Thread:Deathstalker666/@comment-1496755-20180827202615/@comment-3547390-20180908210707

Sounds quite chaotic as usual.

I am not sure that question fixed anything, especially since E3M1 wasn't even the problem level. But yes, I can only detect this stuff if the server is touched, and there is little reason to play it by myself beyond testing.

Wonderful indeed, that will help ensure it is never lost in the future. I have quite a few backups of those files, don't want to lose the server myself.

Precisely, we got the entrance at the start of E2M6 or the lack of enemies in E3M7, but overall they just feel like the same thing. Shub's Pit is pretty noteworthy, especially now that I have proven it can be made to work in GlQuake with exactly the same procedure as some custom maps here. Shub-Niggurath's Pit (Beta3) now has its own page and furthermore, we could play it on the server. We are going where id Software never would have imagined (and even you when you gave me this file for Christmas), fighting Shrek in Coop Beta3. It also comes with its own "Level Theme" as some of the textures were unused in the final game, including an alternate Slipgate texture.

With my focus on the older versions of Quake, we are also getting more of a focus on QTEST (found a shovelware add-on which includes a collection of a lot of random Duke3d stuff and a handful of QTEST things). I actually got a few of the monsters working in the game, still trying to figure out if there is anything that will add Shalraths. I have a file for them in the Aftershock Toolbox, yet even the Cutting Room Floor says they don't exist in the game (yet they were blatantly wrong for the Fiend, so who knows). I should mention that as usual, I am not really giving much focus to QTEST beyond videos due to the lack of compatibility with the final game, so I am not really adding pages for the skin changes and minor alterations of levels to add a couple monsters found during the era of QTEST. Perhaps we could have a singular page cataloging this stuff.

I also recommend checking out the Xenomorph... seems I am a step closer to figuring out things for Q2 (those things on the cover are Xenomorphs apparently), yet I am left with a bunch more mysteries. I should also mention the Aftershock Toolbox has an image of the player firing at something in the Aftershock Introduction (which is part of Aftershock, NOT the Toolbox), yet the gun seems like nothing I saw in the Aftershock Toolbox.

Pretty much, it shows that my insanity has purpose, and that there is always something to learn or find. I still probably am missing things. That is why the server can be nice, someone else doing something can result in some odd quirk appearing.

Also, PCEM is curiously enough working with Direct3d. I was able to load WorldCraft perfectly fine, something that requires Direct3d 2.0. Not much that really NEEDS Direct3d at the moment, but it is another tool. Of course, right after that I managed to get my Windows 95 install corrupted, probably because I thought to close the window instead of pressing the start button. Sort of the problem with emulation, you forget that you can't just do that. Now I need to figure out how to fix a corrupt Windows 95 install or just do all the work again.