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VADA!! THX YOU BUDDY! I ALWAYS FORGET TO ADD YOU IN THE README, BUT YOU NOW YOUR NAME IS HERE FINALLY!! Thanks to Fiend who checked all the spelling mistakes. Devon who contributed with a wad...i dont know if he made it or stole it from somewhere...if you see a texture of yours in the game is probably from his wad, so any complaint, not to me plz :P Laurie Cheers for the awesome Spirit of halflife, that im afraid to say that i didnt use at its total capacity :( Spect3r who helped me a lot with the splash and also playtested the game and gave me permission to release the episode without his part haha Evil Lair for the q3evil4.wad, which i downloaded from Wadfather (www.planethalflife.com/wadfather) and to me, EDUSAN, for be able to finish this ~#@€@€~#¬! before hl2 comes out (although i cut like half story haha)

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Space Prisoner v1.1
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Qwertyus
Qwertyus - - 2,505 comments

It has a bugged place at the beginning of 3rd map :/.

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TheUnbeholden Author
TheUnbeholden - - 3,603 comments

Its also one of those rare mods that seems to crash when you use custom barney models. Much like Times of Troubles.

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EDUSAN
EDUSAN - - 2 comments

Hi, thanks for uploading this. I've got no clue if it is possible to upload the fix for the 3rd map. Maybe you as author can do it.

This link has the last version of the 3rd map that supposedly fixed the issue in the beginning of the 3rd map. Could you please upload it as a fix?

The link: Disk.yandex.ru

Thanks!

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TigerHeart
TigerHeart - - 64 comments

The game really crashes at this place. And I found the reason, why it happens. When you step into the door, the trigger, placed here, activates the set of messages. And the first message is 103 symbols long ("Hi there, I heard your heading down to the generator room. The door systems aren't working well though,"). But Half-Life engine is limited by only 80 symbols per message!!! So, it crashes, trying to show too long message. Author must recompile the map "prison3", after splitting the message "mes1" for two different messages, or for one "two-lines" message, by putting the combination "\n" inside the text.

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tjclifford
tjclifford - - 186 comments

Tigerheart, do you remember if Santiago ever fixed the too
long message at the start of Prison3.bsp for Space Prisoner v1.1 ? I'd really like to play the rest of the game...
Thanks.

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TigerHeart
TigerHeart - - 64 comments

Where can I send you the fixed Prison3.bsp to ? I fixed it by myself.

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tjclifford
tjclifford - - 186 comments

I encountered the same bug when I open the door to the broken pipes
and the elevator on the left, with Barney saying "Hi there, I heard..."
Any fix in the works, or one that we could implement ourselves ?

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Guest
Guest - - 689,259 comments

I have an my own fix of this problem, if you still interested in it. This is non official fix. But it works. I can send my own fix to anyone who needs it.

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TigerHeart
TigerHeart - - 64 comments

Oops ! I was not signed in, while writing that text. So, now you see who am I, and whom to ask the fix. ))

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tjclifford
tjclifford - - 186 comments

Actually, I used noclip to bypass the bug, but found a locked door I could not get past so I used noclip again.

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EDUSAN
EDUSAN - - 2 comments

Hi, im EDUSAN the creator of this mappack. I've lost the source maps long ago, but i've found a site that is still hosting the 1.1 version that was supposed to fix the issue (its being so long i dont actually remember)

The link: Disk.yandex.ru

just replace the 3rd map file with this one

Thanks for still playing this old rusty mod i did back then :D and glad you liked it

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IndustrialFox
IndustrialFox - - 31 comments

Just played this, very fun mod! The colors were nice and the difficulty balancing was well done.

I did find some bugs, in the tall chamber with the elevators where the second map begins, I was retreating from the hallway that collapses and found I could fall through the floor in the corner of the doorway and get stuck. Also some of the geometry towards the end was behaving strangely. Here's some screenshots showing both areas. Imgur.com

Only other critique I have is that in the room with the two conveyor belts, I had trouble realizing the metal crates were breakable because they looked very solid. I think a more "flimsy" looking texture might have suited them better.

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