alexUnder Ros
Well-known member
I just entered d1m5. Will it be fine to replace mod files with patched version and continue playing? Or better not to do that and patch demands restarting of whole game?
Whole new save, unfortunately. Alternatively just Shotgun Start, since the maps are built for it.I just entered d1m5. Will it be fine to replace mod files with patched version and continue playing? Or better not to do that and patch demands restarting of whole game?
I also got this effect upon re-entering that zone — after finding the exit, I left the large contiguous area opening onto the waterfall by rocket-jumping back into the drop that first gets you there. After more exploration of the start area I returned and noticed something was up at the spot you took the screenshot. For a while I thought I'd triggered something fantastic (it was pretty awesome exploring in the dark!) but eventually concluded it must be a bug. There's a fair few more bugs I discovered here and in JCRs prequel map in episode 1 — is this the best place to submit these?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.
Yeah, as good a place as any. We're probably doing one more patch in a few days to catch the last few visual bugs that slipped through the cracks, and that'll be it. Speak now or forever hold your peace!I also got this effect upon re-entering that zone — after finding the exit, I left the large contiguous area opening onto the waterfall by rocket-jumping back into the drop that first gets you there. After more exploration of the start area I returned and noticed something was up at the spot you took the screenshot. For a while I thought I'd triggered something fantastic (it was pretty awesome exploring in the dark!) but eventually concluded it must be a bug. There's a fair few more bugs I discovered here and in JCRs prequel map in episode 1 — is this the best place to submit these?
sound/jcrsounds/uwpush.wav
sound/markie/rumbe.wav
Tried on vkQuake & QuakeSpasm and sure enough, they don't exhibit the issue of the crystal rendering in front of the waterfall — but Ironwail is the recommended engine. Tried applying `r_oit` as launch parameter and cvar but no dice: when attempting to set it in-game, the engines says they don't recognise the cvar. Couldn't find any mention of the string via web search either.The first one is an engine issue. If you're using Ironwail, try setting `r_oit` to `1`
Ahhh I see. Thanks for the explanation!Oh, I forgot, I have a development build of Ironwail; I don't believe that cvar is on the last release. Yeah, having multiple translucent surfaces is a notorious problem in rendering. Users of graphics APIs generally don't get to decide the order faces are rendered, unless they split it up into mutliple draw calls, but that slows things down. Alpha-test (fence) textures work because you don't blend the color, you either overwrite the pixel or leave it alone depending on the depth of the pixel.
Yes. They are. Those 2 scrags to blame. When finscreen - map is still workingI can't get 100% kills in At Swim Two Birds for some reason. I get 185/187 on Skill 3. Weird thing is that I noticed two scrags leisurely floating in the sky in one of the intermission screens, so not sure if they are to blame for it?
View attachment 2350
First phase you can basically stay in the center, there's a timing to it, it becomes quite easy once you have the rhythm with haste + nailgun. There's also a VERY helpful secret just before the fight area (and it's very easy to find).Hm, I have not a chance in hell to get through the final battle in The Pale Sun on Nightmare. I mean, it's not even close, so no idea to keep on trying really. In fact, I couldn't do it on Hard either, without chickening out and doing a grenade jump to get up on the platform, but I notice that it isn't possible anymore. Am I missing something here? Anyway, I guess that's the end of Episode 2 on either Hard or Nightmare for me.
I think the degree to which it is a "puzzle segment" depends on your skill level, though, right? Your precision here is very high - I don't think you miss a shot at all, despite the rapidity of your aiming switching between targets whilst moving. So, sure, it's a puzzle segment (in terms of target priority)... if your execution is already near perfect. (If you think this is "sloppy", then...)Weird, to me this is more of a puzzle segment than an actual skill challenge (if you're used to playing copper NM). You shouldn't be running out of ammo, there are 50 nails before the fight, and 200 in the arena + plenty of shells.
Here I go in with 0 ammo (just the 50 nails from before the drop), and even forget to pickup the shells (takes me a second to figure out why I can't switch to shotgun hah) and still manage to survive it on NM with my very sloppy aiming and movement.
d2m3sloppyend.mp4
drive.google.com