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.
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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…
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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!
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