#165 posted by rj on 2010/04/07 00:02:56
^that would be #3 :-)
Architectural Gulf
#166 posted by Drew on 2010/04/07 03:43:07
Maybe I over-stated it.
I think that the architecture of Marcher benefited from the cohesion as well.
there are almost no thin walls, etc. everything is bulky and rounded, whereas in bastion there are more square angles and also thinner trim/walkways/decorations etc.
But I probably overstated it. I mean, both get 10/10 from me, so it's totally relative.
Coop Broken ...
#167 posted by Baker on 2013/04/03 00:24:51
Most engines have external .ent support (DarkPlaces, Quakespasm, Mark V, FTE, ... )
Marcher doesn't have coop spawns. Easily fixed by an external .ent file adding 3 more info_player_coop.
With coop 1, the silver key does seem to permanently disappear, I can imagine a trigger remove the silver key door thrown into an external .ent file could fix.
Anything else that prevents it from being fully coopable? I've cooped it a few times and haven't noticed anything that permanently blocks progress ...
Reading Up ...
#168 posted by Baker on 2013/04/03 00:28:43
Ok weapons don't stay either ...
Don't Bother
#169 posted by Kinn on 2013/04/03 01:46:35
Coop is broken in the actual QC in worse ways than just a lack of spawns.
The lack of weapon stay is caused by my (often pointless) code "refactoring" which I failed to bother testing properly in multiplayer.
The monster and item spawning will also be totally wacky.
However, my current QC base has fixed all these issues, and when (if) I get around to releasing my current episode (lol), it will include coop-friendly versions of Marcher and Bastion.
It will also solve world peace and give you a soapy tit-wank.
Code Request
#170 posted by Qmaster on 2014/02/19 04:34:38
Kinn,
I was just reliving the glory days of this awesome release. Do you have a problem with me ripping a few of your monsters for my map/mod? Would it be possible to have your source qc files for your monsters?
I'll be waiting for your reply. (If you take too long I might just decompile the progs like I did for...oh wait I don't do that, it's too sneaky)
Over here mapping happy,
Qmaster
The castle will rise...
No Problemo.
#171 posted by Kinn on 2014/02/19 11:08:48
https://dl.dropboxusercontent.com/u/61424391/benQuake2QC.rar
This is my current codebase. It reverts a lot of the cosmetic changes from marcher, so most sounds and gibs etc. are back to how they are in normal quake, but the marcher monsters are still in there.
This code is about 95% identical to the marcher code I believe - code I haven't really touched in 8 years, so to borrow a phrase from the Carmack, "there's probably a lot of embarrassing crap in there".
Mr. Kinn
#172 posted by spy on 2014/02/19 17:20:34
i'm begging you to release something new for Q
depends on your free time and all that jazz though,
seriously
You're Like Mike Bossy NYI Player
#173 posted by spy on 2014/02/19 17:22:34
if you get what im talking about
Spy
#174 posted by Kinn on 2014/02/19 18:18:30
I'm working on something for quake, oh yes.
#175 posted by Spirit on 2014/02/19 22:01:32
kinn_curry_un.zip
#176 posted by Trinca on 2014/02/19 23:22:01
omg I wet my jean!!!
so awesomeeeeeeeeeeeeeeeee
Thanks Kinn!
#177 posted by Qmaster on 2014/02/20 04:02:48
/*Kinn's Code...
#178 posted by Qmaster on 2014/02/20 04:18:47
is awesome.
//=========Commenting is phenomenal===========
//Here we congratulate Kinn for providing the
//best commented quake code ever;
//---------End comment------------------------
I'll be digging through this for ages, it's a gold mine!
*/
You're Welcome :}
#179 posted by Kinn on 2014/02/20 14:17:57
Sprites Transparency
#180 posted by Qmaster on 2014/03/02 18:37:38
Kinn,
All your sprites have black instead of index color 255. There isn't any transparency to them. What's going on? How'd you get them to work?? The imps are shooting squares at me!
#181 posted by Spirit on 2014/03/02 18:40:25
Don't blame the mapper, blame Darkplaces.
I'm Using Darkplaces...
#182 posted by Qmaster on 2014/03/02 22:35:24
Unless of course you mean that only Darkplaces recognizes the pink 255 as transparent, which I know isn't true. But if they only work on Darkplaces, then, why aren't they working?
I have the .tga files in the directory and in the .pak file. I checked the tga files though and I don't see alpha channels in photoshop.
*shrugs*
I Think What Spirit
#183 posted by Dooomer on 2014/03/03 08:44:48
meant was the other way around:
The tranparency in Marcher is not supported well by darkplaces for reasons unknown to me. I have tried to run Marcher using darkplaces not long after its release, but seeing all those black edges around explosions etc, I reverted to using the exe files bundled together with the release.
Qmaster
#184 posted by Kinn on 2014/03/03 11:32:06
The tga sprites use additive blending. This is how it worked in Darkplaces at the time of Marcher's release.
I cannot guarantee the map will render or work properly on any engine released since then.
It works in FitzQuake 0.85 - I'd recommend just using that.
Late For The Anniversary...
#185 posted by parubaru on 2015/04/01 17:16:39
Secrets
#186 posted by parubaru on 2015/04/01 19:19:12
It might be worthy of note that I've literally stumbled into
all the secrets during the several replays: fighting an imp,
falling down during a battle, in midst of another using an
explosive weapon, and searching for alternative routes to
get back to a higher level...it felt like this might indeed be
the way it all was intended.
#187 posted by Kinn on 2015/04/01 22:06:42
...it felt like this might indeed be the way it all was intended.
sure, I'll go with that, thanks!
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