The Dismal Silhouette

~rj

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Apr 14, 2023
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~rj submitted a new resource:

The Dismal Silhouette - A supersized remake of e2m6 for Arcane Dimensions, with some bonus areas and features.

Single player map for Quake, using the Arcane Dimensions mod. Based on E2M6: The Dismal Oubliette, by John Romero.

AD v1.80+ required to play: https://www.moddb.com/mods/arcane-dimensions

Also requires a source port with increased limits and BSP2 support. Ironwail is recommended. Kex not supported.

Full installation instructions provided in the included readme.

Originally made for the abandoned RemakeQuake project back around 2010, but extensively rebuilt over the latter half...

Read more about this resource...
 
not sure if this is an issue with vkquake, but when I push the button ( 2 gold key area) to get access to the 2nd floor then the elevator stops moving. And the pain sound from an enemy is playing, like been hit by the elevator. Then you can hear a monster pain sound all the time. I guess something should spawn?

screenshot after noclip to upper area
 

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sometimes 2 ogres manage to access the lower floor, but one is stuck in the elevator and can't move...
 

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I've looked into it and nope, not an engine bug, just sheer stupidity on my part. The elevator should have started on the second floor (which means the ogres would have started on different decks and not made a cheerleader pyramid like that) but I set it to the wrong path_corner when making changes to it very late on so it now starts on the ground floor. Will update. Thanks for pointing it out
 
I managed to continue with the savegame (before pressing the button) in qss. I had to kill the 3rd oger that is stuck, otherwise l would not be able to continue with vkquake. Loading a savegame in vkquake would result in the same stuck oger in elevator situation preventing the elevator to move.
Now vkquake locked up/crashed during the end battle.

This is a wonderful map!
 
Oh yeah, I forgot to mention that the ogres around the elevators seem to have some issues. Either jamming themselves in places that block the elevator or getting stuck up on lights. Didn't get me stuck or anything and the ones that stuck the elevator I could fairly easily shoot.
 
I found that if I spawned them onto a stationary func_train and they stayed on it when it started moving, everything would generally work fine. But when I tried spawning new ones onto them after movement had started, or if they stepped off and back on again, I'd get weird errors. This was with Ironwail. Could be something to do with AD's spawning code as I've not come across it before, but will def tread carefully with monsters and elevators in future.

Sorry to hear about the VkQuake crash, unfortunately I can't run VkQuake on my laptop to test.
 
Sorry to hear about the VkQuake crash, unfortunately I can't run VkQuake on my laptop to test.
no worries, may be an engine bug related to fte particles. I can crash vkquake repeatedly on windows during the big end battle. Need to check if it's the same on linux. r_fteparticles 0 and then later re-enable again r_fteparticles 1 seems to prevent this. I'll replay with the updated map version.

One more point, I don't see any rain in the Big Bell room on vkquake AND on any qss version!
map ad_sepulcher shows rain particles though. I tried with qss 2023-11-24, 2022-08-11 and the failback version 2020-08-29.

I have ad and custom ad_maps seperated in different directories: the cmd line is ./engine -game ad -game ad_maps
 
no worries, may be an engine bug related to fte particles. I can crash vkquake repeatedly on windows during the big end battle. Need to check if it's the same on linux. r_fteparticles 0 and then later re-enable again r_fteparticles 1 seems to prevent this. I'll replay with the updated map version.

One more point, I don't see any rain in the Big Bell room on vkquake AND on any qss version!
map ad_sepulcher shows rain particles though. I tried with qss 2023-11-24, 2022-08-11 and the failback version 2020-08-29.

I have ad and custom ad_maps seperated in different directories: the cmd line is ./engine -game ad -game ad_maps

I think I know what's happening with the rain. Basically the way I did it was a massive hack, since I use Ironwail and that doesn't support AD's built-in weather or alpha particles, so I just added a rain .mdl file into a misc_particle_template. I suspect that if you do that, then engines that support alpha particles/AD weather will look for an equivalent effect and not find one. Out of interest, if you set r_fteparticles 0 in VkQuake and reload the map, does the rain then work?

I assume ad_sepulcher does rain the 'proper' way, which doesn't work in Ironwail. Not checked though.

If I ever finish the whole episode and repackage it, I'm probably just going to add func_emitter to the progs and do it that way instead as it's not engine dependent (as far as I know)
 
Out of interest, if you set r_fteparticles 0 in VkQuake and reload the map, does the rain then work?
yes!
r_fteparticles is only available in vkquake.
pr_checkextensions 0 disables all QC extensions in QSS. Not that familiar with QSS.

Update:
of course vkquake also inherited pr_checkextensions from QSS, but has the r_fteparticles override. AFAIK while playing a map r_fteparticles can stop the renderer from drawing those particles at any time, while the extensions remain active for the map/mod. r_fteparticles 1 enables the renderer to draw these particles again. r_fte_particles 0 at map load time prevents the map/mod from using these extenstion. same effect as pr_checkextensions 0.
/Update

I found the rain and raindrops definitions in the map source. So there are raindrops in other parts of the map that I didn't see in vkquake with the particle system enabled.

I assume ad_sepulcher does rain the 'proper' way, which doesn't work in Ironwail. Not checked though.

Exactly. The command r_partinfo shows the active effects.
Rain is controlled by r_part_rain (0/1 = disable/enable ) and the quantity of particles is set with r_part_rain_quantity 1=default
Greater values for rain_quantity put quite a load on the engine, but the effect is quite nice though ;)
These commands are available in qss and vkquake.

this is the output for ad_sepulcher in the first room [ only the lines related to rain ]
Code:
  ]r_partinfo
Running effects:
Type weather.rainsplash    1473 particles
Type fte_weather.tex_skyrainlit    344 particles(+traceline)
End of list
18614 particles, 46922 free, 344 traces.
568 decals, 7624 free.

with r_part_rain_quantity 10
Code:
Type weather.rainsplash    15294 particles
Type fte_weather.tex_skyrainlit    3708 particles(+traceline)
35753 particles, 29783 free, 3708 traces.


If I ever finish the whole episode and repackage it, I'm probably just going to add func_emitter to the progs and do it that way instead as it's not engine dependent (as far as I know)
If you have a test room available then I could test it with vkquake. Or use QSS for cross-checking with a particle-capable engine. Shpoike rebased the code on qspasm 0.96 a few months ago.

A whole episode of this high quality would be truly amazing. I can't estimate how much work that would mean. I never really started making maps.
 

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quick update regarding the vkQuake hangs while playing this map. It seems to be a vkQuake + current NVIDIA driver issue.
When NVIDIA first released the 535.x driver versions, vkQuake would hang when switching between windowed / fullscreen modes.
A NVIDIA driver setting for vkquake called Vulkan/OpenGL present method set to Prefer layered on DXGI Swapchain fixed that.

Recent driver releases did not have this issues anymore, so I kept the default setting Prefer native enabled.
With DXGI Swapchains enabled I cannot force the hang any more. Repeated the end battle sequence 3 or 4 times w/o any issues.
NVIDIA driver version is 546.33
 
I'm not sure how they did it, but the absolutely ancient Abyss of Pandemonium has pretty good rain/weather effects in the start map that work in vanilla quake as well as Ironwail.

I can't believe I'm citing "Abyss of Panedmonium" and "Good" in the same sentence but there you are.

ex:
 
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quick update regarding the vkQuake hangs while playing this map. It seems to be a vkQuake + current NVIDIA driver issue.
When NVIDIA first released the 535.x driver versions, vkQuake would hang when switching between windowed / fullscreen modes.
A NVIDIA driver setting for vkquake called Vulkan/OpenGL present method set to Prefer layered on DXGI Swapchain fixed that.

Recent driver releases did not have this issues anymore, so I kept the default setting Prefer native enabled.
With DXGI Swapchains enabled I cannot force the hang any more. Repeated the end battle sequence 3 or 4 times w/o any issues.
NVIDIA driver version is 546.33
Excellent, top detective work! If anyone else has VkQuake issues in future I'll be sure to point them here.

Those sepulcher shots look great, need to play it in a supporting engine sometime (I'm assuming QSS or FTEQW should work)

If you have a test room available then I could test it with vkquake. Or use QSS for cross-checking with a particle-capable engine. Shpoike rebased the code on qspasm 0.96 a few months ago.
Thanks for the offer, will prob be a while off though... In theory it should be fine even in a software renderer given it would be disconnected from the rest of the particle code and is essentially just spawning a standard sprite and dropping it to the ground
 
I'm not sure how they did it, but the absolutely ancient Abyss of Pandemonium has pretty good rain/weather effects in the start map that work in vanilla quake as well as Ironwail.
I replayed AoP recently as it happens! I agree, I do like the little splash effects.

I can't believe I'm citing "Abyss of Panedmonium" and "Good" in the same sentence but there you are.
Here's another one: Mexx's maps were really good and have aged surprisingly well (start map, e1 boss map and first map of e2). Massive gulf in quality between his stuff and everyone else's that's even more apparent under a modern lens. Top tier detailing, layout design and combat setup (by 1997 standards)
 

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Here's a sample map with snow (made by spootnik) showing how to setup weather. Weather works differently on different engines. One setup is for vkQuake/QS, and another one for IronWail/QSS. I hope it helps. This approach counts as "right" one, semi-official for AD

That zip originates here if you wonder https://discord.com/channels/464531227509260291/1040566296808534057/1052922216397951067
Thanks - I've saved that, I guess the trick is putting them both in the same room so you always get one or the other. Then if any engine ends up supporting both in future you just get twice as much
 
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There are pieces of AOP I like. The start map obviously and some interspersed throughout. Several maps I would have liked more if they had literally any ammo on them. The music was pretty good too, I ended up pulling it from the iso with bchunk (though apparently it's on quaddicted somewhere).

Blud is cool simply because the fight works and it's not Cthon again. I wish we could get him in other maps. That whole map is pretty fun with the giant vault door on his chamber, though I never figured out why the were-jaguars have electric fishing poles.

Once you get 2 shamblers chasing you into a vore with a timed gate and no cover it falls apart. And some of the "custom" enemies are such enormous damage sponges they're simply not worth fighting.

I never knew that AD map was supposed to have rain on it. I'll have to check it out sometime. I also didn't know Ironwail was downstream from QSS instead of base QS.
 
One setup is for vkQuake/QS, and another one for IronWail/QSS

you mean vkQuake/QSS and Ironwail/QS

I also didn't know Ironwail was downstream from QSS instead of base QS.

No!
Ironwail, vkQuake and QSS (=quakespasm-spiked) are QS forks. QSS added extensions like scriptable particles and CSQC (client side QC = AD custom HUD support) from FTE.
Novum ported CSQC and the particle system from QSS to vkQuake ( FTE particles made first available in version 1.12.1 ). AFAIK not every extension available in QSS has been ported to vkQuake.
Ironwail supports CSQC only.
 
here's a screenshot of map snowing in vkQuake. The snow effect is fte_weather.te_snow found in the r_partinfo output.

vkquake0059.png



AD uses the QSS particle system quite intensively, e.g. for portals, weapon effects, etc. I still prefer vkQuake to play AD or mods with particle system support.
vkquake0060.png


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