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Maps & Textures
2006-09-07, 16:35
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Mar 2006
A little over a year ago, like many players, I had never tried any single player custom maps. I had single player stereotyped as the boring, bland-looking, boxy-style original type of Quake maps.

It turns out I was wrong. Custom Quake single player maps are quite the opposite.

I wanted to make something nice, easy and convenient to make playing a lot of different single player maps very easy and that was completed yesterday ....

The Undergate - 77.9 MB Set of 104 Maps/Map Series

The Undergate is a selector map that allows you to look around the map, find what you want to play, go thru the teleporter, play the map and assuming you finish it, returns you back to the selector map.

http://www.quakeone.com/images/news/undergate.png


Download: Undergate EZ Installer - 77.9 MB, a newbie friendly set of 104 Maps/Map Series with a selector map

After installation, just click Program Files -> Quake -> Undergate to start it. It includes 104 maps and series of maps where the readme.txt didn't preclude inclusion in a project of this type.

http://www.quakeone.com/q1files/img/undergate/p1.png


http://www.quakeone.com/q1files/img/undergate/p2.png


http://www.quakeone.com/q1files/img/undergate/p3.png


http://www.quakeone.com/q1files/img/undergate/p4.png


http://www.quakeone.com/q1files/img/undergate/p5.png


http://www.quakeone.com/q1files/img/undergate/p6.png


http://www.quakeone.com/q1files/img/undergate/p7.png


http://www.quakeone.com/q1files/img/undergate/p8.png


http://www.quakeone.com/q1files/img/undergate/p9.png


http://www.quakeone.com/q1files/img/undergate/p10.png


http://www.quakeone.com/q1files/img/undergate/p11.png


http://www.quakeone.com/q1files/img/undergate/p12.png


The Undergate is also available in 7-Zip form for advanced users (this is a multi-folder 7-Zip, I do not recommend novices use the 7-Zip, go with the EZ Installer) which requires either 7-Zip or WinRAR. For information on using the 7-Zip, see this thread and the download link for that.

The Undergate has some custom QuakeC to support how it does it's magic and without that, the experience would be really poor (maps wouldn't return to Undergate after completion, etc.), so it won't work with FuhQuake/EZQuake.

Don't let that stop you!

The install includes FitzQuake and Enhanced GLQuake/Enhanced WinQuake by aguirRe, two outstanding single player engines and builds shortcuts.

(On an additional note, if someone knows where the QuakeC source to the QW spprogs.dat is, I think it shouldn't be too hard to compile a qwprogs.dat for it with these modifications to make it compatible with FuhQuake/EZQuake as well.)

This map and the accompanying single player have a very wide set of diverse single player maps and should be able to keep someone entertained for a few weeks, and is always something nice to be able to do for offline play.
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Is that a roll of toothpicks in your pocket or are you just happy to see Sassa?
2006-09-07, 17:20
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Mar 2006
Nice work Baker!
https://tinyurl.com/qwbrasil - QuakeFiles
2006-09-07, 19:28
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Jan 2006
Nice Bakers!
2006-09-07, 20:04
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Jan 2006
this is awesome! great job baker
2006-09-07, 20:17
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Feb 2006
Baker5 wrote:
The Undergate has some custom QuakeC to support how it does it's magic and without that, the experience would be really poor (maps wouldn't return to Undergate after completion, etc.), so it won't work with FuhQuake/EZQuake

!

just make a custom spprogs.dat using zquake qc resources (http://zquake.cvs.sourceforge.net/zquake/qc/)

seeing as you did the quakec for this, you should have no problem adding the same code to the qw sp source but if you do have trouble let me know and i'll help out

imo singleplayer is best when done with qw physics in a qw engine
2006-09-07, 20:30
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Mar 2006
Doesn't look like the zquake\qc contains the whole project, do I merge that with QW progs 2.33 and compile? Is the whole qw spprogs.dat QuakeC source in a single zip somewhere?

/Hehe, I'm quite competent, but not much of a CVS guy.

I don't expect to have a problem adding in the code and creating a qwprogs.dat, but if I have questions, I'll be sure to ask
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Is that a roll of toothpicks in your pocket or are you just happy to see Sassa?
2006-09-07, 21:50
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Feb 2006
for singleplayer you will need ./qc/qw and ./qc/qwsp (the qwsp progs.src references stuff in qw)

as you can guess qwsp has the singleplayer code like monsters etc. and qw has the general qw stuff

i've uploaded all you need here
2006-09-07, 23:04
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Mar 2006
Thanks! (I figured it out right before you posted, I noticed the build.bat. hehe).

I modified the code and used FTEQCC because I couldn't find a compiled ZQCC anywhere, it compiled fine but the monsters didn't actually appear (yet attacked me) ... weird.

Do you have a zqcc.exe sitting around? I'd prefer to compile the QuakeC with the compiler that made the spprogs.dat that's been tested/used for a few years.
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Is that a roll of toothpicks in your pocket or are you just happy to see Sassa?
2006-09-08, 08:51
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1102 posts

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Jan 2006
Singleplayer Quake maps are intended to be played with a regular Singleplayer ("Netquake" if you want to call it) engine. !
2006-09-08, 11:34
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182 posts

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Mar 2006
I'm interested in players seeing what is available, experiencing it and then they can decide if they want to try it in the proper context. Everyone's a winner!

/Oldman, do you have a compiled copy of zqcc.exe sitting around?
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Is that a roll of toothpicks in your pocket or are you just happy to see Sassa?
2006-09-08, 18:14
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1011 posts

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Feb 2006
maybe your server.cfg was setting 'deathmatch 1/3' ?

sorry, i don't have a windows machine so no .exe

Tonik might be able to provide one, but try frikac's compiler if fte isn't working
2006-09-09, 05:01
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Mar 2006
I had set the deathmatch cvar to 0, the monster's were "present" and attacked me, but were "invisible" or something else causing them to not display. They could and did attack me.

That was with fteqcc.exe, tonight I tried frikqcc 2.5, 2.6, 2.7 and none of them will compile the spprogs.dat (they get errors).

It looks like I will need Windows zqcc.exe to compile it, it appears that the spprogs.dat uses some special QuakeC supported properly only by the zqcc compiler.

I might try to compile a zqcc on my machine from the source.
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Is that a roll of toothpicks in your pocket or are you just happy to see Sassa?
2006-09-09, 12:52
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May 2006
awesome, cant wait to try this in ezquake
2006-09-09, 14:06
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Mar 2006
Baker,

Why don't you try the Justin Thyme's Clean QuakeC Code?


QWers,

Even so baker could make he's map selector work under QW engines, there will be probably a lot of maps that will not not work properly with QW clients.

So why don't you guys give a try to one of the NQ engines? I'm currently playing single player maps with QRack, and it's really a good client, with nice eye candys.
https://tinyurl.com/qwbrasil - QuakeFiles
2006-09-09, 16:05
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Mar 2006
Vegetous, that is based off the actual QW source, which does not have single player support.

No dice on compiling the zqcc.exe myself

I'll need a zqcc.exe for Windows from someone in order to be able to make a QW single player version.
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Is that a roll of toothpicks in your pocket or are you just happy to see Sassa?
2006-09-09, 17:16
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1011 posts

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Feb 2006
vegetous: 'maps not work correctly with qw client' <--- how so? any custom entities would need to be supported in quakec to work in either client and the renderer is the same. imo, qw is the best way to play singleplayer

Baker5: probably easier just to upload the code you have and i'll compile it with zqcc and test it for you
2006-09-09, 17:46
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1026 posts

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Feb 2006
JoeQuake/Qrack are great.. stop being QW nazis that don't want to play them in NQ
god damn hippies >_<
2006-09-09, 17:48
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811 posts

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Jan 1970
Here it is:

http://www.quake-1.com/files/modfiles/qwsp.zip

The modifications I made to support the map are very elementary.

The only thing I did not do is force the deathmatch cvar to 1 (if you want to add that in, that is definitely preferable to having to set it via the command line).

It should compile "as is" with zqcc and work.

Let me if it works properly. Thanks, oldman!
2006-09-09, 20:55
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Feb 2006
http://qwplayers.org/oldman/baker5.zip

i also put a 'server.cfg' in the directory that will setup the right settings for singleplayer

1. extract baker5.zip to ~/Games/quake
2. load ezquake
3. sv_gamedir baker5
4. gamedir baker5
5. exec server.cfg

works fine for me
2006-09-09, 23:26
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Mar 2006
I'll give it a hardcore test run in several maps to ensure everything works fine. Thanks for compiling it.
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Is that a roll of toothpicks in your pocket or are you just happy to see Sassa?
2006-09-09, 23:50
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805 posts

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Mar 2006
oldman,

I can see you enjoy brazilian's Gross Domestic Product
https://tinyurl.com/qwbrasil - QuakeFiles
2006-09-10, 00:03
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1011 posts

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Feb 2006
hehe, fear my .txt hiding
2006-09-10, 10:40
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Sep 2006
oldman u can upload ur baker5.zip file in other mirror, http://qwplayers.org/~oldman/baker5.zip <--- dont work to me

Thnx !
2006-09-10, 10:44
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Jan 2006
It's here: http://qwplayers.org/oldman/baker5.zip
2006-09-12, 00:13
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182 posts

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Mar 2006
I've done some testing playing single player with FuhQuake using this. On most of the maps, it works very well.

A number of these maps are "modern" maps, which tend to be more complicated in structure (high brush count) and have a higher entity count (but not beyond standard Quake limits).

Some of the issues I've noticed:

1. Engine rendering issues. I noticed some places on some maps where items disappear when standing in certain places, health boxes or even parts of the map. At first I thought this was a vis issue, but then tried a normal Quake engine and check out the areas. Maybe Quakeworld engines have a max number of visible entities that varies from regular Quake?

2. I've been attacked by invisible monsters on some maps.

3. I've occasionally read some "interesting" warning messages in the console about items dropping out of the map, I'm not certain if this relates to the map or whether it has something to do with the FuhQuake engine. I haven't played those levels to completion to see if it affects the game play.

The above things occur even when using the maps with the issues without the Undergate (using the standard spprogs.dat) so it isn't a QuakeC issue. Some maps I've noticed with more issues than others include Ananke and Oblivion, but I haven't tried them all using FuhQuake/EZQuake.

I'll explore this further. I'll still include a Quakeworld qwprogs.dat for use with the map, I'll put some notes in the readme outlining some of the things I've noticed that don't quite work correctly.

I post some screenshots as I continue testing.
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Is that a roll of toothpicks in your pocket or are you just happy to see Sassa?
2006-09-12, 03:41
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Mar 2006
I was going to PM this to Oldman, but his box is full so ....

Oldman, I made a couple of minor adjustments and tested with FTEQCC, but your ZQCC compiled qwprogs.dat worked better with the source.

http://www.quake-1.com/files/modfiles/qwsp.zip

Except for a few maps, the single player maps play very well in FuhQuake.

Can I get one final compile?

I'm going to add this to the package.
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Is that a roll of toothpicks in your pocket or are you just happy to see Sassa?
2006-09-12, 11:44
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271 posts

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Feb 2006
Quote:
2. I've been attacked by invisible monsters on some maps.

Nah, us quakeworld players are more hardcore, it's meant to be like that! :p

Baker5 wrote:
Maybe Quakeworld engines have a max number of visible entities that varies from regular Quake?

64 entities, items, monsters, or doors.

Sometimes chunks of maps can be created as entities, usually to open up new routes in deathmatch.

This is a restriction of the quakeworld protocol.

If you record a game on that map in an mvd, or play with FTE, you shouldn't get either of these issues, as both allow at least 256 visible ents. FTE actually has some code to choose entities based on distance rather than on entity numbering. Incorporating similar code into ezquake would make these maps much more playable, even without protocol extensions.

I'm annoyed that fteqcc doesn't compile it properly. :/ I'll need to look in to that some time. Yay for more prolonged debugging sessions...
moo
2006-09-12, 12:38
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Mar 2006
Spike wrote:
Quote:
2. I've been attacked by invisible monsters on some maps.

Nah, us quakeworld players are more hardcore, it's meant to be like that! :p

Heheh Special difficulty setting.

Spike wrote:
Baker5 wrote:
Maybe Quakeworld engines have a max number of visible entities that varies from regular Quake?

64 entities, items, monsters, or doors.

Sometimes chunks of maps can be created as entities, usually to open up new routes in deathmatch.

This is a restriction of the quakeworld protocol.

I figured it was something to keep the speed up.

Spike wrote:
If you record a game on that map in an mvd, or play with FTE, you shouldn't get either of these issues, as both allow at least 256 visible ents. FTE actually has some code to choose entities based on distance rather than on entity numbering. Incorporating similar code into ezquake would make these maps much more playable, even without protocol extensions.

I'm annoyed that fteqcc doesn't compile it properly. :/ I'll need to look in to that some time. Yay for more prolonged debugging sessions...

With the spprogs.dat that I compiled with FTEQCC, I get this any time I try to start certain maps (Trinca's Forgotten Tomb, a couple of others) ... I have no idea why.

http://www.quakeone.com/q1files/img/forumsimages/fte-compiled.png


And I don't get that with Oldman's zqcc-compiled version one, but I don't blame the compiler for this. I figure the code for spprogs.dat was very much written to take advantage of changes to the zqcc compiler.

But at least it does compile with FTEQCC, which allows me to do light testing of the qwprogs.dat and detect any obvious errors in advance.
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Is that a roll of toothpicks in your pocket or are you just happy to see Sassa?
2006-09-13, 20:58
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Mar 2006
New information: Offhand, it doesn't seem that FTEQCC has an issue compiling the spprogs. I have a ZQCC.exe now and have been able to hands-on testing and it appears the mistake I made was not doing all testing in with the same engines/maps.

I think during early testing I used FTEQW for some tests and FuhQuake for others. I assumed the problem was related to the qwprogs.dat and later on I realized that most of these problems were engine specific.

I'm uploading a revised Undergate with the new Quakeworld support and I'll post it in a separate thread because I don't want all of the above to clutter up the thread.

I noticed a bug in both FuhQuake and EZQuake where the menu to load a saved game looks in the wrong place.

I've used QuakeC in the qwprogs.dat to disable teleporters (with a message) where they do not work or work well with FuhQuake/EZQuake.

Aside from the save game issue, it is a very enjoyable experience to play these maps using a Quakeworld client with the HUD and particle effects. JoeQuake and Qrack have these abilities too, of course, and since those 2 engines also support changing the gamedir in-game (similar to the method used in FuhQuake/EZQuake), I took some extra time and made it very convenient to start this up without command line parameters for those engines as well.
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Is that a roll of toothpicks in your pocket or are you just happy to see Sassa?
2006-09-14, 00:35
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271 posts

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Feb 2006
Heh, was just going to ask if you had an old version or something. :p
I didn't personally have any issues with it other than my lameness at playing quake.
Well, actually I did have one - the ../qw/ stuff in progs.src. The embeded fteqcc doesn't like leaving the gamedir/src directory. But then, the way it works, why should it?
moo
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