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I'm lazy and opinionated but I'm trying to help you be a better person.

Comment History  (0 - 30 of 185)
hemebond
hemebond - - 185 comments @ Peril

It's an issue with Quake engine physics where you clip into the elevator and get hurt. Usually happens with large/long elevators and platforms but can also happen in the original Quake maps.

Try a different engine (I don't think I found one that worked).

Good karma+1 vote
hemebond
hemebond - - 185 comments @ Zero Ping Movement Version 1 (Quake Re-Release Support Improved)

Why is all this in one article instead of a separate article for each update? Followers don't get notifications when the article is updated.

Good karma+2 votes
hemebond
hemebond - - 185 comments @ peril3.0c

Good karma+1 vote
hemebond
hemebond - - 185 comments @ November Lab Report #10 of 12 - Making .obj maps / Blender

Is that alk_corrupt in Physics Issue #3 screenshot? I can't find that anywhere and seems to be a very different texture palette.

Good karma+3 votes
hemebond
hemebond - - 185 comments @ peril3.0c

I'm still hoping the map sources will be released. I would love to do an optimisation/bugfix pass on it all.

Good karma+1 vote
hemebond
hemebond - - 185 comments @ peril3.0c

Woohoo!

FYI, do _not_ use plasma gun 160 fathoms under the water:

You got another burst of plasma
INDIRECT 19295(?) 103(origin).origin 22789(?)
ai_gibs.qc : DirectionForDamage
ai_gibs.qc : ThrowGib
ai_gibs.qc : monster_ThrowGib
ai_gibs.qc : monster_check_gib
monsters.qc : monster_death_precheck
mon_fish.qc : fish_die
ai_combat.qc : Killed
ai_combat.qc : T_Damage
ai_combat.qc : T_RadiusDamage
weapons.qc : W_FirePlasma
player.qc : player_plasma1
weapons.qc : W_Attack
weapons.qc : W_WeaponFrame
client.qc : PlayerPostThink
<NO FUNCTION>
runaway loop error
Host_Error: Program error
Client cypher removed

Good karma+1 vote
hemebond
hemebond - - 185 comments @ peril 3.0b

Happened to a streamer last night so I was able to get this clip from their VoD: Clips.twitch.tv

Good karma+1 vote
hemebond
hemebond - - 185 comments @ Zircon Engine Initial Alpha Release 34 (Wndows binary, Linux will compile)

Trying to compile on Linux:
```
cc -MMD -Wall -Wold-style-definition -Wstrict-prototypes -Wsign-compare -Wdeclaration-after-statement -Wmissing-prototypes -DLINK_TO_ZLIB -DLINK_TO_LIBJPEG `sdl2-config --cflags` -D_FILE_OFFSET_BITS=64 -D__KERNEL_STRICT_NAMES -I../../../ -DCONFIG_MENU -DCONFIG_CD -DCONFIG_VIDEO_CAPTURE -O3 -fno-strict-aliasing -fno-math-errno -ffinite-math-only -fno-rounding-math -fno-signaling-nans -fno-trapping-math -c ../../../dpsoftrast.c -o dpsoftrast.o -msse2
../../../dpsoftrast.c:239:22: error: size of array element is not a multiple of its alignment
239 | typedef ALIGN(struct DPSOFTRAST_State_Thread_s
| ^~~~~~~~~~~~~~~~~~~~~~~~~
../../../dpsoftrast.c:45:36: note: in definition of macro ‘ALIGN’
45 | #define ALIGN(var) var __attribute__((__aligned__(16)))
| ^~~
make[2]: *** [makefile.inc:504: dpsoftrast.o] Error 1
```

Good karma+2 votes
hemebond
hemebond - - 185 comments @ Zircon Engine Initial Alpha Release 30 (Wndows binary, Linux may compile)

Sounds good. I'll try with version 31 when it's out ❤

Good karma+1 vote
hemebond
hemebond - - 185 comments @ peril 3.0b

I don't recall there being two. I tried replaying the level I thought I was on and I don't think I even saw an enemy with a reflector shield.

Good karma+1 vote
hemebond
hemebond - - 185 comments @ Zircon Engine Initial Alpha Release 29 (Wndows binary, Linux may compile)

Unfortunately not able to compile on Linux as it fails with this error:

../../../console.c:3488:47: error: macro "WARP_X_" passed 3 arguments, but takes just 1
3488 | WARP_X_ (VM_argv, VM_tokenize_console,)
| ^
In file included from ../../../quakedef.h:378,
from ../../../console.c:29:
../../../baker.h:7: note: macro "WARP_X_" defined here
7 | #define WARP_X_(X) // For warp without including code see also: SPECIAL_POS___
|
../../../console.c:3488:9: error: ‘WARP_X_’ undeclared (first use in this function)
3488 | WARP_X_ (VM_argv, VM_tokenize_console,)
| ^~~~~~~
../../../console.c:3488:9: note: each undeclared identifier is reported only once for each function it appears in
../../../console.c:3488:16: error: expected ‘;’ before ‘int’
3488 | WARP_X_ (VM_argv, VM_tokenize_console,)
| ^

Good karma+1 vote
hemebond
hemebond - - 185 comments @ peril 3.0b

Good karma+1 vote
hemebond
hemebond - - 185 comments @ peril 3.0b

I was using Ironwail at the time of the crash, but couldn't replicate it. I've found FTEQW to be a bit better for Peril, especially the lifts and other moving platforms.

Good karma+1 vote
hemebond
hemebond - - 185 comments @ peril 3.0b

Also, are the map sources available?

Good karma+1 vote
hemebond
hemebond - - 185 comments @ Phobos - Episode 2 v.2.0

```
ERROR: Error: file pak001.pk4/script/phobos_events.script, line 3: Unknown event 'FindMonsterToResurrect'
```

Good karma+2 votes
hemebond
hemebond - - 185 comments @ peril 3.0b

Going great so far, but just crashed in Shubniggurths (sp) Lair
```
CALL2 402(setmodel)setmodel()
ai_projectiles.qc : launch_plasma
mon_deflector.qc : deflect_fireplasma
mon_deflector.qc : deflect_plasmaframe
<NO FUNCTION>
no precache: progs/proj_plasma.mdl
Host_Error: Program error
Client cypher removed
```

Good karma+1 vote
hemebond
hemebond - - 185 comments @ sikkmod 1.2 for dhewm3 (64-bit)

Windows DLL.

Good karma+1 vote
hemebond
hemebond - - 185 comments @ Zoria: Age of Shattering DEMO

No demo for Linux?

Good karma+2 votes
hemebond
hemebond - - 185 comments @ Arcane Dimensions Epsilon Build v1.00

Just now had another look and the reason I thought there were none is because the diffuse textures have shadows and highlights so normal map textures will have very little effect.

Good karma+1 vote
hemebond
hemebond - - 185 comments @ Orange Cast

Why does Steam not list the Linux requirements?

Good karma+2 votes
hemebond
hemebond - - 185 comments @ Arcane Dimensions Epsilon Build v1.00

No texture variants like bump or gloss?

Good karma+1 vote
hemebond
hemebond - - 185 comments @ [RC] Doom 3: Redux 2.0

Tested on Dhewm3. Looking good.

Good karma+3 votes
hemebond
hemebond - - 185 comments @ Everybody else is doing it, so why can't we?

Still going to only work on Microsoft Windows?

Good karma+2 votes
hemebond
hemebond - - 185 comments @ Quake 1.5 Source files

.

Good karma+2 votes
hemebond
hemebond - - 185 comments @ Hexen: Edge Of Chaos

None of this is accurate. I suspect you meant The Dark Mod (a stand-alone Doom 3 mod), not Quake DarkPlaces (a Quake engine).

Good karma+2 votes
hemebond
hemebond - - 185 comments @ Quake 15 SP Beta patch 2

DarkPlaces will load .vis files, overriding the compiled vis.

Good karma+2 votes
hemebond
hemebond - - 185 comments @ Quake 15 SP Beta patch 2

Perhaps remove them from the pk3 and have a config that sets the lighting to the default Quake light settings?

Good karma+2 votes
hemebond
hemebond - - 185 comments @ Quake 1.5 SP Beta!

If putting the pk3 files into id1 doesn't even change the textures on the default levels (non-quake15 versions) then your setup is not quite right.

If you jump into the #darkplaces IRC channel on anynet.org someone might be able to help.

Good karma+2 votes