Quake Brutalist Jam III

I found all the letters, but I'm unable to form the required word. I even verified the order in which they were found using the spoiler. Or perhaps these letters simply need to be input into the archive in the right sequence? 😭
 
the bug is it fails to properly return to the start map, I think because the command it execs is start.bsp instead of just start
Looks like the changelevel is set to "START" in all caps, which will cause issues on Linux but not Windows. It'll be fixed in the next update.
 
The first map I played was not finishable (no 2nd silver keycard on the CKDN map was to be found after multiple traversals of every room in the map and only the key door being left)
It's definitely there. You might not have been aware but Ironwail lets you combine r_showbboxes with r_showbboxes_filter to find specific entities, which can help in cases like this. It doesn't feel good to have to cheat, but please verify your facts before insulting people. It sounds like you just don't vibe with the concept of a community map jam, which is fine, but again, don't take it out on everyone else. There's always going to be a mix of different sensibilities and experience levels - the two maps you complained about were in the section of the start map designated for people's first Quake map releases. But yeah, sounds like not playing the whole thing is the right choice for you.
 
I found all the letters, but I'm unable to form the required word. I even verified the order in which they were found using the spoiler. Or perhaps these letters simply need to be input into the archive in the right sequence? 😭

The list is NOT order they appear in the password. The order is just the simplest way of finding each letter with minimal backtracking. You still need to work out what word the letters spell. As mentioned in spoiler 1, if you struggle with this then use an online scrabble solver :).

I've updated spoiler 2 with this info

Hey, first of all thank you for this amazing work! And second, how can i slow down text speed?
Some might be hard-coded, but the console command `scr_centertime #` where # is the number of seconds to display the message might help in some cases. The default is scr_centertime 2
 
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Is there a console command that will let me "abandon" the current map I'm playing and take me back to the start map that still keeps track of which maps I've cleared so far rather than triggering a brand new game state with no maps completed?

edit: thanks to id0 below, the command is "gohome"
If standard Quake commands still apply, changelevel start should do the trick. On the other hand, you could just keep a main save file on the hub and reload if you want to abandon any maps.
 
Forgot to report this yesterday. When exploring the start map I found a trivial way to get out of bounds due to the slope on one of the walls. It was so easy that I initially thought it was by design and would lead to a secret but going a few steps further made it obvious this was not intended. The location is towards the far-right of the map based on when you spawn. Not sure if it's something that would be fixed post-release but thought I should let you know.
 

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Forgot to report this yesterday. When exploring the start map I found a trivial way to get out of bounds due to the slope on one of the walls. It was so easy that I initially thought it was by design and would lead to a secret but going a few steps further made it obvious this was not intended. The location is towards the far-right of the map based on when you spawn. Not sure if it's something that would be fixed post-release but thought I should let you know.
I spotted that too, but it doesn't get you anything (except running around the edge of the map), so I think it's just fun.
 
some packaging issues in the music folder:
names must be all lower case, and in the case of [Tt]rack72* which one is the right one? :)

ls -aln T* track72.ogg
-rw-r--r--. 1 1000 1000 13610067 Nov 21 13:10 'Track72(1).ogg'
-rw-r--r--. 1 1000 1000 13130253 Dec 29 14:23 track72.ogg
-rw-r--r--. 1 1000 1000 15732374 Dec 2 22:30 Track73.ogg
-rw-r--r--. 1 1000 1000 2579209 Dec 14 03:21 Track84.ogg
 
Tango`s map softlock already reported, or I can do it?

ok:
without moving straight into the passage before it get blocked, jumping off down to the right into a small room, and move further to the left, and, finally, we get into the room that is behind the player start, eliminating everyone, pressing the button, and remain soft-locked.
 
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The first 'new faces' map on the left hand side as you enter the hall doesn't load, it fails with a missing armour MDL:

Blood From Stone
Using protocol fte999
Host_Error: Model progs\item_armor_light.mdl not found

That file does exist in the progs folder, so I don't know why it would complain. This is latest VKQuake source port on MacOS, which I know was not explicity tested, but the rest of the mod seems to be working just fine. *shrug*
 
Sorry for the noob question; I'm here cause I saw the trailer on youtube and thought it looked fantastic.

I noticed the blood splatter fx (especially visible at 0:24 in the trailer) were new, does anyone know where they are from or if they were made custom for this mapset?
 
I noticed the blood splatter fx (especially visible at 0:24 in the trailer) were new, does anyone know where they are from or if they were made custom for this mapset?
That was made by Kebby for Bonk Jam. Kebby also did most of the visual effects for QBJ3.
 
dunno if this has been found or reported yet, but in Quiet's map you can fire a grenade into the final area to cause a softlock. The grenade activates and removes the trigger_push, which is required for completing the level.

Found it on accident by blind-firing a grenade around the wall
 
@Gambit, this can be easily patched with sed. 4 model definitions are affected
Code:
$ strings qbj3_cicadian.bsp | grep -i 'progs'
"model" "progs\\item_armor_light.mdl"
"model" "progs\\g_pistol.mdl"
"model" "progs\\pistol_mag.mdl"
"model" "progs\\pistol_mag.mdl"
"model" "progs/backpack.mdl"
[deleted]

we have to replace those \\ with two //, because we are not allowed to change the size of the patched bsp file.
sed -e 's%progs\\\\%progs//%' qbj3_cicadian.bsp > qbj3_cicadian_patched.bsp

Code:
$ strings qbj3_cicadian_patched.bsp | grep -i progs 
"model" "progs//item_armor_light.mdl"
"model" "progs//g_pistol.mdl"
"model" "progs//pistol_mag.mdl"
"model" "progs//pistol_mag.mdl"
"model" "progs/backpack.mdl"


quake should now load the map qbj3_cicadian_patched.bsp from console.
rename qbj3_cicadian_patched.bsp to qbj3_cicadian.bsp
 
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