 source code provided by Seven.
Now there is a full ending text displayed when exiting aop1m6.bsp map (The Forgotten One).
15. There was half of the ending text missing when exiting aopend.bsp map (Legonds of Quake).
It turned out there was only half of the ending text inside of client.qc from AOP v2.0 source code provided by Seven.
Now there is a full ending text displayed when exiting aopend.bsp map (Legonds of Quake).
==================================================
The following features and tweaks have been added:
1. Added orthographic amendments as well as alignment improvements
for the in-game messages shown during the game levels.
2. Added different looking Lightning Enforcer to make him better
distinguishable from regular Enforcer.
3. Created and added new skin for world model of Napalm Gun to make it better
distinguishable from regular Grenade Launcher.
4. Removed unfinished view model of Armor Mounted Laser System
because of a white square being rendered while player looks up.
5. Added 2 official extra deathmatch maps done by Juha "Psychodad" Koiste.
These maps are aopdm7.bsp (Cruel World) and aopdm8.bsp (Cruel World II).
6. Added footstep sounds when walking with low speed or velocity.
7. Added "Previous Weapon" (impulse 12) support.
8. Added name "Iron Fury" to aopdm6.bsp map since that map didn't have any name.
9. Added more ammo boxes to aop1m1.bsp map (Gates of Abyss).
10. Added more ammo boxes to aop1m2.bsp map (Core Reactor).
11. Added more ammo boxes to aop1m3.bsp map (The Power Station).
12. Added more ammo boxes to aop1m4.bsp map (Temple of Moon).
13. Added more ammo boxes to aop1m5.bsp map (The Dark Palace).
14. Added more ammo boxes to aop1m6.bsp map (The Forgotten One).
15. Added more ammo boxes to aop2m1.bsp map (Heresy).
16. Added more ammo boxes to aop2m2.bsp map (Carnage Castle).
17. Added more ammo boxes to aop2m3.bsp map (Central Complex).
18. Added more ammo boxes to aopend.bsp map (Legonds of Quake).
==================================================
Components:
Pak5.pak contains:
maps/aop1m1.ent
maps/aop1m2.ent
maps/aop1m3.ent
maps/aop1m4.ent
maps/aop1m5.ent
maps/aop1m6.ent
maps/aop2m1.ent
maps/aop2m2.ent
maps/aop2m3.ent
maps/aopdm2.ent
maps/aopdm3.ent
maps/aopdm4.ent
maps/aopdm6.ent
maps/aopdm7.bsp
maps/aopdm8.bsp
maps/aopend.ent
maps/start.ent
progs/enforcer.mdl
progs/g_prox.mdl
progs/h_mega.mdl
progs/null.mdl
impel.cfg
progs.dat
quake.rc
There are also 3 custom icons included to use with game's shortcut and AOP official soundtrack (.mp3 format) to use with Mark V or QuakeSpasm.
The soundtrack from quaddicted is in .ogg format only, so I decided to convert it to .mp3 format.
==================================================
Credits:
1997-2005 by Impel Team
2008 by Resurrection Team
2019 by 0V3RDR!VE & Seven
0V3RDR!VE
progs.dat stuff adding, editing and compiling. .ent files editing and testing.
Repositioning or removing entities. Assigning missing music tracks and names to
the maps. Adding full ending texts to the source code provided by Seven. Fixing
grammaticaly incorrect message. Creating custom skin.
Seven
Adding features into source code and cleaning it from bugs found. Providing
features and fixes used in his own project "AOP - The Final Mission v2.0 extended_20160330.rar".
==================================================
Requirements:
1. An engine port which provides external .ent files support (e.g. Mark V or QuakeSpasm).
Mark V v1.99 (Revision #4) Download Link:
http://quakeone.com/markv/builds/109...revision_4.zip
QuakeSpasm v0.93.2 Download Link:
https://sourceforge.net/projects/quakespasm/
2. Abyss Of Pandemonium The Final Mission v2.0 itself.
Abyss Of Pandemonium The Final Mission v2.0 Download Link:
https://www.quaddicted.com/filebase/aopfm_v2.zip
==================================================
Installation:
1. Create a folder called "Impel" in your quake directory and unpack all the files from
aopfm_v2.zip into it.
2. Download our patch and unpack all the contents of the archive into Impel directory.
3. Use shortcut or .bat file (both of which must be created by you) to launch the AOP.
For example, If you use Mark V the launch parameters should be like this:
Mark_V.exe -game Impel -particles 8000
P.S. -particles 8000 is necessary because there is a huge amount of pixel particles used by exit teleporter at aop2m3 (Central Complex)
and playing this map with default value will simply remove grenade/rocket pixel trails from your grenade/rocket launcher.
That's a bug from original developers.
In conclusion, I would recommend to play this mission pack on "Nightmare" difficulty (it's called "Hell" in AOP).
==================================================
Patch For Abyss Of Pandemonium v2.0 (01.05.2020) Download Link:
https://disk.yandex.ru/d/CJELCXefsVuaTQ
P.S.
In russian language "скачать" means "download".
I remember myself enjoying to play AOP as it really felt like a continuation of Quake's story and had some unique features which fit quite well into the world of Quake.
There were some things I wanted to improve and polish while playing this mission pack and now most of this stuff has finally been implemented.
So, let me introduce you a very useful patch created by me and Seven for Abyss Of Pandemonium The Final Mission v2.0.
==================================================
The following bugs have been fixed:
1. Legond's lightning attack spawns from wrong position (too low), now it spawns right from the
hand of Legond as she commits a lightning attack.
2. Dog is partially stuck in the wall near the exit area of aop1m2.bsp map (Core Reactor),
now the dog stands near the wall and does not touch it.
3. Enforcer is partially stuck in the rock near the exit area of aop1m2.bsp map (Core Reactor),
now the enforcer stands near the rock and does not touch it.
4. Fiend is partially stuck in the ground near the river area of aop1m4.bsp map (Temple of Moon),
now the fiend stands correctly at the ground level.
5. Hovering box with shotgun shells at aop1m3.bsp map (The Power Station), now the box stands on the floor.
6. Knight spawns behind the player and stucks in the ceiling at skill 3 at aop1m5.bsp map (The Dark Palace),
now it spawns in a proper place and does not get stuck.
7. Two death knights are improperly placed at aop1m5.bsp map (The Dark Palace). The first one spawns at the same place
and time as the ogre once you press all 4 buttons after falling into basement and both these enemies telefrag one
another upon their spawn. The second one teleports into the super shotgun area when you have already passed half of
the map and you have to go all the way back into that area in order to kill this guy for the sake of 100% kills.
If you step into the teleporter to the final part of the map you won't be able to go back and kill that guy.
The decision was made to remove those two death knights.
8. aop1m1.bsp map (Gates of Abyss) was missing soundtrack, now it uses impel music track #11.
9. aop1m2.bsp map (Core Reactor) was missing soundtrack, now it uses impel music track #2.
10. aopdm2.bsp map (Runic Raging) was missing soundtrack, now it uses impel music track #2.
11. aopdm3.bsp map (Mental Overlord) was missing soundtrack, now it uses impel music track #11.
12. aopdm4.bsp map (Mental Overlord II) was missing soundtrack, now it uses impel music track #6.
13. Grammatically incorrect message "Hell passage is save now" occurred at
start.bsp map (Enter the Abyss), now the message says "Hell passage is safe now".
14. There was half of the ending text missing when exiting aop1m6.bsp map (The Forgotten One).
It turned out there was only half of the ending text inside of client.qc from AOP v2.0 source code provided by Seven.
Now there is a full ending text displayed when exiting aop1m6.bsp map (The Forgotten One).
15. There was half of the ending text missing when exiting aopend.bsp map (Legonds of Quake).
It turned out there was only half of the ending text inside of client.qc from AOP v2.0 source code provided by Seven.
Now there is a full ending text displayed when exiting aopend.bsp map (Legonds of Quake).
==================================================
The following features and tweaks have been added:
1. Added orthographic amendments as well as alignment improvements
for the in-game messages shown during the game levels.
2. Added different looking Lightning Enforcer to make him better
distinguishable from regular Enforcer.
3. Created and added new skin for world model of Napalm Gun to make it better
distinguishable from regular Grenade Launcher.
4. Removed unfinished view model of Armor Mounted Laser System
because of a white square being rendered while player looks up.
5. Added 2 official extra deathmatch maps done by Juha "Psychodad" Koiste.
These maps are aopdm7.bsp (Cruel World) and aopdm8.bsp (Cruel World II).
6. Added footstep sounds when walking with low speed or velocity.
7. Added "Previous Weapon" (impulse 12) support.
8. Added name "Iron Fury" to aopdm6.bsp map since that map didn't have any name.
9. Added more ammo boxes to aop1m1.bsp map (Gates of Abyss).
10. Added more ammo boxes to aop1m2.bsp map (Core Reactor).
11. Added more ammo boxes to aop1m3.bsp map (The Power Station).
12. Added more ammo boxes to aop1m4.bsp map (Temple of Moon).
13. Added more ammo boxes to aop1m5.bsp map (The Dark Palace).
14. Added more ammo boxes to aop1m6.bsp map (The Forgotten One).
15. Added more ammo boxes to aop2m1.bsp map (Heresy).
16. Added more ammo boxes to aop2m2.bsp map (Carnage Castle).
17. Added more ammo boxes to aop2m3.bsp map (Central Complex).
18. Added more ammo boxes to aopend.bsp map (Legonds of Quake).
==================================================
Components:
Pak5.pak contains:
maps/aop1m1.ent
maps/aop1m2.ent
maps/aop1m3.ent
maps/aop1m4.ent
maps/aop1m5.ent
maps/aop1m6.ent
maps/aop2m1.ent
maps/aop2m2.ent
maps/aop2m3.ent
maps/aopdm2.ent
maps/aopdm3.ent
maps/aopdm4.ent
maps/aopdm6.ent
maps/aopdm7.bsp
maps/aopdm8.bsp
maps/aopend.ent
maps/start.ent
progs/enforcer.mdl
progs/g_prox.mdl
progs/h_mega.mdl
progs/null.mdl
impel.cfg
progs.dat
quake.rc
There are also 3 custom icons included to use with game's shortcut and AOP official soundtrack (.mp3 format) to use with Mark V or QuakeSpasm.
The soundtrack from quaddicted is in .ogg format only, so I decided to convert it to .mp3 format.
==================================================
Credits:
1997-2005 by Impel Team
2008 by Resurrection Team
2019 by 0V3RDR!VE & Seven
0V3RDR!VE
progs.dat stuff adding, editing and compiling. .ent files editing and testing.
Repositioning or removing entities. Assigning missing music tracks and names to
the maps. Adding full ending texts to the source code provided by Seven. Fixing
grammaticaly incorrect message. Creating custom skin.
Seven
Adding features into source code and cleaning it from bugs found. Providing
features and fixes used in his own project "AOP - The Final Mission v2.0 extended_20160330.rar".
==================================================
Requirements:
1. An engine port which provides external .ent files support (e.g. Mark V or QuakeSpasm).
Mark V v1.99 (Revision #4) Download Link:
http://quakeone.com/markv/builds/109...revision_4.zip
QuakeSpasm v0.93.2 Download Link:
https://sourceforge.net/projects/quakespasm/
2. Abyss Of Pandemonium The Final Mission v2.0 itself.
Abyss Of Pandemonium The Final Mission v2.0 Download Link:
https://www.quaddicted.com/filebase/aopfm_v2.zip
==================================================
Installation:
1. Create a folder called "Impel" in your quake directory and unpack all the files from
aopfm_v2.zip into it.
2. Download our patch and unpack all the contents of the archive into Impel directory.
3. Use shortcut or .bat file (both of which must be created by you) to launch the AOP.
For example, If you use Mark V the launch parameters should be like this:
Mark_V.exe -game Impel -particles 8000
P.S. -particles 8000 is necessary because there is a huge amount of pixel particles used by exit teleporter at aop2m3 (Central Complex)
and playing this map with default value will simply remove grenade/rocket pixel trails from your grenade/rocket launcher.
That's a bug from original developers.
In conclusion, I would recommend to play this mission pack on "Nightmare" difficulty (it's called "Hell" in AOP).
==================================================
Patch For Abyss Of Pandemonium v2.0 (01.05.2020) Download Link:
https://disk.yandex.ru/d/CJELCXefsVuaTQ
P.S.
In russian language "скачать" means "download".
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