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SuperDuper Quake is back and better than EVER! Goto page 1, 2, 3, 4, 5, 6, 7 Next

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hondobondo Joined: 26 Sep 2006 Posts: 101 |

Posted: Sat Jan 30, 2010 6:56 pm Post subject: SuperDuper Quake is back and better than EVER! |

Duke Nukem HRP stuff is now completely gone. But this version has a lot of other good stuff Check it out http://www.moddb.com/mods/bondos-superduper-quake-25

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Sat Jan 30, 2010 7:06 pm Post subject: |

Awesome. I love this mod _________________ frag.machine - Q2K4 Project http://fragmachine.quakedev.com/

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Sat Jan 30, 2010 7:30 pm Post subject: |

O.M.G. I saw the model I did for the Omegastrike weapon for my old DNTDP mod in one of the screenshots on that moddb page. God that takes me back... ...Back when I sucked at coding, couldn't map worth a damn, and Frikbot was at it's peak of either 0.8 or 0.9 (I forget which).
Good times nonethless though.
_________________
"Roboto suggests Plasma Bazooka."
Last edited by Dr. Shadowborg on Sat Jan 30, 2010 7:33 pm; edited 1 time in total

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hondobondo Joined: 26 Sep 2006 Posts: 101 |

Posted: Sat Jan 30, 2010 7:33 pm Post subject: yeah |

Dr. Shadowborg wrote:
O.M.G. I saw the model I did for the Omegastrike weapon in my old DNTDP mod in one of the screenshots on that moddb page. God that takes me back...

yeah i hope that's ok. there's a few things from DNTDP i used. GREAT mod Doc

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Sat Jan 30, 2010 7:37 pm Post subject: Re: yeah |

hondobondo wrote:
yeah i hope that's ok. there's a few things from DNTDP i used. GREAT mod Doc

Not a problem whatsoever.
I was just surprised at seeing it after all this time. My general philosophy in regards to models in my mods is that they're fair game to take and use for other mods, so long as somebody doesn't try to claim they did them, and are not used for commercial / profit purposes.
_________________
"Roboto suggests Plasma Bazooka."

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xaGe Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York |

Posted: Sat Jan 30, 2010 11:13 pm Post subject: |

..That's great to hear! I still play the previous version from time, but I'll checkout this one.

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Teiman Joined: 03 Jun 2007 Posts: 309 |

Posted: Mon Feb 01, 2010 1:52 pm Post subject: Re: SuperDuper Quake is back and better than EVER! |

hondobondo wrote:
Duke Nukem HRP stuff is now completely gone. But this version has a lot of other good stuff Check it out http://www.moddb.com/mods/bondos-superduper-quake-25

I has been a fan of SuperDuper quake for years. Something I really like from the newer versions is how you work on the usability side. Is a really easy mod to get into. What is weird, because as a combomod is full of different things. But the start is very smooth and smart.

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Dark$oul71 Joined: 05 Dec 2009 Posts: 55 |

Posted: Tue Feb 02, 2010 9:15 pm Post subject: SuperDuper Quake incompatible with Darkplaces under Linux ? |

@hondobondo: Yezz.......very cool ! Thanks for the mod ! I just played a little bit and it's a lot of fun. This somewhat reminds me of Fraghouse Invasion for UT2k4: http://fraghouse.beyondunreal.com/ut2004work.php
Lots of monsters and destructive weapons...a very nice playing couple *ggg*
One thing that wonders me though:
Is it possible that SuperDuper Quake together with DarkPlaces is incompatible with Linux ?
I am using the latest official Darkplaces build (DarkPlaces engine Windows/Linux/Mac OpenGL build 20090709) with the original quake plus both mission packs (rogue, hipnotic) installed. Kleshik runs fine under Linux and Windows as well.
I unpacked both SuperDuper Quake plus texturepack to a directory I named "superduper" directly within my Darkplaces folder. Then I start SuperDuper quake with the following command from shell:
>>/darkplaces-linux-x86_64-glx -game superduper -listen 8 +skill 2 +coop 2
SuperDuper Quake starts fine but I experience missing weapon modells (e.g. superduper shotgun = double double shotgun) do not show up and for some monsters I experience moving "diamonds" only.
The fun part: If I use WINE to run the darkplaces.exe everything is fine (no missing monster models, double double shotguns are there).
>>wine darkplaces.exe -game superduper -listen 8 +skill 2 +coop 2
The same is true for my Windows machine when I start Darkplaces.
Since the Darkplaces folder is identical on both machines it seems to be something with SuperDuper quake together with Darkplaces and Linux.
Any ideas anyone ?
Thanks,
D$
BTW: One weapon I still love to see would be the quad barrelled shotgun from the phantasm movie series:
http://www.youtube.com/watch?v=UkIgo4AnRdU
http://www.youtube.com/watch?v=NqD2jdKBdA8

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Teiman Joined: 03 Jun 2007 Posts: 309 |

Posted: Tue Feb 02, 2010 10:01 pm Post subject: Re: SuperDuper Quake incompatible with Darkplaces under Linu |

Dark$oul71 wrote:
>>/darkplaces-linux-x86_64-glx -game superduper -listen 8 +skill 2 +coop 2 SuperDuper Quake starts fine but I experience missing weapon modells (e.g. superduper shotgun = double double shotgun) do not show up and for some monsters I experience moving "diamonds" only.

Sounds like on linux darkplaces is unable to find the paks of id software. Since the installation and command to run quake in linux is different, I have no idea how that would be.. I suppose reading a "how to play quake in linux" would help. I suppose you can add another -data or something like that parameter to tell dp to add another dir (the id1 dir). That would be a ugly workaround, but will probably work.

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Dark$oul71 Joined: 05 Dec 2009 Posts: 55 |

Posted: Tue Feb 02, 2010 10:30 pm Post subject: Re: SuperDuper Quake incompatible with Darkplaces under Linu |

1st thanks for posting....

Teiman wrote:
Sounds like on linux darkplaces is unable to find the paks of id software. Since the installation and command to run quake in linux is different, I have no idea how that would be.. I suppose reading a "how to play quake in linux" would help. I suppose you can add another -data or something like that parameter to tell dp to add another dir (the id1 dir). That would be a ugly workaround, but will probably work.

Hm, adding -game id1 -game hipnotic etc to the commandline doesn't help either. From my limited knowledge dp looks for certain directories being available (e.g. id1) and thus doesn't require to add them to the commandline.
I would be willing to do some testing and help analysing the problem.

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Wed Feb 03, 2010 4:50 am Post subject: |

Don't use uppercase PAK0.PAK and PAK1.PAK, Linux is case sensitive and you need to use pak0.pak and pak1.pak? _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...

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Dark$oul71 Joined: 05 Dec 2009 Posts: 55 |

Posted: Wed Feb 03, 2010 6:23 am Post subject: |

Baker wrote:
Don't use uppercase PAK0.PAK and PAK1.PAK, Linux is case sensitive and you need to use pak0.pak and pak1.pak?

Yes, that is correct. As I stated above:
Kleshik runs fine using standard quake maps plus rouge and hipnotic mission pack under Linux. So does DP in "standard Quake mode".
It must be something different. Hm....
Using SuperDuper quake under Linux with WINE does not really hurt but its not "perfect"

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MeTcHsteekle Joined: 15 May 2008 Posts: 397 Location: its a secret |

Posted: Thu Feb 04, 2010 2:49 am Post subject: |

i think superduper quake has some items it uses with uppercase file extensions, maybe look into that? _________________ bah

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hondobondo Joined: 26 Sep 2006 Posts: 101 |

Posted: Sun Feb 07, 2010 9:35 pm Post subject: Re: SuperDuper Quake is back and better than EVER! |

Teiman wrote:

hondobondo wrote:
Duke Nukem HRP stuff is now completely gone. But this version has a lot of other good stuff Check it out http://www.moddb.com/mods/bondos-superduper-quake-25

I has been a fan of SuperDuper quake for years. Something I really like from the newer versions is how you work on the usability side. Is a really easy mod to get into. What is weird, because as a combomod is full of different things. But the start is very smooth and smart.

that's something i've actually thought a lot about. killer quake used a separate impulse for every weapon/ability/powerup whatever. i tried to make everything accessible with just the mousewheel. i think the only thing that's not is the chasecam, the cheat command, and the grappling hook. everything else is just grab, mousewheel, fire.
LINUX: sorry guys, no expertise in this area

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Dark$oul71 Joined: 05 Dec 2009 Posts: 55 |

Posted: Mon Feb 08, 2010 9:43 am Post subject: Re: SuperDuper Quake is back and better than EVER! |

Hi hondobondo, thanks for your replies to my PM. I think this is interesting for all. Hence I answer in the public thread:

hondobondo wrote:
i tried to separate the maps by skill level. if you set skill to 2 or greater, you will run the large open maps. look at combat.qc or client.qc with a text editor. if you have any coding skill, you can set it to only use those open maps.

Wouldn't external map lists for each skill level make more sense ? This would make it easier for other people to "tune" the maplists for their needs. Example: Someone has made some open/big area maps himself and wants to add them to map list.
BTW: You maps look pretty much like mine when I used the Deathmatch Maker back in the old times. What it your map editor of choice ?

hondobondo wrote:
to get the cel-shading engine and the old version of sdquake, search for sdquake20.exe on google. it's on filefront. http://quakeone.com/forums/quake-talk/quake-central/4281-superduper-quake-2-0-out-2.html

So cel-shading is not possible with the newer version of superduper quake ? That would be sad. I like the cell shading look.

hondobondo wrote:
LINUX: sorry guys, no expertise in this area

Hm, I think it's as MeTcHsteekle and Baker already mentioned. Linux is case sensitive (e.g. BONDO39.bsp unequals bondo39.BSP).
I guess I'll write a shell script with renames all filenames to lower case and see if this helps. On the other hands WINE
doesn't mean such a big speed penalty under Linux since DarkPlaces already renders via OpenGL. So only input and sound need
to be "translated". In regard to Linux compatibility the only thing I see for you to watch out is to use a consistent naming
scheme (all entities, maps, etc are lowercase or uppercase). I'll try to report back if renaming solved my issues.
I have a few comments to share in regard to superduper-quake, the used engine and speed.
I've read your discussion in the thread over at quakeone (http://quakeone.com/forums/quake-talk/quake-central/4281-superduper-quake-2-0-out-2.html).
Other than stated by mhquake DirectQ doesn't work for me with superduper-quake. At least not the latest version (Release 1.8.1) I grabbed from here:
http://directq.codeplex.com/
DirectQ starts up but other than Darkplaces I do not start up in the standard superduper-quake start map. If I either launch a single player game or choose one of the sdq maps (e.g. bondo39.bsp) DirectQ simply "freezes".
To quote you from the "other" thread:

hondobondo wrote:
well, darkplaces is slow, and I have a core 2 duo running a 9800 gt but what the hey?

I am not shure if darkplaces is really slower than the enhanced glquake engine you're suggesting. I experienced massive slowdowns with Kleshik and Darkplaces also. I found Rygels HiRes Texturepack the issue for this behaviour. Without this texture pack Darkplaces plays nicely even with a lot of lightning. I guess that my graphic adapter (ATI 4670 HD) has too small RAM which is bad for big textures.
My Linux system is an Opteron 170 with 3 GB RAM and an old, dogslow GeForce 7900GS with only 256 MB RAM. When I turn down the lightning effects in Darkplaces down to "GLQuake basic" I see big slow downs with superduper quake only in the following scenarions:
a) Using the super mini gun with explosive ammunition (disaster gun ? I do not remember the exact name now).
b) Maps with a lot of either Duke clones flying around with jet packs or those airplanes
Of cource sometimes when I blow up something like 30-40 enemies using multiple nuclear explosions this causes a lot of gibs flying around and hence slows down my machine but in the very first place I think those effects for the jack pack and the airplanes are mostly responsible for massive slowdowns (if we substract the usage of high res texture packs combined with high quality lightning). You can see that those are the direct reason for the massive slow downs because the map begins to "run" fluently after you killed them *ggg*
While I'm not shure what effects are involved with the exhaust emission of the jetpack and the airplane, I see at least a small chance that one of the engine coders could look into what causes the slowdown here.
I think superduper quake is quite unique because of the sheer amount of entities, masses of enemies and tremendeous big maps. This pushes every quake engine to the limit and may be even beyond the limits
Personally I haven't found a big speed difference between the enhanced GLQuake and Darkplaces. Both look similar when turning down lightning effects to the quake minimum. Both run the same speed as well on my Linux system with WINE as on my Windows system.
I bet that you can bring down even the beeffiest PC (fastest QuadCore CPU of your choice, 8 GB RAM, 2x fastest graphic adapters in crossfire/SLI) when you run DarkPlaces with HighRes textures, maximum lightning effects and mods as Kleshik or SuperDuper Quake.
Sorry for the long rant !
Have a nice week you all,
D$
P.S.: Similar to Kleshik SuperDuper Quake is missing a few pics and/or movies. If you like I could record a movie in "HD" and upload it to Youtube. Let me know what you think. My Windows PC should be fast enough to record a SQQuake Session with FRAPS in 1280x1024. At least this worked for UT2k4:
http://www.youtube.com/watch?v=erdtlekFjHw
http://www.youtube.com/watch?v=IIrFZrlJef0

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