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Maps & Textures
2006-09-14, 17:56
Member
182 posts

Registered:
Mar 2006
http://www.quakeone.com/q1files/img/forumsimages/under/ezquake000s.png


The Undergate Release 2.1

Download: Undergate EZ Installer - 73.7 MB
Download: Undergate 7-Zip - 74.1 MB


Thanks to the invaluable help of Oldman, the Undergate -- a set of 104 excellent single player maps with a selector map -- is now completely compatible with FuhQuake and EZQuake.

I used QuakeC to disable the teleporters for 10 maps that didn't work properly in FuhQuake/EZQuake with a message saying they can be run with the 2 supplied single player engines (Enhanced GL/WinQuake and FitzQuake).

TO PLAY IN EZQUAKE or FUHQUAKE

Hehe, this is so funny. Just start EZQuake or FuhQuake like normal and type:

EXEC UNDERGATE (and press Enter)

And it will start ... very painfree, no command line. I also made this work in JoeQuake and Qrack.

http://www.quakeone.com/q1files/img/undergate/p5.png


http://www.quakeone.com/q1files/img/undergate/p6.png


http://www.quakeone.com/q1files/img/undergate/p8.png


http://www.quakeone.com/q1files/img/undergate/p10.png


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LIMITATIONS/NOTES

1. Use -mem 32, aka Heap Memory 32 in the EZQuake starter.

http://www.quakeone.com/q1files/img/forumsimages/under/ezstart.png


2. When typing EXEC UNDERGATE in FTEQW, it loads but displays a multiplayer scoreboard. Please use the command line method described in the readme.txt with FTEQW for now until I can figure this out.

3. RESOLVED!
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Is that a roll of toothpicks in your pocket or are you just happy to see Sassa?
2006-09-18, 11:16
Member
129 posts

Registered:
Mar 2006
Downloading asap, this'll do for a rainy day, ooo look it's raining (clear blue skys outside )
Thxs Baker 5
Wheeeeeee!!
2006-09-18, 11:38
Member
518 posts

Registered:
Jan 2006
downloading
2006-09-23, 08:01
Member
182 posts

Registered:
Mar 2006
SAVE/LOAD GAMES ISSUE WITH FUHQUAKE/EZQUAKE IS RESOLVED in Version 2.1

Updated install to version 2.1: now uses "spprogs.dat" instead of "qwprogs.dat" which will cause FuhQuake/EZQuake to both save and load games from the same saved game folder.

If you already have the Undergate, you don't need to re-download ... just rename c:\quake\undergate\qwprogs.dat -> spprogs.dat and then the FuhQuake/EZQuake Save Games/Load Games Menu will correctly look in right place.

The Undergate 2.1 EZ Installer will "correct" this issue if a prior installation was in place, but re-installing a 75 MB download just to rename a file is a little overkill

And I'm personally happy about this because this was very annoying to me. Thanks to Johnny_CZ for information on how EZQuake determines the save/load game menu.
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Is that a roll of toothpicks in your pocket or are you just happy to see Sassa?
2006-09-23, 11:26
Member
1026 posts

Registered:
Feb 2006
downloading..
god damn hippies >_<
2006-09-23, 15:59
Member
1026 posts

Registered:
Feb 2006
teles don't work unless deathmatch > 0
the map "changes" to the same first map, undergate
god damn hippies >_<
2006-09-23, 17:59
Member
182 posts

Registered:
Mar 2006
I've been using the Undergate for 2 weeks in 2 different folders with both Fuh and EZ and I didn't make any changes in 2.1 except to rename the filename to conform to what Fuh/EZ want the progs to be named for the SAVE GAME/LOAD GAME menu.

You don't by chance have SAMELEVEL set to 1 in your EZQuake config?

If you continue to have the problem let me know.
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Is that a roll of toothpicks in your pocket or are you just happy to see Sassa?
2006-09-23, 20:08
Member
1026 posts

Registered:
Feb 2006
yepp.. samelevel 1 was enabled
10x for assistance

btw it's so nice to have this pack.. when i'm bored playing online, i type 'exec undergate' and start a few levels. i love the levels with QW physics, much more freedom of movement.. plus i only need one setup to play dm and sp
god damn hippies >_<
2006-09-24, 06:17
Member
182 posts

Registered:
Mar 2006
Good, glad to hear that was something easy in your config

I tried to make it very convenient, the "exec undergate" also enables cheats automatically, something always needed in single player at least occasionally.

And I'm glad you and others are very happy with it. I did a lot of testing to make it easy and bulletproof, and the convenience of being able to use a single setup for QW multiplayer + single player makes it very sweet.

http://www.quakeone.com/q1files/img/forumsimages/ezquake002.png


Plus EZQuake has some very nice effects -- those Enforcer lasers are unreal.
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Is that a roll of toothpicks in your pocket or are you just happy to see Sassa?
2006-09-24, 09:08
Member
1026 posts

Registered:
Feb 2006
how about marking the maps on the undergate map that have been played? is that possible?
sounds like a logical improvement for the next version
god damn hippies >_<
2006-09-24, 17:49
Member
182 posts

Registered:
Mar 2006
If EZQuake had FRIK_FILE support, an extension that permits QuakeC to read/write files (Link 1, Link 2) it would be possible to do if I upgraded the map to make markers appear conditionally (it would probably be quite a bit of work).

I'm pretty sure I read (here) that the code is in FuhQuake but commented out for some reason, so maybe it presented a problem of some sort. A technical possibility and a good idea, right now I would guess that only DarkPlaces and FTEQW would support such a thing.

I think this type of idea is unlikely to happen in the short term, but I did include all of the QuakeC source code as to not limit possibilities to merely myself. Another idea suggested by someone is map auto-detection, which is far less impossible than it sounds.

However, I have some ideas to expand upon this general concept in ways very different (and more flexible) than this project. 8) If I get the time this unspoken idea may happen sooner rather than later.
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Is that a roll of toothpicks in your pocket or are you just happy to see Sassa?
2006-09-24, 19:48
Member
271 posts

Registered:
Feb 2006
Baker5: The great thing about those extensions is that you can ask the engine if it's supported, allowing it to work in engines that support it, and still working elsewhere.
One version of Fuhquake claimed to support frik_file where it actually only had support for the string aspects of the extension. The latest available version doesn't advertise it. It's not mearly commented out.
Detect the extensions properly, give people a reason to support them in engines.
moo
2006-09-24, 22:21
Member
182 posts

Registered:
Mar 2006
Spike wrote:
Detect the extensions properly, give people a reason to support them in engines.

That's an excellent point. The QuakeC doesn't look that difficult to implement. I'll think about this some more.
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Is that a roll of toothpicks in your pocket or are you just happy to see Sassa?
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