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MSandt
Joined: 23 Sep 2002 Posts: 221 Location: Finland
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nitin
Joined: 24 Sep 2000 Posts: 249
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Posted: Sun Sep 29, 2002 10:18 pm Post subject: |
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msandt, just a question. Shambler has a brief rundown of the pack at http://teamshambler.telefragged.com/oblivion1.shtml
He mentions a few serious game crashing bugs there. Did you expereince those too? If so, how detrimental are they to the maps? |
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[Kona]
Joined: 04 Apr 2000 Posts: 45
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Posted: Mon Sep 30, 2002 12:15 am Post subject: MSandt is god |
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wicked man!!!
i'll get it tomorrow, so i hope it's still up then.
hope it works, thanks mate.  |
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Pokec
Joined: 25 Jul 2001 Posts: 159 Location: Slovenia
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Posted: Mon Sep 30, 2002 7:20 am Post subject: Bugs... |
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| nitin wrote: | msandt, just a question. Shambler has a brief rundown of the pack at http://teamshambler.telefragged.com/oblivion1.shtml
He mentions a few serious game-crashing bugs there. Did you experience those too? If so, how detrimental are they to the maps? |
Oblivion becomes buggy especially at the end. Absolute winner is probably one of the space levels (one with the suck-into-space part, if I can remember correctly), there is a switch that opens (or shall I say, that should open) a door to the next level. I spent hours looking for: "What the hell did that switch?" when I realized it was a bug. So I was forced to use noclip. Also in the same level, there was a part where the game crashed, as soon as the baddies spotted me. Rather annoying if you don't like playing in Thief style . However, that shouldn't stop you from playing it! (especially if you were disappointed with Ground Zero), afterall, you're getting it for free. Thanks to MSandt for uploading it!
Here's the correct directory structure if you have problems installing it:
Quake2
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Oblivion
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demos\
env\
maps\
models\
pics\
sound\
sprites\
textures\
video\
autoexec.cfg
config.cfg
gamei386.so
gamex86.dll
Oblivion manual.txt
oblivion.bat
oblivion.c
oblivion.cfg |
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TERM1nu$
Joined: 29 Aug 2001 Posts: 854 Location: West Frankfort, IL, US
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Posted: Mon Sep 30, 2002 11:20 am Post subject: |
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I got it. Thanks for going through all the trouble of putting it up for us.  |
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aguirRe
Joined: 26 Apr 2001 Posts: 119
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Posted: Mon Sep 30, 2002 11:55 am Post subject: |
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I've got the files too, although I'll have to wait until tomorrow night before I can check if they work in Q2.
Thanks for sharing this pack with us. |
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aldiboronti
Joined: 30 Sep 2001 Posts: 146 Location: Southsea,Hampshire,England
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Posted: Mon Sep 30, 2002 11:16 pm Post subject: |
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Wow! Christmas came early. Many thanks for the upload.
Got 'em! This is a brilliant idea, any more mission packs lurking out there which can be uploaded without treading on any toes? |
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aldiboronti
Joined: 30 Sep 2001 Posts: 146 Location: Southsea,Hampshire,England
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Posted: Tue Oct 01, 2002 1:28 am Post subject: |
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Damn! It fell over with a clunk on initialisation with the message 'Server was killed'. Anybody else getting this?
Wait a minute, I can get it up and running if I don't use the batch file to start it, and go straight into a map. But what is the first map, I'm guessing huba, is that rigfht? |
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aldiboronti
Joined: 30 Sep 2001 Posts: 146 Location: Southsea,Hampshire,England
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Posted: Tue Oct 01, 2002 6:23 am Post subject: |
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Hey, this one rocks! After many moons playing crappy or mediocre Q2 levels, it's nice to see again what a well put together one looks like. Not that it doesn't have drawbacks (only got to the Comm Center so far), the first being your dumb fellow marines, who get in your way, block your passage (I could swear they were actually shooting at me sometimes!), and force you to use noclips to get past them sometimes - it was a relief when they were killed, in fact I actually fragged the last two myself.
More comments as I get further. |
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Pokec
Joined: 25 Jul 2001 Posts: 159 Location: Slovenia
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Posted: Tue Oct 01, 2002 7:34 am Post subject: |
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| noclip is your best friend in Oblivion. Because it has such an important role, I even added bind F6 "noclip" to my config.cfg:). |
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Jed
Joined: 04 Apr 2000 Posts: 95 Location: United States
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Posted: Tue Oct 01, 2002 7:54 am Post subject: |
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| This is indeed a good level set. I'll mirror the download tomorrow. |
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Dethroner
Joined: 13 Nov 2000 Posts: 350
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Posted: Wed Oct 02, 2002 3:22 am Post subject: |
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| aldiboronti wrote: | | Damn! It fell over with a clunk on initialisation with the message 'Server was killed'. Anybody else getting this? |
I'm getting this too
| aldiboronti wrote: | | But what is the first map, I'm guessing huba, is that right? |
I have tried to start from base1. The player spawns there accompaned by four marines, who immediatelly start shooting Strogg guards. The beginning this way looks like continuation of the storyline supplied in readme.txt. But I didn't check other maps, do they start with that company too? |
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Pokec
Joined: 25 Jul 2001 Posts: 159 Location: Slovenia
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Posted: Wed Oct 02, 2002 11:04 am Post subject: |
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I think you're in the right map. Some comrades should be around you, I think there're also couple of planes near you. As you proceed forward, you should step into lil' cave with some watter inside.
| aldiboronti wrote: | | Damn! It fell over with a clunk on initialisation with the message 'Server was killed' |
I don't remember getting this error... Maybe it isn't Oblivon's fault, here is suggested that:
| Quote: | When playing Quake/Quake2 changing resolutions after you've begun the game may result in a crash, with the following error message,
"Server was Killed" (Workaround: Do not attempt to change resolutions,
once you've begun playing the game). |
But this applies only to Voodoo Banshee users... |
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Jed
Joined: 04 Apr 2000 Posts: 95 Location: United States
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aguirRe
Joined: 26 Apr 2001 Posts: 119
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Posted: Wed Oct 02, 2002 11:51 am Post subject: |
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I've now reached the Water Facility and so far it's been great. A few bugs, but nothing detrimental since they're mostly known beforehand. A rather tough beginning and only one unfair fight later on (I think you'll notice when).
The new "buddies" are as usual both funny and annoying at the same time but I think they add some nice variety.
I also noticed this in the readme :
| Quote: | Legal Stuff:
This pack has been distributed for free. No financial gains have been made by any of the Lethargy team members.
Feel free to share this pack with others. |
We have done The Right Thing then ... |
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MSandt
Joined: 23 Sep 2002 Posts: 221 Location: Finland
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Posted: Thu Oct 03, 2002 3:39 am Post subject: |
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So I can remove the files now when that Jed uploaded the whole pack to Fileplanet. (?)
Does Tenfourmaps staff know about this? Just in case if they're interested in reviewing it. _________________ Your future -
http://msdn.duke4.net
http://m-sandt.blogspot.com
"Man will never be free until the last king is strangled with the entrails of the last priest."
- Denis Diderot |
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TERM1nu$
Joined: 29 Aug 2001 Posts: 854 Location: West Frankfort, IL, US
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Posted: Thu Oct 03, 2002 6:40 am Post subject: |
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Now that Jed has put up a permanent link you can probably take yours down now. Thanks again for uploading it. I'm sure the Fiend is already thrashing about the new levels in preparation of a review.  |
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Dethroner
Joined: 13 Nov 2000 Posts: 350
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Posted: Fri Oct 04, 2002 4:49 am Post subject: Oblivion config files |
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I have created modified config files for Oblivion.
These allow to:
- start a new game from menu as usually and avoid the "Server was killed" error messages;
- loop demos automatically at startup;
- select new weapons more conveniently, now new weapons share numeric buttons with original weapons, and the button toggles them.
The new bindings are the following:
g key - grenades, mines, detpack and DOD (mines can also be selected using the m key, detpack also resides on d key)
7 key - Rocket Launcher and HellFury
8 key - Hyperblaster, Deatomizer and Plasma Rifle
There are a couple of problems with these files, though.
1. If you start a new game without waiting for demos to play, everything works fine, but if you watch demos and then start a new game, the original Quake 2 missions load instead, and you have to restart Quake 2 to start playing Oblivion. But i think, this is better than getting an error . I have tested different combinations, but the result is always the same. I have checked the Reckoning config files, and it looks like I've done everything right, so it might be Oblivion problem.
2. It looks like weapons toggle is built into th game .dll. For example, the config sets 8 key to toggle Hyperblaster, Deatomizer and Plasma Rifle, nevertheless, Plasma Rifle shares the 4 key with Machine Gun.
I don't want to upload these small files, so they are included in this message. All you need to do is to edit existing autoexec.cfg and oblivion.cfg in your Oblivion folder. Here is the new contents for these files.
autoexec.cfg:
// Begin OBLIVION mod AUTOEXEC.CFG file
exec oblivion.cfg
d1
// End of file
oblivion.cfg:
// Begin OBLIVION mod OBLIVION.CFG file
//----------------------------------------------
//
// DEMO STUFF
//
alias d1 "demomap idlog.cin ; set nextserver d2"
alias d2 "demomap demo1.dm2 ; set nextserver d3"
alias d3 "demomap ntro.cin ; set nextserver d4"
alias d4 "demomap demo2.dm2 ; set nextserver d1"
//
// newgame command
//
alias newgame " killserver ; maxclients 1 ; deathmatch 0 ; map *idlog.cin+ntro.cin+base1"
//
// weapon cycling
//
// g key - grenades, mines, detpack and DOD
alias wg1 "use grenades; bind g wg2"
alias wg2 "use mines; bind g wg3"
alias wg3 "use Detonation Pack; bind g wg4"
alias wg4 "use DOD; bind g wg1"
// 7 key - Rocket Launcher and HellFury
alias w71 "use Rocket Launcher; bind 7 w72"
alias w72 "use HellFury; bind 7 w71"
// 8 key - Hyperblaster, Deatomizer and Plasma Rifle
alias w81 "use Hyperblaster; bind 8 w82"
alias w82 "use Deatomizer; bind 8 w83"
alias w83 "use Plasma Rifle; bind 8 w81"
//
// Key bindings
//
bind 1 "use Plasma Pistol"
bind 2 "use Shotgun"
bind 3 "use Super Shotgun"
bind 4 "use Machinegun"
bind 5 "use Chaingun"
bind 6 "use Grenade Launcher"
bind 7 w71
bind 8 w81
bind 9 "use Railgun"
bind 0 "use BFG10K"
bind g wg1
bind d "use Detonation Pack"
bind r "use RTDU"
bind m "use Mines"
// End of file
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aguirRe
Joined: 26 Apr 2001 Posts: 119
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Posted: Fri Oct 04, 2002 5:50 pm Post subject: |
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Does anyone know the cause of the dreaded "index overflow" error in the Harvester map and if there is any way to work around it ?
I've tried various things like gibbing the monsters one by one (to reduce visible objects), changed the killing order and even tried to make the monsters kill themselves. Nothing works; the only way seems to be entering god/notarget mode, avoiding the monsters and perform the necessary tasks to proceed to the next map.
Also, in the last map there seems to be some confusion regarding the red key; it's obtainable in two places and one of them leads to skipping a large part of the map. Anyone else experiencing this ? |
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Jed
Joined: 04 Apr 2000 Posts: 95 Location: United States
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Posted: Fri Oct 04, 2002 9:46 pm Post subject: |
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| This modified q2 executable is supposed to to be immune to index overflows. It crashes on my computer for some reason, though. |
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[Kona]
Joined: 04 Apr 2000 Posts: 45
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Posted: Fri Oct 04, 2002 10:46 pm Post subject: gamestopping error for me |
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Error: Game error: Read level: Function pointers have moved.
This is the console error I get when trying to load a level after quitting and restarting. So I have to play the entire game in one sitting without closing q2? pretty lame
in the 4-5 levels i did play there were quite a few bugs - a door wouldn't open, a redkey door wouldn't work, an explosion that was supposed to blow a whole in the wall didn't work. all requiring noclip.
the design was pretty average but i did just get up to the water unit and that looked good. |
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aguirRe
Joined: 26 Apr 2001 Posts: 119
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Posted: Sat Oct 05, 2002 3:50 am Post subject: |
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Jed : Thanks for the tip, I'll try KnightMares engine (I've heard about it before) and see what happens.
[Kona] : Yes there are known bugs. However, those you mention are documented in Shamblers review and on the Lethargy site. Check those out first.
The real problems start in the Harvester map though. I've searched the Net for the "index overflow" error and found an explanation here.
Following the information there, I tried to get rid of some of the "expensive" entities in the BSP and that seems to help but it still crashes later on when killing the Sentinel. That map needs a serious fix.
I still think it's a great mission pack, though. |
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nitin
Joined: 24 Sep 2000 Posts: 249
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Posted: Sat Oct 05, 2002 4:01 am Post subject: |
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| so how much effort would it take for some of the gifted mappers to debug the buggy stuff <hoping bigtime>? And how feasible would it be (ie legally etc)? and would anyone do it? |
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aguirRe
Joined: 26 Apr 2001 Posts: 119
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Posted: Sat Oct 05, 2002 11:12 am Post subject: |
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Well I've now tried the KnightMare, Quake2Max and BeefQuake engines and none of them help. I couldn't even get KnightMares to run at all.
In my limited Q2 mapping experience, most of these problems seem entity related (red key door, wall/crate balance and "index overflow"). It appears to me that they could be fixed just by loading the BSPs into e.g. QuArK, edit the corresponding entities and then save.
BTW, does anyone know how to get the brightness right in Quake2 using a Geforce3 card ? When comparing the brightness in my old VooDoo2 and the Geforce, the VooDoo wins big time. Even the colours are oversaturated or just plain too dark with the Geforce. In other games the Geforce is a lot better.
I've tried every thing that works in other games including adjusting H/W gamma, ingame controls (intensity/gl_modulate etc) and finally monitor brightness. It's playable, but it's still way too dark in my opinion. What settings do you use to get the brightness right ? |
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Argh!
Joined: 02 Oct 2002 Posts: 37
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Posted: Sat Oct 05, 2002 11:52 am Post subject: |
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| Quote: | | so how much effort would it take for some of the gifted mappers to debug the buggy stuff <hoping bigtime>? And how feasible would it be (ie legally etc)? and would anyone do it? |
Have no fear, I'm already on the case! I've already fixed the comm3 red key door, and hope to address most other major issues by the end of the weekend.
Currently on my list:
* hubb - mission objective problem
* comm1 & comm2 - exploding walls
* harvester1 - overflows (this'll probably require some significant entity changes)
* space1 - red key too soon problem
Let me know if anyone has any more.
As for legality... I may have only been able to contribute some code snippets and an envmap, but technically I was part of the development team. So, I guess you can consider whatever I come up with as a semi-official patch.
[kona]: Which other door doesn't open for you? Also, the "Function pointers have moved" happens with both official (Xatrix & Rogue) mission packs too. It's unpredictable, inconsistant... dunno how to fix it. You'll probably have to just use 'map' and 'give' to catch yourself up to where you were.  |
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