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Comment History
credfield099
credfield099 - - 6 comments @ Raven Keep Full

You can in fact run it under QSS should you choose. But there are certain unresolved bugs. These affect the cut scenes, the way certain models are rendered, etc. So to experienced the visuals as intended only QS .93.2 is recommended.

Good karma+2 votes
credfield099
credfield099 - - 6 comments @ Raven Keep

It is conceivable to run these maps in vkQuake if you increase the heapsize even further, perhaps allocating a gigabyte or more of ram. My heart was set on QS though and that is the recommended route.

Good karma+5 votes
credfield099
credfield099 - - 6 comments @ Raven Keep

This is an interesting thought experiment indeed. I imagine that if I were to have approached this project from the mindset of needing to run on low end or mobile hardware things would needed to have been arranged differently from the get go. Say for instances Q3A bsp was used instead: This would have allowed for sky portals and some geometry could have been eliminated this way.

More realistically the map would need to be scaled back in complexity entirely.

Ideally the project would use a modern engine such as Unreal or even Unity, and static meshes with multiple lod levels would be setup. The castle geometry would be significantly simplified at distance then. The use of meshes would also free up the CPU cycles to execute game code, while the GPU does some work. The view frustum based culling in these engines is significantly more effective than Quakes pre-calculated method.

Quake also does not cull models AT ALL. These maps have thousands of models being drawn every frame that the frustum culling completely ignores. This is ok on a beefy pc, but not on mobile hardware. To be honest I think a system like the Switch would play maps such as these easily, if they were designed using a modern approach (look at Doom 2016).|

As far as poor performance is concerned, I can't really adduce much here. I experience steady above 60fps gameplay, on my reasonably old rig. Slight performance drops here and there should be expected on a 20 year old engine that relies on world building techniques that went down with the ship decades ago.

Good karma+2 votes
credfield099
credfield099 - - 6 comments @ Raven Keep

Its a map pack/mod only. Merely a love letter to Quake and Bloodborne. There is no real additional content planned. So these maps are self contained.

Good karma+3 votes
credfield099
credfield099 - - 6 comments @ Raven Keep

Unfortunately there is no lite version planned. PCs and tablet handle available resources differently. The maps were tested on a few machines, but a 3.6Ghz i7 with 12G Ram and GForce 1050 was running at 60fps. I didn't really consider mobile platforms when making this sorry.

Good karma+2 votes
credfield099
credfield099 - - 6 comments @ Raven Keep Full

No, unfortunately current builds of Quakespasm Spiked do not work with this mod.

The only supported engine is Quakespasm v0.93.2

Good karma+3 votes