![]() For the note, 'Arcane Dimensions' allows for the skill level of 4, the "Evil", as an extra. In this case, that base, comes first, then the custom game folder assuming that both of these are placed parallel to an 'id1' folder. I use "double" game parameter for maps which require custom base of assets, such as 'Arcane Dimensions' base or 'Quoth' or 'Copper'. heapsize 2097151 -game W -game X +skill Y +map Z The corrected commandline pattern I use now, looks like that: I thought, though, that the enemy stats would change nonetheless - apparently, that was a false assumption as I doubt there would be any exception in how does the engine behave, between having chosen any common difficulty level and between having chosen a "Nightmare". Thanks for the thorough explanation, Now it is clear to me that unless the difficulty level is selected before loading up of a level - or having the level restarted - then what applies, is the default difficulty level, even if the engine confirms the newly picked difficulty level by name which could be misleading. Ogre behavior will not change to Nightmare. Now set skill back to 0-2, reload the map, and set skill back to 3 without reloading the level. Observe ogre behavior at beginning of E1M2 on skill 0-2, then set skill to 3 and reload the map. The only skill that affects monster behavior is Nightmare - the monsters with ranged attack basically become turrets and will fire continuously as long as player is in their line of sight. Skill setting does not change enemy's health or damage they do, and does not change the amout of ammo player gets from items. In some other places a monster closet or two will open on higher skill settings. On Easy skill the game displays "Shoot the button!" message, but on higher skills it does not. A good example would be E1M3 in base game with the Nailgun room where the bars behind you close and ceiling starts to descend to crush you. In rare cases, several triggers are also affected by skill level. Skill setting affects only the entities that spawn - like monsters and items, and once the level is loaded and entities are spawned in it, they can not be changed until level is restarted. And yes, skill must always be set before loading a map, that's how the game's engine works. Some maps don't even support different skill settings at all or are designed for single particular skill setting, in that case it's generally mentioned in the readme or supplied TXT file. X - skill level value 0 = easy, 1 = normal, 2 = hard, 3 = nightmare. Gamename - name of the mod directory, if different from id1 (some maps were released like that but still lacked the 'start' map, for example alk15 "Brumal Quest") hipnotic - optional command if the map/mod requires Scourge of Armagon (I'm not familiar with any maps requiring Dissolution of Eternity) The other way is to add these to command line, usually like so: "quake.exe -hipnotic -game gamename +skill X +map mapname", where: Yes, usually if map has no skill selection, you're supposed to set skill in the console by typing "skill X", then "map mapname" to play it. Therefore, either the difficulty level ought to be selected before the map is loaded or the map should be reloaded, if the difficulty was selected afterwards.īy the way, this is not my first post on the 'Quaddicted' portal - I have posted as a guest thusfar - but hi folks anyway. If the difficulty level is selected after the map has already been loaded, with high probability the map standard - in terms of enemy spawns - will respond to default difficulty level, given for that map the manually selected difficulty level, will only affect present enemy capabilities, I suspect. Namely, some maps on "hard" difficulty level, will spawn more enemies, than it would be the case if the difficulty was "normal" or "easy". ![]() It came to me that certain maps slightly differ in details, depending on what kind of difficulty level was selected for them to work with. In some custom maps - particularly those missing the 'Quake style' difficulty level selection - the difficulty level, has to be set up through the engine command console unless otherwise solved through assistant software of sort.
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