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Completed Warp Spasm…
Well, after reading some comments, I expected some sort of mediocrity, but… nope, this is diffrent case. It’s a high-quality mod, though it does suffer from one particular problem. Level design is well-thought, maps are atmospheric, the Quoth monsters are great and the only new weapon (which replaces the Thunderbolt) is essintial! Gameplay is balanced, but hard as hell. Still, the mod is 4/5, not all five-star. All because of… THE PROBLEM. Which is… the pacing. Mod relies on the tricks well-established in Id original episodes, only with added difficulty. Add to this the size of the 3 of 6 maps (400-500 monsters), and you’ll find yourself stuck for hours in nearly the same combat scenarios… Take Tronyn’s maps for comparison. They cleverly use different combat situations. Some of them rely on a new weapon, on special power-up, on sheer numbers of foes or some other idea… sometimes, you’re greatly overwhelmed… but sometimes, overpowered… some segments are just for fun, like when horde of Scrags apppear and you blow them all up with rocketlaucnher, in a few shots. Tronyn’s Wicked, Unforgiven, ARWOP, Arcanum, Soul of Evil… combat there is so perfect it’s comaprable to modern standard: Doom Eternal! Problem with Warp Spasm is that it’s combat situations are very old-school in a bad way… they just repetitive, not imaginative enough. They pale in comparison to a modern level-design, which Tronyn uses well. But still… it’s not bad. The new gun helps to easily deal with Gugs, Droles and - surprisingly - yellow polyps and bad-old Spawns. Vermis boss returns from The Lost Chapters. It’s okay, i guess, I just love to see a new boss in any new mod. The last levels provide fascinating challenge… expect tough scenarios. Heh, Warp Spasm could as well be called “Quoth: the campaign”. Anyway, it’s good… but it’s repetitive. 4 of 5.
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Unregistered user “Alex” posted:
Hi. I started playing Warpspasm and I was wondering if somebody could tell me how to set corpse_time to -1 so the corpses of the dead monsters don’t vanish?
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Unregistered user “onetruepurple” posted:
Hi - corpse_time is a per map setting and cannot be overriden by the player, sorry.
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Unregistered user “Alex” posted:
Oh, thanks
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Unregistered user “Alex” posted:
Hi. Aardappel’s map, The Secret Castle (aard100), .zip download comes with a file, progs.dat, whose readme specifies that one of its two only functions is to make the corpses disappear after 5 seconds. I removed that file, loaded the map, and the corpses didn’t disappear. Conversely, I moved that file to a different game folder and the corpses did disappear after 5 seconds on the maps therein where otherwise they would not. My question is: how do I edit that .dat file to set the corpses to never disappear and make that its only function or create another if it’s easier? Then I can just add it to the Warp Spasm pak.
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Unregistered user “Gioyo3aa” posted:
I think Quoth’s default behaviour is to make those corpses disappear, so I’d look at that mod’s config files, not Warpspasm’s.
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Unregistered user “Alex” posted:
Yeah, if I load Warp Spasm’s first map outside of Quoth, the bodies don’t disappear. But what I’m lead to understand is that there’s no console command that can change corpse_time to -1 that I could enter into a .cfg file. I looked into Quoth’s pack but I can’t identify a specific file that would regulate this behaviour. However, the file progs.dat, that comes with Aardappel’s map does set corpse_time to 5 seconds. So, I’d like to get a .dat file to set corpse time to -1 (where corpses don’t disappear) and that should allow me to override corpse_time in the maps in whose game folder I place it in.
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Unregistered user “onetruepurple” posted:
Quoth is currently closed source, so a new progs.dat is unfortunately out of the question.
It should however be possible to change the corpse time to -1 with an external entity file for each map.
I’ll be able to look into this only after NYE thoug
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Unregistered user “Alex” posted:
Oh, I don’t mean to modify Quoth, just add a .dat file that would override corpse_time (or whatever variable deals with corpses’ disappearing time in non-Quoth mods) in any game folder that I place it in, like the .dat file that comes with Aardappel’s map that sets it to 5 seconds.
Anyway, I don’t wanna encumber, I just stumbled upon that .dat file and its readme and it rekindled my curiosity on the matter.
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Unregistered user “onetruepurple” posted:
Each mod only comes with one progs.dat file that contains all the game logic pertaining to that mod.
Warp Spasm has its progs.dat hidden in pak0.pak, which takes priority over loose folders in the game directory, so placing a different progs.dat wouldn’t change it. However, if its progs.dat was freely exposed, and you overwrote it, it would remove all the Quoth game logic the maps depend on.
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Unregistered user “Alex” posted:
Huh, I only looked with PakExplorer and in Warp Spasm’s Progs folder it only shows .mdl files. That’s all I could find related to the name “progs”. I didn’t find a “progs.dat”. But maybe PakExplorer doesn’t show them all, I don’t know.
Anyways, it doesn’t have to be named progs.dat, it can be named progs2.dat, for example. The idea is to have a simple add-on file that only tweaks the corpse_time variable and leaves everything else the same.
It already works, the file I mentioned came with Aardappel’s map, but that file sets it to 5 seconds. I opened it with Notepad, thought there would be a line where I could replace 5 with -1 but I can’t make sense of it.
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Unregistered user “onetruepurple” posted:
“Anyways, it doesn’t have to be named progs.dat, it can be named progs2.dat, for example. The idea is to have a simple add-on file that only tweaks the corpse_time variable and leaves everything else the same.”
Quake doesn’t work like that, sorry.
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Unregistered user “Alex” posted:
Yeah, you’re right: it doesn’t work if I rename it to progs2 (the file I mentioned changing the variable to 5 seconds, that is). And it seems to only work for game folders that only contain the “maps” subfolder, so I guess it wouldn’t have worked for Warp Spasm even if I somehow got it modified.
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Unregistered user “dwere” posted:
progs.dat is compiled game code. You can probably hack it, just like any other instance of compiled code, but it’s gonna be a huge bother.
You can’t stack these files on top of each other, because they contain all game logic. You’d be completely replacing one ruleset with another, most likely breaking a lot of things in the process.
The reason why folders with only maps work is that they don’t have a pak with their own progs.dat. In Quake, contents of pak files override any files outside of them.
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Unregistered user “Alex” posted:
✓
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