Dwell

Fairweather updated Dwell with a new update entry:

DWELL - EPISODE 2: THE SUNKEN CITY

After two years in development, we hope it will have been worth the wait!



This update includes...
  • 14 new maps, including 3 bonus maps.
  • 2 new bosses warding the runes of power.
  • 2 new weapons with unique skill-based mechanics.
  • 3 new monsters to face-down.
  • 3 new powerups to enhance your abilities.
  • 16 new custom music tracks by Alekswithak.
  • A new Start Hub to explore.
  • Episode 1 revamp, featuring new...

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What's supposed to happen after I hit the three switches for nightmare in the slipspace leading to episode 1? Nothing appears to be happening at the moment. I checked in the V1 just to sanity check myself and I got it the first try.

Thanks for all the work! V2 and Ep2 look amazing! love spending a lot of time in the hub just looking for stuff
 
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What's supposed to happen after I hit the three switches for nightmare in the slipspace leading to episode 1? Nothing appears to be happening at the moment. I checked in the V1 just to sanity check myself and I got it the first try.

Thanks for all the work! V2 and Ep2 look amazing! love spending a lot of time in the hub just looking for stuff
Nothing happens right now, I'd honestly forgot about the switches in that warp tunnel! Patch1 will address this.
 
am i softlocked in the current version of d1m7??? https://blorgblorgbl.org/shots/s1.sav (ironwail 0.6.0 save)

i am in the towery area with the four jump pads and there are no alive enemies i can see or hear and i think i am trapped by the floor grating??
Thanks for the bug report. We've got a patch coming soon to address this. For now, just noclip past it unfortunately.
 
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This is really good! Some nitpicks:
* fullbright pixels (see attached images, filenames contain pos)
* some sound errors when loading d2m6 (Couldn't load sound/markie/rumbe.wav, Couldn't load sound/jcrsounds/uwpush.wav, Sound jcrsounds/song.wav not looped)
* it uses the "crooked barrel" id1 shotgun (I wouldn't mention this if the SNG wasn't replaced - the RL is also due for a replacement)
 

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Thanks for the bug report. We've got a patch coming soon to address this. For now, just noclip past it unfortunately.
thank YOU (and your crew) for the otherwise delightful maps, i did end up noclipping and im up to d2m6 and it's been a blast, especially the new ep1 boss map

the rotary shotgun and crystal lance are very cool in particular because it feels like they fill new niches in the arsenal while maintaining the feel, so kudos for that because i don't really think the actual official mission pack weapons were as good at naturally slotting in

also i bought the soundtrack volumes before bandcamp friday ended, extremely good. the music for d2m4 was lovely vibes
 
am i softlocked in the current version of d1m7??? https://blorgblorgbl.org/shots/s1.sav (ironwail 0.6.0 save)

i am in the towery area with the four jump pads and there are no alive enemies i can see or hear and i think i am trapped by the floor grating??
I had this issue too. Always been a confusing area that, it's not very clear when you can or ought to leave. The grate disappeared at some point but I couldn't tell you what triggered it — long after the enemies were killed and items collected.
 
On d2m6 i have this bug. It honestly made the map kinda interesting, to the point that I realized it was bugged after I finished it and there was someone playing it on Twitch.

Other than that, amazing work. This is one of the best episode I ever played.
 

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Awesome work! Started playing it on got to MAP2 of Episode 2 (D2M2) and found a soft lock using vkQuake and a QuakeSpasm-Spiked Server. After collecting the silver key, if either player dies, neither player can collect the silver key and thus cannot complete the level.
 
Awesome work! Started playing it on got to MAP2 of Episode 2 (D2M2) and found a soft lock using vkQuake and a QuakeSpasm-Spiked Server. After collecting the silver key, if either player dies, neither player can collect the silver key and thus cannot complete the level.
From the Copper 'Changes' text... (Dwell uses the Copper base and should thus function like this)
This required a change to how keys work in cooperative play. Keys now disappear when picked up in coop just like in single-player, meaning whichever player grabbed it is the one who has to open the door with it. If that player dies or disconnects, held keys are automatically transferred to a different living player to ensure a map is never made impossible to finish by "losing" a key in an unreachable place. If all other players are dead when a keyholder dies in 'coop 2', that player simply respawns with their keys.
Make sure you're playing in proper Co-op mode (coop 1) and not the Original Quake coop mode (coop 2), as that would have the old backpack-dropping behavior. If there are still issues let me know, we'll make a patch if there's coop behavior bugs.
 
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I appreciate the quick response. Here are the relevant flags related to multiplayer: (I use a python script to launch quakespasm-spiked)
Python:
    command+=' +coop 1'
    command+=' +teamplay 1 +pausable 0 +sv_public 0'
I think I might re-test to make doubly sure but I wanted to put this down for debugging purposes. I believe the situation was me picking up the key, dying, then the cooperator I was playing with dying while I was still respawning.
 
Fairweather updated Dwell with a new update entry:

V2.1 - Bug fixes, New features and more!

View attachment 2329

Overall
- Added new impulses to automate various self-restrictions for challenge modes:
- Shotgun Start (impulse 110)
- Coop Monsters in Singleplayer (impulse 111)
- Due to the implementation, it is best to set these in start.bsp and use "changelevel" instead of "map" command to move to your selected level. Otherwise they may be cleared upon reload.
- Added impulse commands for individual selections of...

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