Replicon

I can't give this creation any rating yet, because I have 15-34 frames per second displayed on the "QSS" and "Ironwail" engines. The "vkQuake" engine displays 3-5 frames per second. Even the sound in it stutters.

The location is beautifully designed, but not optimized.

I have an Intel i5-13400 processor, a 4070RTX graphics card and 32Gb of RAM. :(((
 
I can't give this creation any rating yet, because I have 15-34 frames per second displayed on the "QSS" and "Ironwail" engines. The "vkQuake" engine displays 3-5 frames per second. Even the sound in it stutters.
Andrei Drexler made 2 commits to ironwail's repository a few hours ago. Checkout the latest git master and compile the binary or download the latest CI binary from github. Performance is now back to normal.
Kudos to Andrei for those quick fixes.
 
Andrei Drexler made 2 commits to ironwail's repository a few hours ago. Checkout the latest git master and compile the binary or download the latest CI binary from github. Performance is now back to normal.
Kudos to Andrei for those quick fixes.
What is the CI binary?
 
I really love the industrial tech style of the map as well as the detailing. The combat has also been fun so far. My main gripe is that I'm not sure what to do, so I've spent a lot of time just running around. [Slight spoiler] For instance, after fighting a Bog Lord (I think it's called that?) in the basement area, I have no idea what to do next. No new sections seem to have been opened.

EDIT: OK. I've found a way to continue at the main level, but the point stands: I've spent more time trying to figure out what to do than actually playing the map.
 
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A shame someone would bomb the rating for what is clearly a technical issue

@Custom Longplay
Under the Actions tab on GitHub, there are downloads (artifacts) from the latest build
Thank you very much. But when I unpack the zip file, I always have only the uncompiled data in front of me.
 
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I just downloaded version 1.1 and it's a bit faster. Thanks to the author for the nice map. I was not logged in to GitHub and therefore could not download a binary file. Now the thing runs. Thanks again for the hints.
 
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Of course the same changes in mathlib.c and world.c also work with other Quake engines like quakespasm, qss and vkquake.
FPS in qss up from ~30 to 60-68.
Vkquake from ~4 to 250 (host_maxfps) but there is an issue with significant drop in fps while playing. In the base near the off switch for the fan the flame thrower guy stalls the engine to single fps when using his flame thrower. Are these some new effects or very detailed textures in use?

I like this map so far, have not finished it yet. Guess I will have to use ironwail instead of vkquake for this map.

EDIT: still mipmapping (y)
 
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I had now walked everything in the upper area and then I fought my way through the water. From there I reached the lower area via a tube. Here I killed the Shambler. Now I just don't know where to go below? I also went back to the top. But I can't find another entrance there either. I must have missed something. Please help!
 
But I can't find another entrance there either. I must have missed something. Please help!

you need to deactivate the pipe (gas leak) that is blocking the entrance to the base ( toxic fumes near the start position )
 
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In version 1.1, the number of frames per second on the "Ironwail" engine is fixed at 38-40. It is useless to change the resolution, anisotropic filtering and smoothing. You can even turn everything off - the value will still be 38-40. On the "QSS" engine, if you look at the floor, there will be a value of 33 frames, and if you look in front of you, it will be 15-18 frames per second. Everything is terrible. :-(((

To be honest, I did not understand how to download the updated version of "Ironwail", I am not registered on that site.
 
you need to deactivate the pipe (gas leak) that is blocking the entrance to the base ( toxic fumes near the start position )

Yes, that was my issue as well. Other than that initial confusion, I really like it, although I haven't finished the map yet.

Also, I get slightly more FPS with 1.1, but it actually feels choppier, so I'm reverting to the original release as I had no issues with it (this with the latest standard release of Ironwail).
 
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Everything is terrible. :-(((

I've uploaded my win64 builds of ironwail, quakespasm, quakespasm-spiked and vkquake.
Ironwail and quakespasm were compiled from the current git master branches.
Qss and vkquake builds have been compiled from the latest git master branches, with yesterday's two commits from ironwail applied.
Only the binary w/o the libraries.

googledrive
 
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It seems to me that the level is slow on all engines because it is incorrectly created. It's more like building a settlement in a huge wasteland, like Fallout 4. This can be seen if you enable the "noclip" command.

An interesting idea by the author, but I couldn't find the last two light bulbs, so I turned on the cheat for the battle in the last arena, for the same reason I found that the level consists of rooms and buildings that are located on a huge plateau. As a result, we see only half and the other half is hidden from view, but consumes system resources.

I rated the author's efforts and the level of detail of the map by 4/5 points only because of its slow operation on all engines.

Overall, I liked it. :)
 
I'd appreciate help with two of the secrets:

1. The one outdoors with a Yellow Armor and a Vacuum Tube, where you are hindered by a fan. During my previous playthrough I suddenly noticed that the fan was shut down, so I could get the secret, but during my current playthrough I have no idea how to shut it down.

OK, solved the first one. Missed a switch.

So this is the last one:

2. The closed off, secret room in the basement, close to the final elevator. You can shoot away the glass on one side, so you can peak inside, but I have no idea how to get there.

EDIT: OK, solved the last one as well. It took me a ridicilous amount of time, though. But, anyway, now I have all kills/secrets.
 
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