Dwell

Yup, most contemporary source ports make objerror non-fatal.


Not sure why this wasn't caught earlier, I thought these were fatal in QS as well. Maybe that got back-ported from something later.
just tested in QS, its fine - and I know for a fact it works in FTE, a non-supported source port. Kex is being silly.
 
I'm getting a Program Error crash when I transition to 'That Which Can Eternal Lie' either from 'Arrivée de L'étranger' or 'Vestigial'.

OBJECT ERROR in SUB_ShouldSpawn:
EDICT 453:
origin '112.0 2288.0 320.0'
classname item_armor2
spawnflags 15360.0
Host_Error: Program error

I'm playing using Quake Remastered - I know this isn't a supported base platform, but it has been smooth sailing apart from this issue. Any ideas?
Hm, seems like that map has a (duplicate; unnecessary) armour set to spawn both "Only in Coop" and "Not in Coop". I don't know why this would cause a crash only in the remaster engine, I guess it's probably something that FitzQuake or QuakeSpasm fixed ages ago. Not much you can do without a patched version of the map or a different engine. I expect you'll run into much less solvable remaster-specific issues later on however.

Edit: loading on skill 1 or 2 in Ironwail 0.6.0 gives a similar error, but it doesn't crash and instead says exactly what's going on. So I guess it was FitzQuake that fixed this, specifically by changing the behaviour to just not spawn the entity instead of crashing. Interesting that it still says FitzQuake when reporting this error.

1676998428508.png
 
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Thanks all - unfortunately I wasn't able to import my save from Kex to Ironwail (some error about version 6 being the wrong version) so I godmode/noclipped my way to the next level. Up to Episode 2 now - loving it so far!
 
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Yeah so I think I've softlocked the ending of "That We Should Voyage So Far". I've looked up videos, and the crystal blocking the end pit is supposed to rise up high enough for the player to get under it, right? It didn't in my playthrough. Ranger just bumps his head on it, and I just can't wiggle through.
I can still get to the secret exit so I'm not too worried about it.

I'm running Ironwail 0.6.0 , dwellv2p1.zip downloaded Feb 11 '23.
 

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Yeah so I think I've softlocked the ending of "That We Should Voyage So Far". I've looked up videos, and the crystal blocking the end pit is supposed to rise up high enough for the player to get under it, right? It didn't in my playthrough. Ranger just bumps his head on it, and I just can't wiggle through.
I can still get to the secret exit so I'm not too worried about it.

I'm running Ironwail 0.6.0 , dwellv2p1.zip downloaded Feb 11 '23.
Yeah you're the second person to have this issue, but I've been unable to reproduce it in any engine, and for most people it seems fine. :(
Anything notable you remember about your playthrough here?

You'll have to noclip through and drop down in this case anyways, or reload the last autosave and try a second time to see if it happens again.
 
Yeah you're the second person to have this issue, but I've been unable to reproduce it in any engine, and for most people it seems fine. :(
Anything notable you remember about your playthrough here?

You'll have to noclip through and drop down in this case anyways, or reload the last autosave and try a second time to see if it happens again.
Nothing particular comes to mind; I wasn't paying much attention to the crystal, what with the seven thousand guys all trying to kill me lol

I'm assuming some enemy landed on top of it long enough to stop its travel, but since there's no corpse on top, I've no idea who it was.

In any case, I'm on to "Mayan Over Matter" and getting killed by a whole different set of bad guys...
 
Nothing particular comes to mind; I wasn't paying much attention to the crystal, what with the seven thousand guys all trying to kill me lol

I'm assuming some enemy landed on top of it long enough to stop its travel, but since there's no corpse on top, I've no idea who it was.

In any case, I'm on to "Mayan Over Matter" and getting killed by a whole different set of bad guys...
Good that you've found another exit, and also found the secret level. At the first time I thought this was intentional, like if you don't jump into the standard progression exit fast enough and try to roam and scavenge remaining secrets, you're primed into secret level then.
 
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Sunken City is incredible, especially That We Should Voyage So Far. IMO it's prettier and easily as fun as Tears of the False God from AD.

Just a bug report. In Bright Dwellings there's a missing texture in one of the alcoves off the arena next to one of the crystals. Screenshot included (This is under Ironwail 0.7.0 with Quake 1.06 and Dwell 2p2)

Keep up the fantastic work!
 

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Hey there! Is there source code available for this mod? I really liked the updated Crystal Lance gun implementation, and I would like to add it to "vanilla" quake or other mods
 
Hey there! Is there source code available for this mod? I really liked the updated Crystal Lance gun implementation, and I would like to add it to "vanilla" quake or other mods
Yep! This is the actual dev repo so actually compiling it wont work since you'd be missing some new model files, but the QC should be pretty simple to read.
 
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Hi. I noticed that skill command resets to 1 each time I enter a new level, even tho I chose nightmare in the beginning, is that normal?
 
Hi. I noticed that skill command resets to 1 each time I enter a new level, even tho I chose nightmare in the beginning, is that normal?
Nope, most likely a problem with your config. Check id1/dwell folders for an autoexec.cfg, open it with a text editor and then remove and instance of 'skill 1' there.
 
Nope, most likely a problem with your config. Check id1/dwell folders for an autoexec.cfg, open it with a text editor and then remove and instance of 'skill 1' there.
I dunno what the problem was but changing it through console and entering a new level fixed that somehow.
Btw just found this typo in "received" and this seam in geometry in the same place d2m1, also there no texture on this part of the wall in the room with lightning gun
 

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