The Immortal Lock

Using Ironwail 0.7.0 on Linux (using: -heapsize 1024000):
Code:
BITAND     12806(?)             394(coopflag)8192.0  12806(?)            
             : CoopFlagSetup
             : StartFrame
<NO FUNCTION>

runaway loop error
Host_Error: Program error

Compiling from master the map runs, but:
Code:
Warning: 2921 models exceeds QS limit of 2048 (max = 4096).
Framerate is about 50 FPS, that's bad.
 
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Compiling from master the map runs, but:
Framerate is about 50 FPS, that's bad.

That is roughly what I get too, with vkQuake. You have 9000+ entities (edicts) to manage in this level, this is why. The is not even a matter of GPU here only raw single-thread CPU power to run the physics part.
 
Let's see if someone can help me. I'm stuck currently, in the Helsinki Black Mesa-like facility, which is almost a separate map. There is a big door that needs some access codes to be opened, I searched but I have no idea of where they are.
 
While looking around the map a bit, it's pretty but also ridiculous. 5000+ enemies. 100+ secrets.
With such disregard to software and machine limits i cannot take this map seriously, moving on.
 
Let's see if someone can help me. I'm stuck currently, in the Helsinki Black Mesa-like facility, which is almost a separate map. There is a big door that needs some access codes to be opened, I searched but I have no idea of where they are.
You need to find the four runes in the main map. Then just progress through the map normally, and after what would be the normal ending, find the door on the island that you'll eventually be on, which only opens if you have those four runes, and you'll be able to go back for the true ending.
 
ohh thanks. I have the four runes already, but I imagined going that way 'through the main quest', so to speak, would end the level and not let me see what the hidden slipgate was about, that's why I decided to try to do that before.

Also, the performance of the map is fine... if you have a modern computer. 150 fps here.
 
While looking around the map a bit, it's pretty but also ridiculous. 5000+ enemies. 100+ secrets.
With such disregard to software and machine limits i cannot take this map seriously, moving on.
Modern hardware is generally required for the map, unfortunately, which will give a consistent 200+ fps. The enemies are spawned in sections so are not all handled at once. Things will hopefully get more permissive though as source ports are further optimized.
 
ComfyByTheFire updated The Immortal Lock with a new update entry:

v1.3

- Lowered pentagram timeout by 5 seconds in the white room on normal

- Fixed an area you can get stuck on alongside the elevator that leads to second level of the silver key hall, also added the boosty box to normal too

- Made the secret wall brighter in the meaty area that leads into the blood water area with the two megahealths

- Added a progression hint to the whirly sunlust room

- Removed another fiend from the Romero lift so nothing gets stuck

- Fixed some places where you can get...

Read the rest of this update entry...
 
Let's see if someone can help me. I'm stuck currently, in the Helsinki Black Mesa-like facility, which is almost a separate map. There is a big door that needs some access codes to be opened, I searched but I have no idea of where they are.
Can you remind me *how you get to* the
slipgate for that? I was trying to find it again - having noted it the first time - but I've even been noclipping through bits of the map to more quickly search, and I can't find it anywhere!
I've found lots of *other* things that I'd not found before (mostly when just prodding stuff when retracing steps), including
two more runes, one of which in a chamber so hard that I eventually had to godmode it to survive all the waves
, but not what I'm looking for...
 
Can you remind me *how you get to* the
slipgate for that? I was trying to find it again - having noted it the first time - but I've even been noclipping through bits of the map to more quickly search, and I can't find it anywhere!
I've found lots of *other* things that I'd not found before (mostly when just prodding stuff when retracing steps), including
two more runes, one of which in a chamber so hard that I eventually had to godmode it to survive all the waves
, but not what I'm looking for...
You have to go to the big red area with a series of meat platforms in the walls and a pond of blood below (1), from there you advance through a tunnel with eggs (2), and finally fall into a hole (3), that makes you reach what I call the 'Sunlust section', a place that had a fight with a big pillar (4) surrounded by a ring of teeth that move up and down in sync, and in the fight there was a big group of shambler in the middle that you had to avoid by using the moving teeth as cover. Continue forward from that point and you will reach the slipgate.

(1) (2) (3) (4)
 
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You have to go to the big red area with a series of meat platforms in the walls and a pond of blood below (1), from there you advance through a tunnel with eggs (2), and finally fall into a hole (3), that makes you reach what I call the 'Sunlust section', a place that had a fight with a big pillar (4) surrounded by a ring of teeth that move up and down in sync, and in the fight there was a big group of shambler in the middle that you had to avoid by using the moving teeth as cover. Continue forward from that point and you will reach the slipgate.

(1) (2) (3) (4)
Ah, yes, so it is - I think I found that entire meat platform section super confusing the first time and didn't actually remember how I got out of it properly (I'd decided it was probably somewhere off there... but had circled the entire section several times - and found multiple secrets! - without finding the "way out" a second time!
 
immortal_2024-07-14_19-49-37.png


Hey folks! Where to go after you grabbed the gold key? :unsure:
 
ComfyByTheFire updated The Immortal Lock with a new update entry:

v1.4

- Fixed sticking points around the bone stairs that lead to the smoosher room, and slightly adjusted the meat

- Fixed sticking points between the fingers of the swively hand room

- Increased length of stepping stones in padre shambles secret so it's less annoying to get back up again

- Changed the diamond that hovers above the target pillar in the meat pillar rune fight fullbright white to make the fight methodology more obvious

- Increased glow of lights on trap sigils

- Made the...

Read the rest of this update entry...
 
View attachment 5149

Hey folks! Where to go after you grabbed the gold key? :unsure:
There are a number of gold key uses throughout the map - 3 total uses with 4 total gold keys. The main one is taking it to the deactivated slipgate that you went by earlier. Otherwise the main progression path is heading to the cathedral in the floating void zone, grabbing the silver key, and then taking it back to the giant room with the smiling mouth/hands/jump ramps.
 
Framerate is about 50 FPS, that's bad.
Instead of playing this map, benchmarking has become my point of interest.
So here are my results so far:
AMD Phenom 955 @3.7Ghz + Radeon HD 7950 = ~48fps
AMD 750K @4.7Ghz + Radeon HD 7950 = ~70fps

My theory is that this map does not fit in the cache of these CPU's and results in many reads from memory. I'll try later on an old i5 cpu and a Sandy bridge Xeon, both having more cache available.
 
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ComfyByTheFire updated The Immortal Lock with a new update entry:

v1.5

- Moved the six meat pillar rune fight activation pillar back a little bit to reduce the chance of running into it, made the meat around the pillars illusory + clipped the insides, and added two healths to hard and normal in the place of the easy mode megas

- Made the red hit switch lights in the post-stomach room a bit brighter

- Made the antechamber easier to get to on all modes, and slightly more obvious

- Reduced light values on the end of the second level in the silver key hall...

Read the rest of this update entry...
 
Instead of playing this map, benchmarking has become my point of interest.
So here are my results so far:
AMD Phenom 955 @3.7Ghz + Radeon HD 7950 = ~48fps
AMD 370K @4.7Ghz + Radeon HD 7950 = ~70fps

My theory is that this map does not fit in the cache of these CPU's and results in many reads from memory. I'll try later on an old i5 cpu and a Sandy bridge Xeon, both having more cache available.
For comparison, even in the most frames-sucking part of the level (near the end, setpiece, letting things get as busy as possible),
AMD Ryzen 5600x (2.2GHz), 16 GB RAM + nVidia 1660Ti.... ~60FPS (worst case), ~72FPS (set maximum in vkquake) almost the entire time outside of the final setpieces (and even during them, mostly around 67 to 71FPS).
 
Instead of playing this map, benchmarking has become my point of interest.
So here are my results so far:
AMD Phenom 955 @3.7Ghz + Radeon HD 7950 = ~48fps
AMD 750K @4.7Ghz + Radeon HD 7950 = ~70fps

My theory is that this map does not fit in the cache of these CPU's and results in many reads from memory. I'll try later on an old i5 cpu and a Sandy bridge Xeon, both having more cache available.
My framerate could go from 150 to 800 fps and everything in between in the same room, depending of in what direction I was looking at.