09 September 2016, 09:10 | #1 |
mä vaan
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X-Men: Ravages Of The Apocalypse
Noticed this on hol
X-Men: Ravages Of The Apocalypse http://hol.abime.net/3457 It says alive mediasoft published it, no other info. Is it availlable somewhere? Is it just add on to Quake? Does it require Quake? |
09 September 2016, 10:31 | #2 |
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Here's some more info on Moby Games:
http://www.mobygames.com/game/x-men-...-of-apocalypse ...and here's an old EAB thread "Info needed about X-men: Ravages of the apocalypse": http://eab.abime.net/showthread.php?t=4986 |
09 September 2016, 12:27 | #3 |
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It's a Quake 1 mod. Extract it to your Quake 1 directory and launch quake with -game xmen and it should work. At least for me it does with Cowcat's QuakeGL 5.07 and it starts to play the demos but hangs when loading the actual game. You can download it here:
http://www.zerogravity.com.au/portfolio0601.php |
09 September 2016, 20:35 | #4 |
mä vaan
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Downloaded, will test after I get my wife to sleep
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10 September 2016, 01:51 | #5 |
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10 September 2016, 01:53 | #6 |
mä vaan
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Seems to work with Clickboom's Quake060
It has someweird elements, took some time to figure out how to start actual game. First level is boring, there was only three opponents and they attacked one By one. |
10 September 2016, 02:39 | #7 | ||
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Quote:
Quote:
The best things about this game are the music and graphics though... It's a bit more fun playing as an X-Man instead of the cyborg. Last edited by James; 10 September 2016 at 02:45. |
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10 September 2016, 13:08 | #8 |
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10 September 2016, 15:28 | #9 | |
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Quote:
Remember now that I also had problems with this at first, I copied out all the contents of the pak files using Dopus4 (moving the pak files elsewhere) and the crash disappeared. I later built a new single pak file, but this unnecessary. |
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11 September 2016, 15:57 | #10 |
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I unpacked all of the pack files to the xmen directory and it seems to have fixed some stuff like some of the special sounds when you access the menu but I still get the wad is not a field error when starting a single player game. I tried unpacking the gfx.wad file too but it was unable to unpack the last few files. So maybe that's the issue.
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13 September 2016, 01:20 | #11 | |
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Unpacking gfx.wad should not be necessary, I tried and also found some files would not unpack. It only contains the graphics for the status bar, crosshair and font, so I doubt it could be causing the problem or the demos wouldn't work. I think X-Men may be a bit more memory demanding than Quake, how much do you have? |
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13 September 2016, 01:45 | #12 | |
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I tried the 68060 VBCC 5.6 version and it started up single player just fine. Is anyone using it on PPC? I'll ask Hedeon if he has time to test it on his. |
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13 September 2016, 12:03 | #13 | |
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You could check if the problem is map specific by starting with +map x1m1 to skip the start map. If that does not work you could try x1m2 as that is already working in the third demo (assuming you let it play that far). Skipping any map apart from the start map makes it impossible to complete the game. |
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15 September 2016, 02:29 | #14 |
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Same if I start with +map x1m1. Oh well lots of other mods work just fine. Maybe it's some issue with this version of Quake with this mod. I noticed I can't start up the game even if TCP/IP is started. It does say SV_Spawnserver right before getting the Lightlev and Wad is not a field messages.
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29 October 2016, 01:37 | #15 |
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Hedeon made an update to the Sonnet.library and now it works fine, pretty weird game, not what I was expecting.
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