![]() ![]() 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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