Cold Light

TheADrain

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Jul 13, 2022
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TheADrain submitted a new resource:

Cold Light - Venture into the void to destroy the lair of a powerful necromancer

Cold Light is a single-player mini-episode consisting of 4 maps and about an hours worth of gameplay.

On the trail of a powerful necromancer who plans to use the ever-hungry nothingness that occupies the void to consume our realm, you must fight your way through the void to find and destroy the necromancer's stronghold, the forbidden library Librum Malefactorium. Good luck, Ranger!

Must be played with -protocol 999 command line.

Please enjoy!

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Hey @TheADrain I'm absolutely loving this but the lighting seems to be borked on the third level, Shadowbrooke.
vkQuake & MarkV render nothing but pitch black except for the weapon; Ironwail, QSS & FTE render everything fullbright, no shadows.

The console logs the following

Code:
Unknown command "gl_overbright"
Outdated .lit file (maps/addy_cl_mp3.lit should be 8 bytes, not 210618)
 
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Absolutely adored this. The number of breathtaking set-pieces and the freshness of the combat arenas blew my mind. The craft of precision runic brushwork with hints of Honey was incredible. Nonethteless, I am here to report minor final level bugs sorry lol. Starting backwards:

1. In the left hand side button arena to the floating blocks maze, the buttons don't have coherent markers of completion. It;s extremely confusing because the progressive waves are surprising (extremely cool!) but then you have no qualitative indication of progress and that you can move on
2. Runes 2-4 achievement bear the placeholder text exit_rune_{number}, it breaks immersion a fair bit
3. Texture missed bit. Can't remember exactly where this is but it's relatively early on (first or second rune unlock?) at the end of an arena featuring ogres IIRC.

This is such great work I'm in awe. Thank you!!!
 

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Hey @TheADrain I'm absolutely loving this but the lighting seems to be borked on the third level, Shadowbrooke.
vkQuake & MarkV render nothing but pitch black except for the weapon; Ironwail, QSS & FTE render everything fullbright, no shadows.

The console logs the following

Code:
Unknown command "gl_overbright"
Outdated .lit file (maps/addy_cl_mp3.lit should be 8 bytes, not 210618)
Thanks for pointing this out I'll investigate and release an update!
 
On the very 1st map if you drop from that plat - and that's what I did - it's softlock. It never comes down. I dropped to check underlift secrets
ironwail0000.png

That portal works all the time BEFORE it opens. You can walk to wall and it will teleport you. Also soft lock since during battle that doorway above is closed
ironwail0001.png

You can kill them before cages will open
ironwail0002.png

Otherwise really cool stuff! Playing it right now. I am in the miidle of 3rd map. Damn! It gets better & better with every map
 
I like these maps so much ...
but there's a bug.
In addy_cl_m4 (Librum Malefactorium), the door in attached picture doesn't open.
I compared with


it's about 22:50. The way it opens doesn't work.
Playing V 1.2, of cause, QSS 0.94.7, protocol fte999, Debian GNU/Linux 10 (buster). And, as mostly, skill 0.
I can't remember if this bug appeared when I first played it, the former version, maybe in january.
Cheers, ludicrous
 

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This isn't a bug with the map, but a problem with the source port you're using. QSS has problems like this with monsters blocking doors. Just use Ironwail.
Thank you. I didn't know. Ironwail of cause, when I own a newer PC ;)
Is it possible to load protocol 999 in QS ? I really don't know.
 
Thank you. I just figured out how to load protocol 999 from quake console.
But loading it from my linux console, when starting quakespasm, doesn't work.

I mean:
with
./quakespasm -sv_protocol 999 ....
or
./quakespasm +sv_protocol 999 ...
always starts protocol 666.
 
Thanx, it works this way. Is it correct that a self-created autoexec.cfg doesn't override the values in config.cfg but is additional?