Replicon

Even with the latest Ironwail patch applied to my vkQuake fork (https://github.com/vsonnier/vkQuake-vso) I still had a freeze each time I fire with the shotgun / supershotgun, more precisely when projectiles impacts a wall.

After some digging, it is because of the usage of the DP_QC_GETSURFACE ( getsurfacenearpoint ) extension in Arcane Dimensions in check_skycontent function in subs_soc.qc (280).

The fault is not in AD itself but because of the insane amount of model surfaces to check in the level.

The workaround consist in disabling the specifc ext by 'pr_ext_dp_qc_getsurface 0' and restarting the level (or adding '+set pr_ext_dp_qc_getsurface 0' at command line). When disabled, AD uses a more generic function applicable to all ports that is not so slow. This workaround should work in both QSS and vkQuake.

This particular problem only affects ports supporting DP/FTE extensions like vkQuake or QSS.

Aaaannnnd the level is still a bit choppy to run, but the esthetics are great, looking forward to play it properly this time !
 
This ran flawlessly for me with the latest commit to Ironwail. See attached (he also bumped the command limit at some point so this is a clean build).

This is based on commit 0e34305f081400d53b79b62633320db7a65a6efa built in vs2022.

1660ti on a recentish lenovo legion. Uncapped framerate, no vsync (I've found occasional issues with vsync on Ironwail above 72 fps. So if you have vsync on turn it off or cap your framerate).

edit: What a bro. From the commit log.

commit 51e59c481a82dbcb9364601e9ad948eaa6ca407f
Author: Andrei Drexler <[EMAIL]makro@rq3.com[/EMAIL]>
Date: Fri Mar 22 20:25:27 2024 +0100

Optimize BoxOnPlaneSide

This increases performance significantly on replicon
[URL]https://quaketastic.com/files/single_player/maps/replicon.zip[/URL]
https://www.celephais.net/board/view_thread.php?id=62305&start=
 

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Framerate is still all over the place with the latest version of the map and Ironwail from Github. I bounce from 200 some to a cap of 1000, which I'm normally able to hold locked or close to locked. If I vsync to a lower framerate it still stutters sometimes, but is mostly smoothed out; obviously though that comes with a lot of input lag.

PC specs include a Ryzen 5 5600, Radeon RX 6600, 16 GB RAM, and Windows 11.
 
This ran flawlessly for me with the latest commit to Ironwail. See attached (he also bumped the command limit at some point so this is a clean build)......
Some kind of miracles! With this patch for "Ironwail" this level has stopped lowering the frame rate altogether! I have 144 frames set and it always shows 144 frames.
 
A very well designed map with Ironwail despite the hardware I didn't have 60 FPS even with the update. But it was still good to play. I then got ironwail-2a96fde-win64 and lo and behold, the box had given me enough FPS. At first I didn't really know what to do, but over time I got the hang of it. With the help of a few tips, I was able to progress quite quickly. I had a lot of fun until the end.

Quake - [Arcane Dimension] - Map: #005 - Replicon - [4K60ᶠᵖˢ]

 
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Some kind of miracles! With this patch for "Ironwail" this level has stopped lowering the frame rate altogether! I have 144 frames set and it always shows 144 frames.

Same here. Big difference, from around 50 FPS to a steady 144.
 
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2. The closed off, secret room in the basement, close to the final elevator. You can shoot away the glass on one side, so you can peak inside, but I have no idea how to get there.

EDIT: OK, solved the last one as well. It took me a ridicilous amount of time, though. But, anyway, now I have all kills/secrets.

Could you pls give some hints how to access this room?

EDIT: never mind, Got access to this room.

shootable target in water near the cube
 
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Could you pls give some hints how to access this room?

EDIT: never mind, Got access to this room.

shootable target in water near the cube

I have a 100% playthrough on YouTube with timestamps for the secrets, if someone else stumbles around like I did.

 
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Does anyone know where to find all the other .wad files used by the map?
  • knave/fury_esc.wad
  • alphas.wad
  • fulbights241_256.wad
  • liq_custom.wad
  • jf/jf2skips.wad
  • id/saturn_monsterfaces.wad
 
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This is my custom wads cutted/merged from different wad's available for mappers. saturn_monsterfaces posted by someone w/o any credits, so author unknown (for me). My gratitude to whoever created it.

Upd:
saturn_monsterfaces.wad created by iLike80sRock and was bundled within his Quake Sega Saturn ported maps:
func thread
 

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