The Nullspace

ExaByt

Member
Sep 25, 2022
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LazyTown, USA
ExaByt submitted a new resource:

The Nullspace - Small Episode (5 maps + start map), concrete structures suspended in a foggy white void.

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Requires [ Copper v1.30 ] - ( Not Included )

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Something that had been cooking between Z-374-Alk's mapping sessions, the original idea was to make a sequel map for The Nullspace that tried to expand on that map's theme, as I felt the original Nullspace map was largely unexplored in its theme.

Eventually this led to a small update of the original Nullspace map (visual updates and some rebalances), along with a bunch of...

Read more about this resource...
 
Hey ! Thanks for the episode. Looks interesting... In the start map, after selecting easy skill, I looked around and got crash to desktop with this error:

error.png

while jumping across here:

spasm0000.png


QS 0962.
 
Hey ! Thanks for the episode. Looks interesting... In the start map, after selecting easy skill, I looked around and got crash to desktop with this error:
[...] while jumping across here: [...]
QS 0962.

Please upgrade to 0.96.3: it has fixed this particular error
 
Stoked to play this!
Although, I suggest you package this with Copper, so that it can be a standalone folder. The reason is that it comes with its own start.bsp, which will override the player's own start.bsp if they place it into an existing Copper folder. I think anything with its own start map should probably have a full package.
 
Thought about it, but I am on the fence at the moment because the copper txt says not to include it, which is what I'm currently going off of
 
this map style requires its own game mod and universe/story to hail its ingenious atmospheric style.
 
im trying to play this mod with the rerelease and no matter what map i try it keeps saying i need copper 1.3 even though i have downloaded copper and put it basically in every folder that quake uses and it still wont acknowledge that its there. any suggestions?

edit: i figured it out. i put nullspace in copper and did game copper and it works.
 
im trying to play this mod with the rerelease and no matter what map i try it keeps saying i need copper 1.3 even though i have downloaded copper and put it basically in every folder that quake uses and it still wont acknowledge that its there. any suggestions?

edit: i figured it out. i put nullspace in copper and did game copper and it works.
What do you mean "put nullspace in copper" please?
like this? /quake/rerelease/copper/nullspace
...and how do you then invoke the Nullspace maps?
 
What do you mean "put nullspace in copper" please?
like this? /quake/rerelease/copper/nullspace
...and how do you then invoke the Nullspace maps?
Since it has a start map, you shouldn't install it in the copper folder or it will overwrite the start map there. Put the nullspace folder in your main Quake folder, then either copy the contents of copper into nullspace and use game nullspace, or you can keep them separate and use game nullspace copper.

I wrote an article a while ago to help people with this sort of thing.

Thought about it, but I am on the fence at the moment because the copper txt says not to include it, which is what I'm currently going off of
That is intended for standalone maps. If you have a start map, you should package your release with Copper, otherwise people will have trouble installing it and/or end up overwriting their Copper start map.
 
Since it has a start map, you shouldn't install it in the copper folder or it will overwrite the start map there. Put the nullspace folder in your main Quake folder, then either copy the contents of copper into nullspace and use game nullspace, or you can keep them separate and use game nullspace copper.

Copper itself doesn't have a startmap I think (unless UDOB is dumped in there), but yeah it's nicer to put releases in their own separate folder. A few elaborations on that:

First, it's worth mentioning I guess that vkQuake/Ironwail/QSS/DarkPlaces and a few other Quake engines support this kind of multi mod activation, but basic Quakespasm does not.

Also, FWIW the "most correct" way to do the multi-mod activation above is "game copper nullspace", to treat Copper as the base mod and nullspace as an addition on top of Copper. It doesn't matter in practice unless nullspace overrides any files from copper... I don't know if that's the case here. (edit: If UDOB is in fact in the Copper folder, then it would matter because you want to get the nullspace start map instead of UDOB's.)

You could also do this from the command line launch with arguments "-game copper -game nullspace".

(All assuming of course that those are the actual folder names where Copper and The Nullspace are located.)
 
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Copper itself doesn't have a startmap I think (unless UDOB is dumped in there)
I was talking about the UDOB start map, since UDOB goes in the Copper folder, but even if you didn't have it installed you couldn't load the id1 start map when you had Copper loaded (and you wouldn't want that), which is why I said it that way.

The "most correct" way you said is the way to do it for DarkPlaces but doesn't work for other engines afaik, I tested in Ironwail before making my comment, and I think I did more testing for my article which says the same. I actually have no idea to what extent the rerelease supports this, I would imagine not at all.
 
Hmm I tested it with Ironwail just now. Also originally tested it with vkQuake back in the day. (I was involved in porting the relevant code from QSS to Ironwail/vkQuake.) Odd!
 
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/me *confused*

but even if you didn't have it installed you couldn't load the id1 start map when you had Copper loaded (and you wouldn't want that), which is why I said it that way.

Of course you can start the id1 start map in copper as long as there is no file start.map and probably start.[lit | ent | vis ] in copper/maps .

you can keep them separate and use game nullspace copper.
needs to be game copper nullspase otherwise you would load UDOB's start map if available in the copper/maps

ironwail | vkquake | qss -game copper -game copper_maps

]game
"game" is "id1;copper;copper_maps"


Update: in case it's important, my setup does not use any files in steam\steamapps\common\quake
Game data and quake engines are located in the same directory e.g. c:\games\quake

and ironwail compiled from current git master not the old 0.7.0 release from 2023
 
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