Is it adjusting the pitch or the playback speed?
Is it adjusting the pitch or the playback speed?
It's an issue with Quake engine physics where you clip into the elevator and get hurt. Usually happens with large/long elevators and platforms but can also happen in the original Quake maps.
Try a different engine (I don't think I found one that worked).
Why is all this in one article instead of a separate article for each update? Followers don't get notifications when the article is updated.
Is that alk_corrupt in Physics Issue #3 screenshot? I can't find that anywhere and seems to be a very different texture palette.
I'm still hoping the map sources will be released. I would love to do an optimisation/bugfix pass on it all.
Woohoo!
FYI, do _not_ use plasma gun 160 fathoms under the water:
You got another burst of plasma
INDIRECT 19295(?) 103(origin).origin 22789(?)
ai_gibs.qc : DirectionForDamage
ai_gibs.qc : ThrowGib
ai_gibs.qc : monster_ThrowGib
ai_gibs.qc : monster_check_gib
monsters.qc : monster_death_precheck
mon_fish.qc : fish_die
ai_combat.qc : Killed
ai_combat.qc : T_Damage
ai_combat.qc : T_RadiusDamage
weapons.qc : W_FirePlasma
player.qc : player_plasma1
weapons.qc : W_Attack
weapons.qc : W_WeaponFrame
client.qc : PlayerPostThink
<NO FUNCTION>
runaway loop error
Host_Error: Program error
Client cypher removed
Happened to a streamer last night so I was able to get this clip from their VoD: Clips.twitch.tv
Trying to compile on Linux:
```
cc -MMD -Wall -Wold-style-definition -Wstrict-prototypes -Wsign-compare -Wdeclaration-after-statement -Wmissing-prototypes -DLINK_TO_ZLIB -DLINK_TO_LIBJPEG `sdl2-config --cflags` -D_FILE_OFFSET_BITS=64 -D__KERNEL_STRICT_NAMES -I../../../ -DCONFIG_MENU -DCONFIG_CD -DCONFIG_VIDEO_CAPTURE -O3 -fno-strict-aliasing -fno-math-errno -ffinite-math-only -fno-rounding-math -fno-signaling-nans -fno-trapping-math -c ../../../dpsoftrast.c -o dpsoftrast.o -msse2
../../../dpsoftrast.c:239:22: error: size of array element is not a multiple of its alignment
239 | typedef ALIGN(struct DPSOFTRAST_State_Thread_s
| ^~~~~~~~~~~~~~~~~~~~~~~~~
../../../dpsoftrast.c:45:36: note: in definition of macro ‘ALIGN’
45 | #define ALIGN(var) var __attribute__((__aligned__(16)))
| ^~~
make[2]: *** [makefile.inc:504: dpsoftrast.o] Error 1
```
Sounds good. I'll try with version 31 when it's out ❤
I don't recall there being two. I tried replaying the level I thought I was on and I don't think I even saw an enemy with a reflector shield.
Doesn't compile on Linux.
Unfortunately not able to compile on Linux as it fails with this error:
../../../console.c:3488:47: error: macro "WARP_X_" passed 3 arguments, but takes just 1
3488 | WARP_X_ (VM_argv, VM_tokenize_console,)
| ^
In file included from ../../../quakedef.h:378,
from ../../../console.c:29:
../../../baker.h:7: note: macro "WARP_X_" defined here
7 | #define WARP_X_(X) // For warp without including code see also: SPECIAL_POS___
|
../../../console.c:3488:9: error: ‘WARP_X_’ undeclared (first use in this function)
3488 | WARP_X_ (VM_argv, VM_tokenize_console,)
| ^~~~~~~
../../../console.c:3488:9: note: each undeclared identifier is reported only once for each function it appears in
../../../console.c:3488:16: error: expected ‘;’ before ‘int’
3488 | WARP_X_ (VM_argv, VM_tokenize_console,)
| ^
I was using Ironwail at the time of the crash, but couldn't replicate it. I've found FTEQW to be a bit better for Peril, especially the lifts and other moving platforms.
```
ERROR: Error: file pak001.pk4/script/phobos_events.script, line 3: Unknown event 'FindMonsterToResurrect'
```
Going great so far, but just crashed in Shubniggurths (sp) Lair
```
CALL2 402(setmodel)setmodel()
ai_projectiles.qc : launch_plasma
mon_deflector.qc : deflect_fireplasma
mon_deflector.qc : deflect_plasmaframe
<NO FUNCTION>
no precache: progs/proj_plasma.mdl
Host_Error: Program error
Client cypher removed
```
Just now had another look and the reason I thought there were none is because the diffuse textures have shadows and highlights so normal map textures will have very little effect.
Why does Steam not list the Linux requirements?
No texture variants like bump or gloss?
Tested on Dhewm3. Looking good.
Still going to only work on Microsoft Windows?
None of this is accurate. I suspect you meant The Dark Mod (a stand-alone Doom 3 mod), not Quake DarkPlaces (a Quake engine).
DarkPlaces will load .vis files, overriding the compiled vis.
Perhaps remove them from the pk3 and have a config that sets the lighting to the default Quake light settings?
hemebond
James joined
I'm lazy and opinionated but I'm trying to help you be a better person.