 Defenders
#381 posted by onetruepurple [91.240.47.30] on 2012/11/21 13:37:17
How much "balance" would be broken if their shotgun blast was split into, say, 6 consecutive shots, and the pre-attack wind-up was made longer?
This would effectively make them chaingun Enforcers... which sounds pretty badass.
#382 posted by negke [31.18.186.190] on 2012/11/23 19:20:35
Sentinels are not replacement bobs - bobs are fun to fight, sentinels are not.
 Oh Well
#383 posted by negke [31.18.186.190] on 2012/11/23 19:52:19
They are okay. Unless they come in groups and without cover.
 Says The Tarbaby Lover.
#384 posted by Spirit [80.171.168.38] on 2012/11/23 20:32:12
#385 posted by necros [99.227.223.212] on 2012/11/23 20:42:57
haha, well, it's funny because the complaints about bob are basically exactly what bob is supposed to be.
He is supposed to be a hard to hit medium threat monster designed to slow down the player and force them to pick their shots.
Defenders are fine when you are aware of them. Should more be a note to mappers to not be dicks and constantly place them in close surprise ambush positions. In close range with open ground circle strafing works fine.
Bob: "They're annoying to fight" err no, mobile enemies are awesome fun to fight and their death is great. The screechy sound is annoying though :(
I suggest adding:
> A 'non-boss' gug that doesn't have the earth quake attack, because A: unavoidable damage is super fucking lame and B: it makes health balance difficult. Could perhaps have reduced splash radius on it's projectiles, but I otherwise like the gug a lot. The earthquake just makes it too difficult to use as much as Shamblers or Droles :(
> Ammo pack item that doubles shell, nail and Cell capacity (not rockets though, 100 is fine there :p ). Keeping with Quoth's design, it would be a useful item for mappers that make levels with large monster counts but can be happily ignored by those who don't.
> Another item that upgrades the lightning gun making it pierce enemies. With that I think it would be more of a proper super weapon. As it is it's just another tier of nailgun which mappers never use.
> Extra shotgun would balance out the health of most of the new monsters being higher in places where quoth monsters are used more. But again apart from the Voreling I don't see much of an issue with that. You just need more shells :E
> A flashlight with unlimited battery :p
I suggest all this shit as extra items that could be added so as to not affect any maps already using Quoth too :E
 Gug's Quake
#388 posted by Fern [63.231.65.70] on 2012/11/24 05:17:40
is a cool attack except that it still damages you when you are swimming. Did he shake the water too?
 Also
#389 posted by negke [31.18.186.190] on 2012/11/24 10:29:29
Add RMQ. And Zer. And Shrak.
 Lel
#390 posted by onetruepurple [91.240.47.30] on 2012/11/24 12:02:31
I think I understand the decision of not releasing the source, now...
Surely you should conclude the opposite? (:
#392 posted by Spirit [89.204.154.238] on 2012/11/24 12:56:23
now how fun would a modular class system like Unreal's be.
#393 posted by Text_Fish [94.169.119.204] on 2012/11/24 13:06:19
I like the Gug. He is ridiculously overpowered, but that just means he should be saved for proper crescendo moments. A weaker version would simply dilute the psychological effect of the stronger version.
Re: Flying Base enemies, I think my design preference would be to add another type of enforcer or grunt but give them a jetpack and a hyperblaster or laserbeam attack.
Ultimately, I think what we can all agree on judging by the renewed interest in this thread lately is that Quoth 3 is well overdue. :P
 Bob
#394 posted by stevenaaus [49.176.68.155] on 2012/11/24 21:35:02
haha, well, it's funny because the complaints about bob are basically exactly what bob is supposed to be.
He is supposed to be a hard to hit medium threat monster designed to slow down the player and force them to pick their shots.
Fighting bob and the sentinel is ok, but both models suck, look out of place.... Maybe just rip-off or mod Rubicon2 flying platformers, which are ace.
#395 posted by nakasuhito [71.213.96.137] on 2012/12/15 12:58:11
does anyone have a copy or know where to get the quoth fgd? my backup hdd died a few months ago, and doing a google search for it gives me no results, except for this page and the link is dead :(
 Quoth2 Fgdmaybe
#396 posted by mechtech [65.190.42.20] on 2012/12/15 14:14:39
I can't find the Quoth2 fgd anywhere on the net.
Should be the right one but I may have modified something.
file date is 6/14/09
http://www.mediafire.com/download.php?goczizd2h3b8ix3
If it's correct I'll send it to quaketastic
Why FGD & DEF files are not included with the official Quoth dev files? why!
=====================================
BTW does anyone use that scorpion enemy?
and Leave bob alone, he's ok. If anything give me a weaker version of the vorling. One shot kill (there supposed to be bugs right?). How bout a skin and spawn flag for weak vorling and I'll drop 50 of them on the player.
 Weak Voreling
#397 posted by Preach [77.98.165.95] on 2012/12/15 14:25:43
That would be a horrible design decision. Players wouldn't know which kind of voreling they were fighting, which would be incredibly frustrating.
 Thanks Mechtech
#398 posted by nakasuhito [71.213.96.137] on 2012/12/15 19:00:24
:)
 Weak Vorelings
#399 posted by Fern [174.29.134.247] on 2012/12/15 19:44:45
...would probably function about the same as necros zombies, and everybody loved those. To really work though you'd probably need a new skin, new sound set, and maybe even a new model possibly scaled down (which in turn would probably make them look like the terrorbites from time crisis. ehhh....)
Centroids have a few prominent appearances in dom3m1 and the other dom3 maps as well.
 Weak Voreling
#400 posted by Mr Fribbles [118.209.6.105] on 2012/12/16 14:00:31
Just change the default one. Come on, surely that's the one change that everyone can agree on.
 I Disagree
#401 posted by Fern [174.29.134.247] on 2012/12/16 19:52:27
nt
#402 posted by skacky [90.0.48.24] on 2012/12/16 20:03:41
I like the Vorelings as they are and they do their job perfectly: being really annoying, sometimes dangerous and jumping everywhere.
It's pretty silly having a head crab annoyance enemy thats tougher than a grunt and isn't gibbed by a direct rocket hit :p
But whatever it's an easy enough hack to reduce it's hp within your own maps
 True
#404 posted by onetruepurple [91.240.47.30] on 2012/12/16 22:41:19
tougher than a grunt and isn't gibbed by a direct rocket hit
At least change that. Dropping it 65 to 50 HP wouldn't unbalance much.
Also, Sentinels, why exactly are those stronger than Scrags? :(
 Cause They're Robots?
#405 posted by SleepwalkR [92.231.107.163] on 2012/12/17 08:31:14
 Nazi Robots
#406 posted by stevenaaus [49.176.68.205] on 2012/12/17 12:16:13
Yeah - those indestructible head crabs really pissed me off in half-life. Why can i blow away a whole alien planet, or whatever, but but a few vorelings are just too much.
 Vorelings.
#407 posted by Shambler [86.25.166.91] on 2012/12/17 13:37:42
Health tweaks would be fine but they shouldn't be fucked with otherwise, they are one of the most perfectly themed Quake additions ever. Spot on custom monster.
#408 posted by necros [99.227.223.212] on 2012/12/17 17:35:03
Just to be clear, Preach is the one working on the patch and gameplay changes and new monsters are outside of the scope of the patch.
Fast zombies worked because it was very obvious what type of zombie it was. it's behaviour was drastically different and immediately apparent. Also, there were no normal zombies in the mix which made things even clearer. Adding a new voreling variant with different health without drastically changing it's appearance and behaviour would be very confusing and changing the original would unbalance existing maps.
#409 posted by onetruepurple [91.240.47.30] on 2012/12/17 18:45:20
changing the original would unbalance existing maps.
Come on... nobody's saying to give them 1 HP or something, just a very small decrease.
#410 posted by Spirit [80.171.20.120] on 2012/12/17 18:53:11
If the chance is enough to change the gameplay, then it changes gameplay. If it is not enough, then why chance.
- The Mighty Spirit
 Health Tweaks
#411 posted by Preach [77.98.165.95] on 2012/12/17 19:30:53
Some food for thought, voreling health has already been decreased once, so it's unlikely to drop further.
 Closed Beta Time
#412 posted by Preach [77.98.165.95] on 2013/01/03 02:20:12
OK, time to get things moving. I would like to invite everybody who has created a map for Quoth (1 or 2) to send an e-mail to me - the address is on my profile. I'll reply with a copy of the 2.2 beta and what to look out for.
 How Goes Quoth?
#413 posted by mechtech [65.190.158.200] on 2013/03/15 00:34:25
 I Got..
#414 posted by FifthElephant [82.12.230.210] on 2013/03/15 00:56:33
really excited for a second but sad when it wasn't a real update.
Is the axeman going to be in this update? He's my favourite enemy type from the drake mod by far (Something Wicked made really good use of him)
 IJED YOU GREMLIN!
#415 posted by Breezeep [173.70.194.68] on 2013/04/13 03:10:18
The quoth 2 fgd download link is broken!
Y U NO POST A NEW LINK?!
 How Long Can You Hold On?
#416 posted by Preach [77.98.165.95] on 2013/04/13 05:11:06
I have the new fgd ready to go, but it's for version 2.2, so it'll get released at the same time as that (just waiting for the go ahead from testers now).
 Mapping Guide
#417 posted by than [182.164.57.115] on 2013/04/13 05:47:50
Any word on whether or not the mapping guide will be updated? There was a lot missing from it before and I seem to remember Necros acknowledging this. Anyone know if it will be updated? Necros? :)
#418 posted by necros [99.227.223.212] on 2013/04/13 06:19:41
Not from me, at least not right now. I don't even have time to do the wiki stuff.
 Okay
#419 posted by Preach [77.98.165.95] on 2013/04/13 06:35:33
Due to the ongoing delay, have the updated docs:
http://tomeofpreach.wordpress.com/quoth/tutorial/
 In Reply To Preach
#420 posted by Breezeep [173.70.194.68] on 2013/04/13 14:49:05
NVM about that, I already found it when i downloaded hulk256 by Ijed. It's all good now.
 Nice
#421 posted by than [182.164.57.115] on 2013/04/13 16:32:48
Thanks for those docs. Not sure I'll be using them for now, but I do remember some bits and bobs missing from the old docs when doing my previous Quoth maps.
Quoth is awesome btw :)
Will there be any new content in the new patch, or is it just fixes and small additions to the existing mod? I did test some things a while ago, but that was just map compatibility really.
 Btw
#422 posted by negke [31.18.177.112] on 2013/04/13 16:44:43
Have you ever considered adding the QdQ code for speedrunning Quoth maps?
 Speedrunning
#423 posted by Preach [77.98.165.95] on 2013/04/13 17:30:31
I'm not really sure the demand for that would justify the difficulty involved. Adding some code that echoes your time down to the milliseconds would be straight-forward, although a bit strange to expose everyone to it.
The rest of the stuff (setting starting params, grenade counters, extra impulse commands) would require some serious porting for two reasons. One reason is that the the stuff that prints to the screen like the menu and the grenade counter is going to fight with the existing quoth code for the flashlight meter.
The other is that Quoth has made lots of changes to impulse commands and the meanings of the starting param variables (that's where the mapgate and endgate entities store values). So the menus for those would have to be rewritten accordingly. It would be a lot of work, not just a case of including their .qc files.
 Par Times
#424 posted by FifthElephant [82.12.230.210] on 2013/04/13 17:32:09
Would be interesting, like in Doom. :)
 I See
#425 posted by negke [31.18.177.112] on 2013/04/13 18:18:56
 From A Speedrunners PoV
#426 posted by Orbs [80.57.99.232] on 2013/04/13 23:01:33
If the digits are realy easy to implement then pls do so in whatever new stuff there ever might be to come out. For runs under a minute a high or low decimal is a big difference wheter improving your run is within reasonable possibilitys.
The other impulses realy arent that important: trigger info/triggers visible is just an exploring thing in most cases you could load the map without the custom progs get a bunch of errors but stil find out what and where the triggers are and do (unless its a negke-hax-map). Ogre grenade timer is pretty horrible since it wil usualy swap to a different grenade then the one you want to jump off, grenade timer, meh most runners can do wihtout, overall it will increase succes rate a bit, but an easy GJ is very doable without and the harder ones usualy require movement anyway so its not like your watching the counter go and press jump when it hits 0, and the fast ones are usualy grenades tossed ahead into your line of movement or bounced of enemies.
Within most of the new engines the realy easy way to do a GJ (throwing a grenade straight up and wait for the second bounce)is actualy pretty hard (unless you script wich im realy against) since you can aim straight up more then in the original engines
If i had the skills i would have made a QDQstats improvement with some extra features:
easyer map exploring:
-tracking of buttons and triggers: a line between the button or trigger towards what it actualy triggers
-impulse to make invisible walls visible
-easyer way to spot secrets
-max damage of explodoboxes
Run comparing:
-a ghost option
-possibility to set checkpoints
-monsters
some form of health display (maybe a colour scheme wich gets brighter the less percentage hp is left)
-a way to track monsters behind walls
-a way to check wich monsters are left after you finished (with an id so you dont only know that it was an ogre but exactly wich one)
-voreballcounter
setting some notifications: did monster #x die?, status of door #x?(did it get blocked?) etc)
Probably forgetting a couple of things i tought of over the last decade but this post is already gettign slightly of topic and out of hand ;)
#427 posted by metlslime [50.131.113.141] on 2013/04/14 05:09:20
Within most of the new engines the realy easy way to do a GJ (throwing a grenade straight up and wait for the second bounce)is actualy pretty hard (unless you script wich im realy against) since you can aim straight up more then in the original engines
This can be fixed in fitzquake at least, by modifying cl_minpitch and cl_maxpitch. -70 and 80 will restore vanilla quake behavior I think.
#428 posted by Spiney [91.179.159.247] on 2013/04/14 16:37:01
I just time it to 4 secs, but this sounds like an easier way.
 Ty
#429 posted by Orbs [80.57.99.232] on 2013/04/20 12:34:52
for the minpitch and maxpitch values that might come in handy someday
 Spiney
#430 posted by Orbs [80.57.99.232] on 2013/04/20 12:37:28
then you life in a slow world, in my world they explode after 2.5 :)
 Breezeep
#431 posted by ijed [190.22.116.41] on 2013/04/20 15:34:28
My input on quoth was almost nil, apart from a few maps.
Hope you like space hulk :)
 Powerup
#432 posted by mechtech [65.190.158.200] on 2013/05/01 19:14:22
Example map using Quoth info_command
60 seconds of speed
http://www.mediafire.com/download.php?tb0t1vaw3bxhz67
 Very Creative
#433 posted by Preach [77.98.165.95] on 2013/05/01 21:37:40
That's cool. People who have cl_sidespeed and cl_forwardspeed set low may not feel the full benefit of the powerup - but be careful about changing those values to fix it! The danger is in trying to restore them correctly to whatever the player prefers. I think the closest to a good way is to send "exec config.cfg" to the player at the end of the powerup - this restores the values to what they were at the start of the session (with the minor side-effect of also resetting anything else the player has changed this setting ...)
Finally, the powerup won't work correctly in co-op as it is. Is there a way to make it only affect one player? I'm hoping negke might take a punt at that question...
 Config
#434 posted by mechtech [65.190.158.200] on 2013/05/01 23:09:51
Preach I agree. I was going to change fov also. fov 60-70 but what to set it back to? exec config.cfg is a good idea. Things like r_wateralpha I think are ok for a map to mess with but fov and others maybe not good. I also think the idea could be extended to a custom file exec custom.cfg to create a custom environment. Setting back to "normal" will be the trick. A way to write all cvar's to file before messing around would be good.
BTW Preach how is the Quoth update coming along?
 For Returning To The Value Set By User Of A Cvar
#435 posted by dooomer [123.154.149.190] on 2013/05/03 14:45:29
I know in darkplaces you can use variables and set command to temporarily save the value of a cvar.
here is an example:
//=============start of example==============
//save current user-set value of cvar
set fov_value $fov
set sen_value $sensitivity
set sound_volume $volume
//change cvar value to whatever you want
fov 999
sensitivity 1000
volume 9999
playdemo demo1
//restore user-set cvar value
fov $fov_value
sensitivity $sen_value
volume $sound_volume
//=============end of example==============
 Soon
#436 posted by Preach [77.98.165.95] on 2013/05/03 21:07:41
Yeah, new version is feature complete, it's just the testing and fixing any bugs that have arisen. It's not helped that people keep releasing maps for Quoth faster than I can complete them twice on easy and nightmare.
 ....
#437 posted by FifthElephant [82.12.230.210] on 2013/05/05 02:32:57
new quoth?
GIEF SHINY NEW TOYZ PLZ
 Speedrunner Code And Flashlight
#438 posted by gb [46.142.27.160] on 2013/05/05 20:36:25
I want to say "the flashlight meter sucks anyway", no offense. Could make it faintly beep or flicker when the battery nears its end -- absorbing the UI element into the game itself.
I always found the flashlight meter to be one of the less polished elements of Quoth. Slapping that consolefont all over the middle of the screen seemed distracting to me.
The less HUD, the better, IMHO.
 Completly Agree On That
#439 posted by Orbs [80.57.99.232] on 2013/05/05 21:54:09
flashlight would only be usefull in combination with a magnifying glass so you get a laser like weapon :) What the idea behind the flashlight anyway?i cant think of any uses for it except using it as a melee weapon (no i wont ever come down from my fullbight cloud)
#440 posted by Drew [199.180.99.21] on 2013/05/06 00:51:51
Does that mean you always play in Fulbright?
 Flashlight
#441 posted by FifthElephant [82.12.230.210] on 2013/05/06 00:58:18
is a little bit of a weird addition IMO.
I can't see myself ever making a flashlight map unless its functionality was more like Half-Life.
 I Don't Know If It's Weird
#442 posted by Drew [216.252.65.135] on 2013/05/06 20:29:35
Just an extra option. Agree with go re flickering rather than countdown bar on screen.
 Yep
#443 posted by Orbs [80.57.99.232] on 2013/05/06 22:58:56
dotn see any reason not to, if i want to see beautifull stuff its not a videogame :)
 Flashlight
#444 posted by Preach [77.98.165.95] on 2013/05/07 00:00:22
This discussion about whether the flashlight should be removed or reworked is kind of getting away from the point I was trying to make, which makes me worried that I didn't explain myself well. The flashlight is one example - the most visible one but by no means the only one - where there is a contention between a resource the Quoth code assumes it controls and the resources that the SDA code assumes has sole control of. This is why they are hard to integrate together.
 Why Bother With A Counter?
#445 posted by onetruepurple [91.240.47.30] on 2013/05/07 00:05:22
I never run out of battery power anyway.
 I Think..
#446 posted by FifthElephant [82.12.230.210] on 2013/05/07 00:53:17
you should make the battery one of those crank ones... that way you can add a battery crank mini-game using quicktime events. ;)
 Demonmanuel 98
#447 posted by manuel [190.69.125.0] on 2014/09/19 00:26:52
zaikor
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