Quake corner. "Everything related to the Quake franchise. Discuss here."
#991 Posted 30 August 2021 - 08:13 AM
Changelog:
- Fix for losing runes when saving and restarting game
- Support for new DOPA ep.5 ending text from Quake Enhanced
Download Rev.4 (38.7 MB MB)
See readme for details
#992 Posted 02 September 2021 - 08:39 AM
https://github.com/N...ases/tag/1.11.0
#993 Posted 04 September 2021 - 03:50 PM
#995 Posted 05 September 2021 - 10:38 PM
Changelog:
- Fix for items spawning too early (fixes HIP1M4 silver key not always spawning on skill 1 or higher)
- Enforcer telefrag fix/improvement attempt for E2M1 on skill 1+
Download Rev.5 (38.7 MB MB)
See readme for details
#996 Posted 07 September 2021 - 12:03 AM
On top of that, the new release features a new "Extras" menu in options where you can tweak stuff like model lerping, texture filtering, classic (square) particles etc. It appears Spiked also ported over latest Quakespasm changes which include support for Quake 2021 re-release and external .vis files (for transparent water).
To get both mission packs working:
- Enter your Steam installation dir (default: C:\Program Files (x86)\Steam\steamapps\common\Quake\rerelease). Open "QuakeEX.kpf" with 7-Zip (or another zip manager of your choice) and extract the "localization" folder into your QSS dir (e.g. C:\Quake)
- DOPA: Copy over the "dopa" folder from your Steam installation into your QSS dir, then start the game with parameter -game dopa
- DOTM: Copy over the "mg1" folder from your Steam installation into your QSS dir, then start the game with parameter -game mg1
With the "localization" folder copied to the right location (Quake root dir, parallel to "id1", "hipnotic" and "rogue" dirs), you should also be able to use the new ID1/SoA/DoE pak files if you wish.
There are still a few minor bugs in DOTM, e.g. Grunt corpses will move on top of you when you walk over them, but it seems to be playable in general. Also no dynamic shadows.
This post has been edited by NightFright: 07 September 2021 - 03:21 AM
#997 Posted 07 September 2021 - 01:14 AM
This post has been edited by jkas789: 07 September 2021 - 01:14 AM
#998 Posted 07 September 2021 - 11:11 PM
#999 Posted 07 September 2021 - 11:19 PM
#1000 Posted 08 September 2021 - 11:41 PM
This post has been edited by NightFright: 08 September 2021 - 11:42 PM
#1001 Posted 10 September 2021 - 03:39 AM
We intentionally did not simply convert all available MD5s, and those that we used were fixed up until we were satisfied with them (e.g. Ogre and Demon models don't clip into floor when walking/after death). Where we were happy with existing replacements, we kept them in place - also for consistency reasons (e.g. new Grenade Launcher would not have looked good in combination with Prox Mine Launcher from SoA).
(This should also work with the Nightdive port, provided you copy the paks into the rerelease folder and turn off "Enhanced Models" in Options -> Display. Also don't use the custom progs.dat files since they might break port functions.)
This post has been edited by NightFright: 10 September 2021 - 04:21 AM
#1002 Posted 13 September 2021 - 02:05 AM
In the meantime, Vanilla Fixes for Quake Rev.6 has been released. View readme here.
Highlights:
- Nextthink fixes are back without breaking HIP1M4
- Swimming up with +jump now as fast as moving
- Autoaiming no longer reset after loading new map
I have also made a special quakespasm.pak replacement for Quakespasm only, containing ent fixes for Quake vanilla and Enhanced which will ONLY load with maps from those two editions. Even the wrong music tracks in E4Mx maps from Enhanced have been corrected. However, I cannot put these in a project like this since it works with checksums, a feature currently only supported by latest Quakespasm, Quakespasm-Spiked and vkQuake builds. I have presented my fixes to the Quakespasm team already for review. It's possible they will eventually implement them into the official release so you would have map fixes + z-fighting issues resolved in ID1/SoA/DoE.
This post has been edited by NightFright: 13 September 2021 - 05:45 AM
#1003 Posted 20 September 2021 - 01:21 AM
Highlights:
- Progs.dat fixes for ID1 rewritten entirely (based on Preach's cleaned QC 1.06 source), with essential fixes included only (-40KB compiled code compared to previous versions)
- Removed start.ent to avoid conflicts with start.bsp used in many other mods
- More vital fixes for SoA and DoE (smooth plat movement which improves cart rides e.g. in HIP3M1 or R1M4, improved weapon switching, walkframe leak fix...)
Notes:
- Even though the ID1 progs.dat now does NOT include the full extent of the URQP fixes any longer, you can rest assured it still contains all fixes necessary for a good singleplayer and multiplayer experience.
- You should now not have problems any more with addons that come with their own start map (if named start.bsp).
This post has been edited by NightFright: 20 September 2021 - 05:14 AM
#1004 Posted 05 October 2021 - 07:28 AM
Examples:
- E2M1 "The Installation": A small explosive box appears on the path across the water area to the gold keycard.
- HIP3M3 "Limbo": Vore spawns do not happen as intended when trying to grab the silver key from the rising platform. Two of them get stuck underneath their "spawn boxes" (non-player space) and never appear, preventing the key to be lowered since you can't get the necessary kills.
This also happens in usermaps, such as:
- "Putrid Pumps": two Ogres stuck in floor
- "Slime Factory": three Knights not teleporting in for the final fight since they are stuck in the floor
- "Squire of Time": "Armored Nightmare" map has rocket boxes stuck in the ceiling
- "Cimmerian Night": First map has explosive box stuck in the ceiling
- "Into The Dark": three Shamblers stuck in floor, one Fiend falling through map, Lightning Gun + 2 cell boxes floating in the void
All this shows one thing: Something's rotten in the state of QSS. As it stands now, I'd rather recommend using regular Quakespasm 0.94.1 if possible until these severe issues are solved.
This post has been edited by NightFright: 05 October 2021 - 07:34 AM
#1005 Posted 05 October 2021 - 01:08 PM
#1006 Posted 05 October 2021 - 01:20 PM
Right now, we can only hope he's at least checking Github and finds a fix soon. I don't know where to find older QSS builds, otherwise I could try to find out which is the last reliable build so far. It's surely one before Quake Enhanced support was added. There's a fallback release on the QSS website which is one year old, you could try that.
Regular QS has a lot of features from QSS by now and you actually don't lose that much by switching. One missing feature bugs me, though: PK3 support.
#1007 Posted 05 October 2021 - 05:08 PM
#1008 Posted 05 October 2021 - 09:42 PM
However, it seems it inherited some problems after all. In Gotshun's "Lost Levels", the silver key won't be taken away at the beginning of the level e2ue "Connect", which is the same issue QSS has with that map.
This post has been edited by NightFright: 05 October 2021 - 11:01 PM
#1009 Posted 06 October 2021 - 03:45 AM
Update:
Looks as if latest QSS build from today (Oct 6) shows at least partial improvements. HIP3M3 silver key spawns work again, but the E2M1 exploding box which shouldn't be there still appears. This indicates that spawn-related issues are still not completely solved.
This post has been edited by NightFright: 06 October 2021 - 05:52 AM
#1010 Posted 06 October 2021 - 09:18 PM
The E2M1 exploding box only appears if you use Quake Enhanced combined with the Authentic Models Pack (even though regular Quakespasm would still not have this glitch). It's actually the box that's supposed to be next to the silver keycard, but since it doesn't have the dimensions of the original, it falls through the floor and lands on the lower level.
There is still another issue which breaks at least a custom map for SoA, but so far I didn't encounter this problem anywhere else and it also only seems to happen when using Authentic Models.
This post has been edited by NightFright: 06 October 2021 - 09:47 PM
#1011 Posted 07 October 2021 - 09:19 AM
This post has been edited by jkas789: 07 October 2021 - 09:19 AM
#1012 Posted 07 October 2021 - 12:30 PM
This post has been edited by NightFright: 07 October 2021 - 12:30 PM
#1013 Posted 20 October 2021 - 03:55 PM
#1014 Posted 20 October 2021 - 09:34 PM
#1015 Posted 29 October 2021 - 11:54 PM
#1016 Posted 23 November 2021 - 09:54 AM
https://www.celephai...ad.php?id=62119
Four new maps, new enemies, music and tons of additional features.
#1017 Posted 02 December 2021 - 10:16 PM
Full update notes can be read here.
This post has been edited by jkas789: 02 December 2021 - 10:16 PM
#1018 Posted 02 December 2021 - 10:19 PM
This post has been edited by NightFright: 02 December 2021 - 10:36 PM
#1019 Posted 02 December 2021 - 10:38 PM
#1020 Posted 03 December 2021 - 03:14 PM
jkas789, on 02 December 2021 - 10:38 PM, said:
Isn't that full of content from other games? No way they'll ever include that without those things being replaced.