The Spiritworld

zigi

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Jul 8, 2022
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zigi submitted a new resource:

The Spiritworld - A homage to the Elder World

The Spiritworld is a singleplayer & co-op episode inspired by the fourth episode (the Elder World).
It has 7 mainline maps, 3 secret maps, a start map and an end map with a new boss.
All maps by Newhouse & zigi.
It also comes with a new soundtrack featuring tracks by Immorpher, BouncyTEM and dumptruck.View attachment 2650

Read more about this resource...
 
Bug Report: on Ironwail 0.6.0, loading map elders6 on skill 0 crashes the client with "
Host_Error: SZ_GetSpace: overflow without allowoverflow set"

(I initially saw this when exiting elders5, but it also happens if I just load elders6 directly in the console)

Never seen this before! (I should probably just upgrade to ironwail 0.7.0 but...)
 
Bug Report: on Ironwail 0.6.0, loading map elders6 on skill 0 crashes the client with "
Host_Error: SZ_GetSpace: overflow without allowoverflow set"

(I initially saw this when exiting elders5, but it also happens if I just load elders6 directly in the console)

Never seen this before! (I should probably just upgrade to ironwail 0.7.0 but...)
That's an issue with older Ironwail versions and very large maps; setting protocol to 666 (sv_protocol 666 in the console) will get it to load. But as you said, Ironwail 0.7.0 fixes that error for the default protocol 999 as well and there's no reason not to upgrade.
 
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I really enjoyed this, overall (although the start of Arcana is rough if you are bad at jumping like me, and I got lost a lot on other maps). There's some really ambitious mapping in places, as well as the gameplay.

I'm curious as to what Destinies people picked - I couldn't get anywhere with anything but the Ring of Shadows, and I died in about 4 seconds when I tried with the Quad.
 
Hi, I added an autoexec.cfg file with "r_wateralpha 0.6; r_lavaalpha 1; r_slimealpha 0,8; r_telealpha 1" values on your mod folder but it's ignored.
I have to open console and type "r_wateralpha 0.5" and then ""r_wateralpha 0.6" to obtain the water transparency (for every map of your mod).
I tried editing the quake.rc file inside pak, but it's the same... Is it a mod bug? I never faced it on other mods.
BTW marvellous mod! :)
 
Hi, I added an autoexec.cfg file with "r_wateralpha 0.6; r_lavaalpha 1; r_slimealpha 0,8; r_telealpha 1" values on your mod folder but it's ignored.
I have to open console and type "r_wateralpha 0.5" and then ""r_wateralpha 0.6" to obtain the water transparency (for every map of your mod).
I tried editing the quake.rc file inside pak, but it's the same... Is it a mod bug? I never faced it on other mods.
BTW marvellous mod! :)
You simply should not do that. The water is supposed not to be transparent
 
I am absolutely loving the spirit (ha ha) of this one so far, but one thing I'll complain about in order to warn other players:

In "Path of the Woodwose", at one point you have to pick up a megahealth to trigger some stuff to progress. At the time I wasn't feeling like using that MH yet so I ran around the map for a lonnnng time trying to find where to go next.
 
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Bug Report: on Ironwail 0.6.0, loading map elders6 on skill 0 crashes the client with "
Host_Error: SZ_GetSpace: overflow without allowoverflow set"

(I initially saw this when exiting elders5, but it also happens if I just load elders6 directly in the console)

Never seen this before! (I should probably just upgrade to ironwail 0.7.0 but...)
Try out open console in game and type down "sv_protocol 666", that should fix the issue* (if still using older engines that do not support 999 protocol or do not automatically drop to 666 as which is only needed in terms of this map)

Hopefully this helps ones with the similar issue.

Updating to the newest engine versions is definitely the wisest move to try out first. ^^
 
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Hi, I added an autoexec.cfg file with "r_wateralpha 0.6; r_lavaalpha 1; r_slimealpha 0,8; r_telealpha 1" values on your mod folder but it's ignored.
I have to open console and type "r_wateralpha 0.5" and then ""r_wateralpha 0.6" to obtain the water transparency (for every map of your mod).
I tried editing the quake.rc file inside pak, but it's the same... Is it a mod bug? I never faced it on other mods.
BTW marvellous mod! :)
that might be because if you have pak0 package still inside the spiritworld folder, it will look files first hand from it.

Off-topic but Like in my case when I was now testing changing "sv_protocol 999" line to "sv_protocol 666" in rc file I had first remove pak0 package, after that new rc change worked and elders6 launched just normally when testing vkquake in this case.
 
I liked the first couple of maps a lot, but have to say that I just hate a specific room in the secret map, with slime, turrets and god knows what. It's just not fun at all, so I stopped playing at that point. Which is a shame as I might have liked the remaining maps. Anyway, my main point is that I don't understand this propensity for some mappers to make as sadistic maps as possible. I just don't get it.

I gave the episode 5 stars anyway, as I really enjoyed it up to that point and the sadistic secret map is also very well made.
 
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Quakespasm 0.95.1.
Error message: Warning: host_maxfps above 72 breaks physics..
I don't think this occured with the former version, remember having played this episode.
 
I don't think this occured with the former version, remember having played this episode.
Quakespasm always have had physics tied/coupled to maxfps. Everything > 72 will break stuff like moving platforms.

Some source ports like quakespasm-qss, vkquake and ironwail have decoupled the renderer from the server. This makes it possible to have maxfps >72 without the physics issues.

vkquake:
]host_maxfps "host_maxfps"is "250" ]host_maxfps 70 Disabling renderer/network isolation. ]host_maxfps 250 Using renderer/network isolation.
 
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this reminds me that I have not finished spiritworld yet. Loved elders3, such a great spin of the original episode 4 map, elders8 was also fun, last save game is start of elders4. oh well... some day ;)
 
Quakespasm always have had physics tied/coupled to maxfps. Everything > 72 will break stuff like moving platforms.

Some source ports like quakespasm-qss, vkquake and ironwail have decoupled the renderer from the server. This makes it possible to have maxfps >72 without the physics issues.

vkquake:
]host_maxfps "host_maxfps"is "250" ]host_maxfps 70 Disabling renderer/network isolation. ]host_maxfps 250 Using renderer/network isolation.

So: no way to change this in QS ?

EDIT: I just discovered that I have to start the with "New Game" and it doesn't start automatically. Everything's okay, I think.
 
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