|
Post by gm94385 on Feb 9, 2019 14:42:29 GMT -5
Hello! I see that for many years there has been a trend that practically no maps for Q2 are made. Yes, in the last few years, a few new maps have been created, but these are not the times from the late 90s. I registered on this forum to prove to a small extent that Q2 mapping didn't hide completely.
I want to present "Venus" - this is a set of 31 maps making up the campaign (divided on seven units), it's a fandom addon. My mappack tells the story of the Earthlings who were informed about the unexpected conquest of a large part of the Venus planet by the Stroggs. This urgent information made the inhabitants of the Earth very aware of it, because it managed to gather a group of the bravest to repress the Stroggs.
In this addon, the player may encounter weapons, opponents and items known to him early from "The Reckoning" and "Ground Zero" additions (created by Xatrix Entertainment and Rogue Entertainment, respectively). In addition, mappack uses the benefits of Lazarus.
SCREENS
If you have any comments to the map, write to me, preferably at private message.
|
|
|
Post by knightmare on Feb 10, 2019 14:39:05 GMT -5
I haven't had time to playtest this yet, but I did notice a couple of errors you made when packaging it.
Currently released versions of KMQuake2 don't support streaming .ogg files from inside .pak files (.pk3 only), so those tracks will need to be extracted to actually play. Also, if you intended to include the source code for my mission pack support DLL, it shouldn't be inside the .pak file.
Finally, it's considered bad form to include your personal config file with a map set/mod. Anyone who launches it will have your key binds and screen resolution (in this case, 1440x900).
|
|
|
Post by gm94385 on Apr 26, 2019 9:32:20 GMT -5
I bent and decided to act on Tumblr. I present now a fragment of the post I have posted on this page:
The text on the upper left corner of the screenshot proves that i.a. it will appear in the update.
|
|
|
Post by knightmare on Apr 26, 2019 13:48:29 GMT -5
I also need to mention that I got stuck in the Crisis Center map (venus14). I pressed the button with the hand on it at the top floor ccntrol console area. But I counldn't figure out what and where it opened up.
BTW, there's also a flash drive pickup behind that console that's not reachable because there's not enough space for the player to fit.
|
|
|
Post by gm94385 on Apr 26, 2019 14:28:11 GMT -5
I also need to mention that I got stuck in the Crisis Center map (venus14). I pressed the button with the hand on it at the top floor ccntrol console area. But I counldn't figure out what and where it opened up. Short walkthrough for those who may have problems with the task of destroying the GPS core (don't read, if someone doesn't want to spoil fun): Core is protected by lasers and vertically extendable bridge. To disable lasers, we're looking for an elevator leading us up, access to it is guarded by i.a. Tank and Gunner. When the elevator stops, Parasite will surprise us (not the one that leads to the switch which turn off red force fields). We kill him and activate the switch, which is opposite the elevator. The switch with relatively small dimensions activates the extendable bridge (in the future, if I can, I will make it more difficult to overlook). We are looking for a tunnel, soon after it is seen, Light Guards will attack us. Later is the Mutant and the door that lead us to the button. Tank is turned straight into the wanted switch to extend the bridge.
I understand that you mean the pendrive, which is a find in the Southern Logistic Hub (more accurately, a small room with boxes)? In my mind, the pendrives are for the player to read tips that seek to get a powerful injection of e.g. ammunition. I'm not yet convinced if the secrets, I am writing about, will be linked with "target_secret".
|
|
|
Post by knightmare on May 1, 2019 22:27:22 GMT -5
I finally found the button for the bridge. A button in Q2 should never be that small, unless its presence is strongly emphasized by the brushwork around it. In this case it was nearly invisible.
BTW, I meant that I found a second pendrive in the Crisis Center map, which is not reachable without noclipping.
EDIT: I finally found that you could shoot away part of the back of that console and squeeze in.
There's still a secret panel that I've been unable to open below in that room that has crumbling rock sounds coming from it.
|
|
|
Post by knightmare on May 1, 2019 22:39:47 GMT -5
OK, I returned to the Southern Logistic Hub map (it would be nice if there were a computer update on return that reminded me where in the map to go) and went thru the door at the top of the square spiraling stairs. I get instantly gibbed by an invisible trigger. It turns out that the "defensive" fans are the source of this (even though there is no sound or blowing effect), and I have to shoot the button to turn them off.
Kill triggers like that should NEVER be out in the open without an obvious effect (like a reddish trans mist brush) to show where they are.
After that, the help computer says "Find a way to Northern Logistic Hub" but no clue on where or which map to go to, either back to Dark Cave or to Crisis Center.
I tried going to the Crisis Center map, and the yellow forcefield (in the area beneath the raised bridge) was deactivated, allowing me to exit the unit prematurely on one of those trams that had crashed at the start.
EDIT: OK, I found that the water area behind the rotating door had risen, allowing me to progress. BTW, that func_water had awful z-fighting. Moving water brushes should always be larger than the space they're in so the faces are behind the walls.
|
|
|
Post by gm94385 on May 3, 2019 6:12:16 GMT -5
I finally found the button for the bridge. A button in Q2 should never be that small, unless its presence is strongly emphasized by the brushwork around it. In this case it was nearly invisible. That's why I've posted a short walkthrough that may not be valid the moment I publish a new version of the addon (v 0.1.1 contains mainly technical corrections, including the functioning of keybinds). BTW, I meant that I found a second pendrive in the Crisis Center map, which is not reachable without noclipping. And the second flash drive is sometimes not in Nav Outskirts? It's impossible for me to place a find at Crisis Center. In addition, the second pendrive (the one on Nav Outskirts) can be obtained without using codes, moreover I try to create some secrets so that access to them requires logical thinking - unless you still can't get to the pendrive without using cheats. Below I present the screenshots, of course I have marked the circle which, after approaching it, disappears (that is, those pendrives): EDIT: I finally found that you could shoot away part of the back of that console and squeeze in. I understand you mean a hidden button in a room with a GPS core? For the future, try to indicate more precisely the places of stucks you report, e.g. at the top floor ccntrol console area. There's still a secret panel that I've been unable to open below in that room that has crumbling rock sounds coming from it. Read my advice above, about the stucks' places. You can always upload screenshots from places where you think there are technical stucks, e.g. on Imgur.
OK, I returned to the Southern Logistic Hub map (it would be nice if there were a computer update on return that reminded me where in the map to go) and went thru the door at the top of the square spiraling stairs. I get instantly gibbed by an invisible trigger. It turns out that the "defensive" fans are the source of this (even though there is no sound or blowing effect), and I have to shoot the button to turn them off. Kill triggers like that should NEVER be out in the open without an obvious effect (like a reddish trans mist brush) to show where they are. I remind you that I'll deal with the substantive part of my maps later, i.e. that the update should appear in a few months. As information about the fact that the fans no longer work and you can go through the bridge with impunity, it would be enough to add a message in my opinion (this message is from the first version of my mappack). After that, the help computer says "Find a way to Northern Logistic Hub" but no clue on where or which map to go to, either back to Dark Cave or to Crisis Center. Once you wrote to me at PM, but it seems to me that hardly anyone knows that there is such a feature on the forum. One of the corrections you suggested to me two months ago, I'm already asking you: You may want to consider creating and placing custom sign textures based off those in the game to label areas of maps to help the player find where they need to go. Wally is a texture editor for Quake2 and a few other games. It lets you import/convert images from other formats, and set the default surface properties associated with the texture.
I tried going to the Crisis Center map, and the yellow forcefield (in the area beneath the raised bridge) was deactivated, allowing me to exit the unit prematurely on one of those trams that had crashed at the start. This shouldn't be classified as a stuck, unless you moved back to Dark Cave and not to Nav Outskirts. The tram, which is in Crisis Center, looks like the same as what crashed in Dark Cave (the first one has a door, but I think I'll find time to do the same with the other), only that he should lead you straight to Nav Outskirts. Thus, in summary, I have imprecisely described one of the errors in the map pack. EDIT: OK, I found that the water area behind the rotating door had risen, allowing me to progress. BTW, that func_water had awful z-fighting. Moving water brushes should always be larger than the space they're in so the faces are behind the walls. You mean something like that (link to screen below)? Because I wonder if it will also help "hint" brush in this situation.
One more thing - I noticed that the last post module doesn't work on the forum, counting also the last update of any of the posts. Last post I wrote then on April 26, update the first post in the topic I made 2 days later (link to download the new version). If someone hasn't downloaded the update yet, you can do it now (v 1.1.1 - link to Google Drive).
P.S. I allowed myself to brighten the pictures a little bit with the right program, because the screenshots made directly with the "screenshot" or "screenshot_silent" commands are too dark (my mappack will be trying to make many places for exploration less illuminated, though not necessarily at the expense of the hosts of monsters' entities).
|
|
|
Post by knightmare on May 3, 2019 12:53:01 GMT -5
I haven't started playing the Nav Oustkirts map yet. Here's the console in Crisis Center with the almost unreachable pendrive behind it (I finally found it accessible by shooting the back off): Here's a screenshot of the secret panel (behind crosshair) I can't open in Crisis Center, just below the area in the above screenshot: I know the early exit from Crisis Center to the next unit isn't a stuck, but being able to prematurely leave the unit before completing the main objective counts as a major design flaw in my book. It looks like that yellow forcefield is deactivated by the wrong cross-level trigger. I'm also not the main admin of this board, but only a secondary co-admin. Any deeply technical problems should be sent to Wixen1.
|
|
|
Post by gm94385 on May 3, 2019 14:50:40 GMT -5
I know the early exit from Crisis Center to the next unit isn't a stuck, but being able to prematurely leave the unit before completing the main objective counts as a major design flaw in my book. It looks like that yellow forcefield is deactivated by the wrong cross-level trigger. I just didn't understand what I did wrong, I'm sorry. You report so many mistakes in the main topic that you even tell me (and not only me) what errors I will fix in future updates! If you have to write about mistakes in this topic, write here, but I remind you that some time ago you started the topic under the name "Stuck in Venus map pack" within PM. BTW, many of reported by you mistakes have been corrected. Moreover, my maps have been tested by me many times, I can't count, I certainly had to check my maps at least 100 times.
EDIT: Version 0.1.2 is available, link to it in first post in the topic.
|
|
|
Post by gm94385 on Nov 21, 2019 12:38:17 GMT -5
Version 0.2 is available - download link "traditionally" in the first post of thread.
|
|
Panzer
Quake 2 Mapping Club
Posts: 175
|
Post by Panzer on Dec 3, 2019 19:20:16 GMT -5
Wish I could get back into this but how, I have no idea when QERadiant doesn’t seem to work on anything other than 32bit Windows OS. Still, good to see some of you guys still here!
|
|
|
Post by knightmare on Dec 3, 2019 23:48:31 GMT -5
QERadiant WILL work fine on 64-bit Windows, it's just the 16-bit installer that won't run. I have the installed files w/ the 1.47 .exe here: kmq2.toastednet.org/downloads/QERadiant147.zipJust don't open the Help->About window, Radiant will crash on modern drivers (essentially the same crash that was breaking Q1/Q2/Q3 engines 10 years ago). BTW, I've been working on a replacement for QERadiant derived from Q3Radiant, I have a couple more things to get working before I release a public test build.
|
|
|
Post by gm94385 on Oct 6, 2020 10:52:02 GMT -5
Version 0.3 of mission pack is available, link is in first post.
Version 0.3 was removed and replaced with version 0.3.1, due to too few changes introduced by the second mentioned release in relation to the first.
|
|
|
Post by carloss4444 on May 21, 2021 10:46:08 GMT -5
Version 0.3 of mission pack is available, link is in first post. Version 0.3 was removed and replaced with version 0.3.1, due to too few changes introduced by the second mentioned release in relation to the first. Hello! Thanks for sharing your mappack. I've stumbled upon it on Moddatabase, but it was version 0.2 Although my overall impressions were favorable, when I was at Southern Logistics Hub, I came to the point where I could not continue - there was a tank guarding a door and a very small lift. When I tried to take that lift downstairs, player character could not fit in, it was too small, and I suspect that downstairs is where the unlock mechanism for this tank-guarded door must be. I suppose noclip console command might work, but didn't check it out when I played.
So, is that lift changed in newest version 0.3.1? I noticed that some levels were added so I'd like to play it again someday (cannot continue my saves on new version, as maps are different).
|
|