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  • #16
    lol well I'm killing tons of them in my Quake
    I ported the Daikatana Dopefish model to replace the Rotfish

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    • #17
      Awesome! Thanks for the updated e2m6, MH. I think I'll replace the original e2m6 with this, for future play-throughs of Quake SP.

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      • #18
        Yeah MH's port is a definite permanent replacement for E2M6 for me.
        Even the pre-release version which had it isn't as good as his due to the lack of the DM elements (the lift that goes from lost entrance start to the start we are used to).
        MH's version only needs 1 update and that'd be the DM spawns from the pre-release to be added to his (loading up my pre-release upload will give you the locations if you start it with deathmatch 1)

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        • #19
          Idea: include it in your new mod you are working on, fits perfectly with the idea of restoring lost / cut content for Quake.
          FPS Source Ports

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          • #20
            Hello OoPpEe,

            thank you for your rtlights file for MH�s merged map.
            It looks really good.

            Just wanted to remind people, that you can use both light files at the same time in DarkPlaces:
            - rtlights files
            - lit files

            MH�s lit file adds colored lights to the map.
            OoPpEe�s rtlights file adds RT-World enhancements and FPS increase to the map

            Best choice is to use both of �em

            Thank you !
            Seven

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            • #21
              Regarding the joined up map: what I did was basically take everything up to and including the old start room from e2m10 and everything else from the original e2m6. The only change I made was (rather crudely) sealing one part of the cave area so that it would vis properly; any other feature (or lack of feature) of the resulting map is 100% from the original(s).

              That applies to DM spawns too. Now, it may be that there were additional DM spawn points in the start room of the original e2m6 that got chopped in the process; I don't know because I didn't really check entities too well. I just did the thing for my own personal amusement after all, and only posted it here because someone asked.

              I'm not a mapper you see. In fact I quite unashamedly have zero talent in that area.

              So I guess that when it comes to adding stuff like more well positioned DM spawn points, I'm very much the wrong guy to go to. Someday hopefully a real mapper will join the two in a better way, and include all that kinda goodness. I'd expect that it would take someone with a decent level of ability no more than a few minutes, provided they could resist the temptation to go hacking and slashing at some of the brushwork, texturing, etc.
              IT LIVES! http://directq.blogspot.com/

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              • #22
                (edit)ah seems like I typed this as MH posted his above message - perhaps you could post the map source that you did so others could fix the issue I mention below about the bar making for one unlucky DM player not able to get into the main area(/edit)

                Much better screens Seven

                Also MH I discovered the spawns that I was thinking of were actually from the bad port of the map I found (where the items, enemies and everything was changed around - poorly).

                However there's 1 major bug in your port. Start the map in Deathmatch - there's a bar that goes across the gate and it's blocked off and doesn't move.
                This makes it so if one spawns in the old lost entrance - they cannot get to the rest of the players and then also makes it so the players in the "final" part of the map cannot get to the Quad.
                Just make this bar gone in DM. Just apply the same "flag" that makes the bridge raiding stand gone.

                Also one good spawn to add for DM would be this:
                (origin) 1024 -825 -1135 (info_player_deathmatch)
                Adds a second deathmatch spawn to the entrance area (currently only 1). It spawns them in the water under where you encounter the 2 Ogres.
                Also to add to the "flow" for the DM:
                origin: 1430 903 1135 -> Super Shotgun
                This makes the player who spawns at that location able to have a gun right away like the other players.

                Origin: -215 -495 -1135
                Rocket Launcher
                There's a BIG area of water that's closed off. In SP follow the water trail as far as you can. There's that area that has nothing in it and it's right beside/below that bridge with the Ogre on it that lobs grenades at you the moment the map starts in SP. In DM it's a "dead area". However in that Entrance area - you get Rockets and all - so add a rocket launcher there. Reward the player for going there - and it's also risky as when you are there - you're a sitting duck as you cannot Rocket Jump out, and there's only ONE way out. So take a risk - reward or easy death.

                The last one is the Secret Quad in the Entrance. In DM the Quad is gone and you get yellow armor.
                Re-Adding the Quad = double Quads close = bad. Adding any other powerup there too becomes unbalanced. I was going to suggest Invis but then one can easily:
                Invis + Quad = very bad
                So my only suggestion is in DM make that yellow armor Red or where the Quad was - add in the Large Rocket Ammo - as the RL is (kinda) near by.

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                • #23
                  It's extremely easy to hack the .ent file for the map in order to add as many DM spawnpoints as you like.

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                  • #24
                    True enough on that. However would a .ent fix that issue I mentioned of the area being blocked off? Or need to fix the actual map for that? (see below)



                    There's a spawn in the old entrance area. If you spawn there - you cannot get through this to get to the other parts - the same is true in the opposite sense if you spawn in the main area of the map (and makes it so they cannot get the Quad)
                    Attached Files

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                    • #25
                      You could probably do a qbsp -onlyents I reckon, but that's waaayyy outside my comfort zone. What's really needed is a kindly passing mapper with some spare time and a charitable gleam in his eye.

                      Whatever else, my own personal opinion is that any merged version should preserve the originals as much as possible. It's nice I suppose to take the opportunity to tidy up and improve some things, but change anything like entity placing and you're creating something semi-new. The point of this exercise was to restore the original as Romero may have originally intended it to be, not to create something semi-new.
                      IT LIVES! http://directq.blogspot.com/

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                      • #26
                        Very true on that - so the only "patch" for yours needed would be for that block to be removed as it's absent in DM in the pre-release.
                        Looking at all the spawnflags that use 1792 (deathmatch only) and 2048 is SP only.

                        I think I found the fix for that door issue

                        in your ents for the map you should have something like this:

                        }
                        {
                        "targetname" "t17"
                        "speed" "30"
                        "wait" "-1"
                        "sounds" "1"
                        "angle" "180"
                        "classname" "func_door"
                        {
                        ( 528 168 -128 ) ( 528 152 -128 ) ( 528 152 -528 ) METAL6_2 -16 -16 -90 1.000000 1.000000
                        ( 544 168 -128 ) ( 528 168 -128 ) ( 528 168 -528 ) METAL6_2 -16 -16 -90 1.000000 1.000000
                        ( 688 152 -128 ) ( 688 168 -128 ) ( 688 168 -528 ) GRAVE03_2 0 0 0 1.000000 1.000000
                        ( 528 152 -128 ) ( 544 152 -128 ) ( 544 152 -528 ) METAL6_2 -16 -16 -90 1.000000 1.000000
                        ( 528 152 -432 ) ( 528 168 -432 ) ( 544 168 -432 ) METAL6_2 -16 -16 -90 1.000000 1.000000
                        ( 544 168 -496 ) ( 528 168 -496 ) ( 528 152 -496 ) METAL6_2 -16 -16 -90 1.000000 1.000000
                        }

                        you need to add:
                        "spawnflags" "2048"
                        above the "classname" "func_door"

                        This makes that part SP only. So in DM that barrier trapping a player who spawned in the Lost Entrance is fixed.

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                        • #27
                          I doubt that a real mapper would do it any differently from what mh did. There is only one way to do it.

                          Hasn't this been done by someone else already btw?
                          Scout's Journey
                          Rune of Earth Magic

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                          • #28
                            It has been, however he changed the item placement and everything. So it changed the entire feel of the level.
                            As for what I stated above. MH did it right - but left that one barrier in DM. Get a friend and DM on this map. Eventually the 2 of you will no longer be able to DM - because one of you will be in the main area that we are used to, while the other is in the lost entrance - and has no way to get to you. A well timed rocket jump gets you through that barrier - however no rocket launcher is present in the "lost entrance" so that isn't possible.
                            Download e2m6-pre.zip from Sendspace.com - send big files the easy way
                            Boot this in DM. It's buggy as I just hex edited the pre-release map (some bsp flash invisible time to time). It's the pre-release map. In DM the barrier is gone in DM.

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                            • #29
                              http://www.quaketastic.com/upload/fi...ll-dm-fix2.zip

                              Did a fix in EntED
                              It's the same map but has that barrier removed in Deathmatch like how it was in the "Pre-Release" version of Quake and so if the player spawns in the "Lost Entrance" by the Nailgun - he is not locked out from the rest of the map.

                              This was a spawn location in DM on the present version. So if you spawned here, you were trapped in this area of the map. My above fix allows you to still spawn here while still being able to get to the main area. Also allows those who spawned in the main area to get into this location too.
                              There was a switch above you here too that you had to shoot to open the gate on the bridge ahead. Button and door are removed in DM. Saving you 1 shot (as it stayed open forever after shot). That doesn't have a effect on the map in DM aside from increasing the "flow".
                              Attached Files

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                              • #30
                                Originally posted by MH View Post
                                You could probably do a qbsp -onlyents I reckon, but that's waaayyy outside my comfort zone.
                                Out of curiosity, why is this out of your comfort zone? I hacked the .ENT files of around 40-50 maps while doing waypoints for Frikbots, and all of them always came out exactly as I intended. You can tweak just about anything using the .ENT file, minus the BSP info itself. Modifying the .ent seems to be exactly the same as going into a map editor and "officially" doing it.

                                Did a fix in EntED
                                It's the same map but has that barrier removed in Deathmatch like how it was in the "Pre-Release" version of Quake and so if the player spawns in the "Lost Entrance" by the Nailgun - he is not locked out from the rest of the map.
                                Why is this the first time I've heard of this editor? Pretty nifty... I've always modified the .ent files using WordPad. I can probably modify it just as fast using WordPad, but it's great having everything broken down in the branch in EntEd.

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