Marooned

Look most are having big problems running this, me also, ive run every engine, with so called mods, and commands etc etc etc, the bl--dy thing is bugged as hell, i can run any map with mods etc etc, but this is crapped bug hell, even when it does run using vtk engine, its hell on earth, you die in about 5 seconds on 1st corridor, with no enemy around you ...................duh, no play.........BUGGED !!!!!.............................Oh is there a youtube film of this quake map ? ? NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

It's hard to understand what your problem is. If you can't run it for whatever reason, wait for an update or just ignore it and move on.
No need to be rude.

And stop rating 1 star something you haven't played through... this makes no sense and will be removed.
 
Look most are having big problems running this, me also, ive run every engine, with so called mods, and commands etc etc etc, the bl--dy thing is bugged as hell, i can run any map with mods etc etc, but this is crapped bug hell, even when it does run using vtk engine, its hell on earth, you die in about 5 seconds on 1st corridor, with no enemy around you ...................duh, no play.........BUGGED !!!!!.............................Oh is there a youtube film of this quake map ? ? NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Death in the first corridor is normal when the level is launched without the Mjolnir mod. I was also surprised by this bug at first, and then I turned on god mode, ran through other corridors and died at every step. Then I realized that this map works with the mod. I launched it with the mod and everything worked correctly with a lot of monsters. If the map was launched incorrectly, there were only 9 or 15 of them.
 
@Orl I added small window at the bottom of the resource description with info what is needed to run the map. I hope you don't mind.
 
There are two main paths you can take at the beginning of the map. One from a ceiling latch via a ladder which leads to a small room with boxes. The other, walking through a vent shaft that had its door grate broken into, the latter path being the easier but longer way to progress.

It's a rather huge map so perhaps I've missed something, but if you take the other route in order to skip the living turret encounter, there's no way to access that room, right? So in order to get 100% kills you need to climb the ladder and face the SNG wielding lunatic?
 
Thank you quadmin, I appreciate that. And arkngt, you can always return to the room with the SNG wielding lunatic after you have acquired a few more weapons, ammo and possibly armor.
 
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And arkngt, you can always return to the room with the SNG wielding lunatic after you have acquired a few more weapons, ammo and possibly armor.

Thanks! I thought it might be a way to open the door from the other side, but that's fine. The architecture, detailing, layout and ambient sounds are amazing btw. Still haven't found even one secret, so must explore more.

Also, I wonder a bit about this section, which seems to be fullbright (or that might not be what it's called), without shadows or anything, which sticks out as the lighting is fine otherwise. Is it because of my source port (QSS)?

Skärmbild 2024-11-08 190725.jpg
 
It's hard to understand what your problem is. If you can't run it for whatever reason, wait for an update or just ignore it and move on.
No need to be rude.

And stop rating 1 star something you haven't played through... this makes no sense and will be removed.
Its the most bugged map ever for quake " Have to run it with this, have to put this heapsize in and editcs number in ,its bugged to hell..........end of converstaion !!!!!!!!!!!!!!!!!
 
🤷‍♂️

Oh btw @Orl , the map works out-of-the-box in the latest development build of Ironwail now. There's no longer a per-model limit on tris/vertices, just a warning if the old limit is exceeded. The limit was kind of vestigial in IW anyways as it only affects a sort of "staging buffer" used to process models when loading the models. The entire model file is loaded into memory, then copied to this buffer, then copied to a buffer that's OpenGL-friendly. Solution was to cut out the middleman
 
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Can someone explain to me how to install this like I'm 5? I can't seem to get this to work on ironwail. There are only two things that occur: 1. It only plays Mjolnir maps or 2. It only uses the vanilla Quake assets and maps.
 
What a wonderful map, beautiful, and full of events, thank you very much @Orl !

Performance-wise I didn't expect vkQuake to suffer more than on the Immortal Lock, but here we are :) For those on vkQuake, you *may* see a performance improvement (not so radical as in the Immortal Lock though), and it *may* create bugs if you activate 'sv_fastpushmove 1' . Use at your own risk, it can be switched back to 0 at any time anyway.

As for the installation procedure... Well, given Moljnir is a huge, yet unfinished mod, with an additional patch 1 to add and so on, maybe it would more convenient to make a "standalone" Marooned release, packaging a scaled down version of Moljnir (even if it add 500MB that would still be better than the full mod) the way we have Alkaline releases packaging the "minimal runtime".

Also, apparently people have trouble finding a latest Ironwail release to run this. Maybe pointing on a dev build of Ironwail easy to download (Github need to be logged to get artifacts unfortunatly) on GDrive or other is easier ? Immortal Lock did such a thing on its Overview page : https://www.slipseer.com/index.php?resources/the-immortal-lock.371/
 
It says that there is insufficient memory and storage space. Why does it say that?
Ironwail of vkQuake ? For both, you must use a 64 bit build. In addition, only a very recent dev build of Ironwail can work, NOT the official v0.7 version.

You can get one from Github workflows: https://github.com/andrei-drexler/ironwail/actions/workflows/windows_ci.yml but you need to have an account and be logged for that.

I can still put one on a GDrive of mine, but that would be better if the author does it instead (so that it is 'vetted')
 
I finally got it working but the recommended heapsize that Orl recommended does not work in any of the engines I tested. It gives an error message saying that the memory storage is insufficient.
 
I like the map even though it's challenging. I didn't complete it yet, but it has some mechanics that are unique such as parts of the ship losing power. To be honest I didn't really get a DOOM 3 aesthetic but more of a Dead Space aesthetic. Especially the moment when you have to enter outer space and are time limited on that part. The only part that didn't make sense was why the backpacked enemies seemed like bullet sponges at times causing me to waste 90% of my ammo. For some reason I didn't remember them being so tanky. Keep up the good work, though!
 
Oh btw @Orl , the map works out-of-the-box in the latest development build of Ironwail now.

Yeah confirmed on Linux here, with build of latest Ironwail source you just run : ironwail -game mjolnir -game Marooned

(assuming you have mjolnir installed)

We need a new official Ironwail release, it's been a while. :-)

Edit: speak of the devil! : https://github.com/andrei-drexler/ironwail/releases
 
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Wow this map is great, makes me wish there were actual Xenomorphs and Predator custom Monsters in Quake!
 
Cool so far! Some spots do sacrifice smooth movement for visual greeblies.
The power off moment was super cool.
One bug report: if you reload a savegame during a low gravity section, gravity gets reset to normal.
 
Yeah confirmed on Linux here, with build of latest Ironwail source you just run : ironwail -game mjolnir -game Marooned
(assuming you have mjolnir installed)
We need a new official Ironwail release, it's been a while. :-)
Edit: speak of the devil! : https://github.com/andrei-drexler/ironwail/releases

Debian GNU/Linux 12 (bookworm)
glibc 2.36-9
Ironwail 0.8.0

Command:

./ironwail -heapsize 2048576 -zone 8192 +skill 0 -game mjolnir -game Marooned
Error: No such game directory "Marooned"

./ironwail -heapsize 2048576 -zone 8192 +skill 0 -game mjolnir +map marooned

Error:

Warning: surfnum 37021: bad numedges 2
Warning: surfnum 85938: bad numedges 2
Warning: surfnum 121087: bad numedges 2
Warning: surfnum 121092: bad numedges 2
Warning: surfnum 143270: bad numedges 2
Warning: surfnum 154660: bad numedges 2
Warning: surfnum 180538: bad numedges 2
Warning: surfnum 183169: bad numedges 2
Warning: surfnum 183569: bad numedges 2
Warning: surfnum 222309: bad numedges 2
Warning: surfnum 224560: bad numedges 2
Warning: surfnum 266805: bad numedges 2
Warning: surfnum 334225: bad numedges 2
Warning: surfnum 345267: bad numedges 2
CALL2 418(setmodel_builtin)setmodel_builtin()
defs.qc : setmodel
monsters.qc : monster_start
mon_wizard.qc : setup_wizard
mon_wizard.qc : monster_drake
<NO FUNCTION>
no precache: progs/drake/wizard.mdl
Host_Error: Program error

As far as I see, this error message isn't mentioned until now. I'm a little bit confused ... and of cause, I unpacked Marooned.zip into my mjolnir directory.
 
Addendum: I can't start my normal mjolnir with Ironwail 0.8.0. ERROR:

CALL2 3578(Gyro_PowerAccurate)Gyro_PowerAccurate()
gyro_main.qc : Gyro_PowerEstimation
gyro_physics.qc : Gyro_RunPhysics_Bouyancy
gyro_physics.qc : Gyro_RunPhysics
gyro_main.qc : Gyro_Run
world.qc : StartFrame
<NO FUNCTION>
Bad builtin call number 97
Host_Error: Program error
Client player removed

So I'll downgrade to Ironwail 0.7.0 until further notice. Or perhaps will try to compile from source code.
Any hints are welcome :-)