31d7d0a692bae955d28578cfdcb1fd4d51cdf9b892bcaed0eddb1e8969b3e52d

31d7d0a692bae955d28578cfdcb1fd4d51cdf9b892bcaed0eddb1e8969b3e52d
overall_rating 3.903225806451613 31

Forum thread for oms3

If using RMQ engine, I recommend setting r_motionblur 0 to disable the messy damage feedback effect.

Seriously, Quakespasm can’t run these maps? What are they doing that’s so very special that QS can’t cope?

oms3_2.bsp has entities and a playable area outside of ±4096 units which exceeds the limits of the Fitzquake protocol (sv_protocol 666).

This is the first released q1sp to do so, AFAIK, which is why the engine choice is limited.

Note that protocol 999 is only available in a special build of QS that I prepared for those having trouble running this map in RMQ: here
And you do have to set “sv_protocol 999” in the console with that build.

Any tips on getting this map to load on a Mac w/ Quakespasm?

Any tips on getting this map to load on a Mac w/ Quakespasm?

Any tips on getting this map to load on a Mac w/ Quakespasm?

Unregistered user “ezze” posted:

Instead of a “patched build” can we have a patched source code so we might even be able to use it?

Unregistered user “ericw” posted:

ezze: yes, source code of the patched build is here: https://github.com/ericwa/Quakespasm/tree/oms3

Lensjocky: the first map should run with the latest official QS release -http://quakespasm.sourceforge.net/download.htm . The second map would need the “patched build”, I can make a Mac build of it if you want.

[User added a rating.]

I would love a “patched build” of QuakeSpasm for the Mac if you’re willing to compile it for me. I’m dying for a new map… Thanks in advance ezze.

Lensjocky: here is a package with the mac+windows builds and source, I hope it works for you! http://quaketastic.com/files/tools/windows/engines/quakespasm-oms3.zip

Thanks a lot for the Mac build! I actually have BootCamp, but I do most of my Quakery on the Mac side.

Thanks for the Mac build as well ericw. taking it for a spin right now…

[User added a rating.]

The level design is really quite unlike anything else. ORL nails the Giger elements to a T, the uneasiness, the savageness and brutality, the atmosphere and visual themes.

On the other hand, I wasn’t always fond of the gameplay itself, a bit too unfair and claustrophobic at times.
Still well worth it.

Do we know whether the next official build of QuakeSpasm is likely to support both these maps? (If so, I will wait for it.)

Unregistered user “anon” posted:

THANKS ERICW

Unregistered user “anon” posted:

This worked well, but unfortunately, the last(?) section doesn’t “load” properly, after the huge zombie area, things get ugly: coordinates/bsp errors!

[User added a rating.]