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"QSS" is known to have superior multiplayer technology, therefore now I can see where you come from. I assumed you wanted a singleplayer experience from start to finish - in the end, "Quaddicted" is about singleplayer 'Quake' - and you chose "QSS" because of particles and because it was recommended for "Arcane Dimensions" by the lead "Arcane Dimensions" developer.
For the mod development, I know nothing about it. For the mapping, I know nothing about it. I just know my intuition and sometimes I can spot a nuance; like a girl, y'know.
In the end, I am a guy who does nothing in terms of a product, touting a guy who at least tries to do some thing of a product, therefore you are the one who is right, whatever you choose - thanks to people like you, 'Quaddicted' has anything to work with.
@ Triple
I think what you describe as 'compatability', to me is called engine switching, and if you have followed the development of games that have switched engines part way through you will know that the constraints of the switch can effect the whole developmental process, and can impact upon the release date, often ending up with games full of faults and bugs, which in turn affects the whole reception of the game by the consumer. Think Daikatana!
Peril as I have named it only came about as a lockdown project for my son so we could play coop over a network. It actually turned out way better than we imagined, so I made the choice to make it into a mod to share with others.
We started using Quakespasm and Quoth as the basis, but soon found that we were unable to play and coop using Quakespasm. As the whole point of the project was to play over a network it was great to discover QSS, which worked brilliantly over the network. The co-op elements so far a rather simple, but that's what Peril was originally about. '
Reading Spikes readme I decided to push the engine as far as I could in terms of map size, but not without creating boring emptiness. The challenge was to make use of the space, to cram it full with interesting elements. Hence the rich soundscape, atmospheric setting, involving mission chain, and nifty platform-vehicles.
In the end Peril is not like anything I have played in Quake before.
Quoth was swapped out for AD for obvious reasons.
Hopefully you will now understand why I need playtesters to look at the gameplay content primarily as that's the experience gamers will play and enjoy. Hopefully some will take advantage of the strong co-op play.
Ultimately there's two whole extra episodes of Peril planned, which will take the story further, will develop the mapping style I have, and introduce and enhance the co-op elements further.
But for now I have to go back to work....
@TRIPLE
I don't have a set of beliefs that need sacrificing, its just there's 16 huge complex maps that have to be sorted out properly so they can have a full compile, rather than fast.
There's so many thousands of brushes, entities, and textures. And trying to nudge them all towards finalization is a very laborious task alone. With a team maybe engine compatability issues can be alĺocated to someone else, but it's just me.
If you think about how you develop maps and a mod, you start with a set of tools, and you add stuff along the way. As you progress you might swap something out or in depending upon whether it works better or not. As the project develops you inevitably end up with a compilation that is uber complicated and likely to have dependencies upon the specific tools, engine, or whatever.
You then end up with a project that works from beginning to end based upon those dependencies. It's only when you have got everything working as designed can you start searching for an alternative way of running you project.
It's 15 hours a day at the moment just tweaking the gameplay, textures, removing glitches, and endless playtesting.
I do have Peril up and running on Quakespasm, only one map won't work (cravasse) and I spent half of yesterday reconfiguring the whole map in the hope of fixing it for Quakespasm, the map runs fine in QSS and also in DP, so hopefully you will understand that a toolset can render dependencies that are hard to fix, especially for a noob.
For now QSS is the only engine that will run my mod because it was developed on QSS.
You don't put diesel in a petrol engine....
Balgorg wrote:Also a bit concerned about compatability with engines other than QSS, for which this mod was developed and tested. I don't want to get too caught up and inevitably bogged down with trying to sort those kinds of issues out at this stage.
Balgorg wrote:Darkplaces textures for Peril for testing.
When do you think the best time is, then - when everything is done and amassed? I assume you think of "Quakespasm", since apparently the "Darkplaces", is not much of an issue for your mod.
Have you tried what 'qazzaq' recommended, that is to separate the "Arcane Dimensions" and the "Peril" data?
EDIT:
Thinking about it again, I have no agenda in trying to convince you that better degree of compatibility, is good for your mod. If this is a tremendous amount of effort on your part, requiring you to sacrifice your beliefs along the way, then fine, "QSS" alone is a popular enough engine anyway.
Darkplaces textures for Peril for testing.
The folder 'Textures' needs to go inside a peril folder within Darkplaces.
They replace the alpha mips with tga's.
Issues so far:
The hud is a bit messed up, possibly because I used alpha mapped .lmp for the hud bar in QSS.
In big maps full of alpha textures, like the forested areas in Gorge, entities dissappear, some flashing in and out of view, others like doors become invisible.
Dp is getting a bit old, but it would be interesting to find solutions on the realy big complex maps. I have never really used DP before, in 2014 I was still using GL Quake from a cloned folder from the 1990's!
So far it still looks like QSS is the engine of choice to run Peril properly.
@Spirit
Ok I will do that. Thankyou.
Just not sure how to upload screenshots here ?
To be honest I have been a little cautious over moving forward to quickly because first impressions last and all that.
The maps have not all had a full vis yet.... Takes about 7 hours on the largest of them.
Also a bit concerned about compatability with engines other than QSS, for which this mod was developed and tested. I don't want to get too caught up and inevitably bogged down with trying to sort those kinds of issues out at this stage.
That said, by the end of today I will have all the alpha mips converted for Darkplaces.
I would not say you hit the melting pot of potential betatesters, trying here on these forums only.
Balgorg, you should definitely add some screenshots to encourage people to try it. If you want I can post it to Twitter later, asking for playtesters.
realism than fantasy
Partially on topic, but not out of context in this conversation; if I were to boil down my current view on "realism in gamism" into one single sentence, it would be: interior design, as integral part of map design. Even though, thinking of realism, one would probably consider gameplay mechanics first, before the map design - when both, in fact, need to be adequate. Fantasy worlds, can have "visceral" combat as well - that is why, the desired effect, is achieved through synergy of cooperating layers.
Notwithstanding, in order not to give false clue; in one another thread, I have pointed out my doubt in the possibilities of 'Tech1' engine, when it comes to achieving any worthwhile "intimate" and natural-based interior design. In other terms, in my view, the 'Tech1', is an engine meant for abstract design.
@Quazzaq
"Well, three days spent to complete mod on hard skill. It is not because it is hard but it is so enormous! And It was a wonderful adventure. Mod is fully playable"
The news I really wanted to hear.
Thankyou for trying it out and for the useful feedback. Will get on with fixing those issues asap.
And weldone for being the first to complete it.
As the designer it's amazing what you don't notice others do!
Running QSS by this way
-game ad -game Peril
allow to save disc space and load Peril mod with user's custom AD stuff and no more.
Other engines still required clean AD mod in the Peril folder.
Well, three days spent to complete mod on hard skill. It is not because it is hard but it is so enormous! And It was a wonderful adventure. Mod is fully playable and let me make a few comments.
Few sound is missing in release:
ambience/wind4.wav
ambience/wind5.wav
bal/bc7_drippy.wav
country level:
level exit tower has detour by the right side leads behind boglords back and allow leaving the map w/o key.
gorge level:
log across the river has no texture of foliage (or fishnet?) I was puzzled how to get to the other side.
level shub:
it would be nice to add trigger hurt into red screaming rift?
I very like the custom alpha textures (You make?) They has horror vibes. Some of Your new textures has useless fullbright pixels. It easily can be fixed with this little tool:
https://github.com/ericwa/defullbright/ … s/tag/v0.2
And finally every map has few missing textures. It obviously easy will be fixed on the next releases.
Also would like to note the excellent sound acting.
Just to point out that there's a number of custom models and lots of custom sounds added into the pak file, so the pak I have provided is the only one that will work along side peril in the way described above.
I will think on this and will see if I can make a definite separation of Peril and AD so that the two can coexist.
What your saying does make sense. I will download a map-pack and have a look at how they are put together.
Obviously QS does not loading both mod simultasiounly as QSS:
quakespasm_spiked.exe -game ad -game Peril -heapsize 2048000
For QS it is needed to have "clean" AD mod inside the Peril folder plus Peril stuff in its paks or subfolders same as it goes with xmasjams:
quakespasm.exe -game Peril -heapsize 2048000 +sv_protocol 999
vkquake.exe -game Peril -heapsize 2048000 +sv_protocol 999
Good call, @'qazzaq'!
Following your advice, I have detached the "Arcane Dimensions" and "Peril" mod contents, moving them to separate folders - both parallel to an "id1" directory. Then I run the game with:
'./vkquake.AppImage' -heapsize 2097151 -game base_ad -game peril
Where, "base_ad" is the name of "Arcane Dimensions" folder and respectively likewise with the "Peril".
The "vkQuake" version "1.10.0-beta3" runs "protocol FTE 999" by default.
The mod launched to a start menu, but as soon as I try to choose a new game, it outputs an error:
Host_Error: Model progs/plans.mdl not found
The mod goes that far for me only, when I use original "Arcane Dimensions" data. With the "Peril" version of "pak" files, it trips over the earlier mentioned error.