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BETA: Keep Q1 SP 'Uber Mod' (all Monsters Etc) Devblog.
Latest updates, tidbits, and ramblings. Ask questions here. To avoid the many expected (and encouraged!) "Hey will feature X be included?" questions, the following mods will be subsumed into the collective:
AD - Used as the mod base structure. All added features use AD's specific code types, classes, infighting, etc.
Mission Pack 1 (Hipnotic)
Mission Pack 2 (Rogue)
Quoth 2.1 atm (2.2 is closed source)
Kinn (from the Marcher and others)
And my custom stuff (such as my programmable coordinate func_robot with its special syncronization code for mating up with other robots seemlessly, great for machinery or buildings that assemble themselves)

Yes I have the fix for fish monster count!
Feature list:
An Earlier Rambling 
Getting closer to a pre1.0 release.

Uncompleted Tasks:
• Readme (at 30%)
• Archive map
• At least one of these unfinished maps that make use of the mod:
-▪"" (Egyptian Coagula map)
-▪"Subterranean Mine" (Large tech base/factory)
-▪"" (Egyptian pyramid insides)

Future plans:
• Uber map (no peeking! no hints! Keep rearranging too much anyways)
• Uber episode:
-▪Still mostly in planning stages
-▪Considering making a collaborative community project...not sure how well I can "corral" peoples' efforts toward my overall vision and pacing from map to map. Prerequisite is to finish the plan and compile into a master project guide with theme notes for each map along the journey path, encounter ramp up pacing and new enemy schedule, and weapon release timings. 
I Would 
Like to add the Drake mod but alas I can't find the source qc nor decompile it.

Same for all the lovely features in Quoth 2.2. 
Uber Episode 
I've made an overview map of the planned path from level to level. I have a cool story written, but would need someone to model a mix between a death knight and a wrath...a hooded Overlord boss knight that's about as tall as a golem and much gloomier.

The story is this:

Overlord has gone from world to world conquering it and absorbing its power, never satisfied with enough power until all worlds are his. He scouts out earth in 1400 or so only to be fought by knights who he finds pleasantly powerful. Overlord casts a portal to leave and the knights rush him, steal his portal making rune wothout him noticing. He leaves through his portal, unable to return.

Throughout the years various peoples have used the rune, visiting the The Doomed Dimension only to either never return or return with fearsome tales of monsters beyond.

Present day, scientists have the rune and use it to create a slipgate machine which lets one go through and return. Knowing of the tales of what lies beyond and knowing that there is great evil, you enter the portal on a scouting mission to discover who these creatures are and what they intended by visiting earth so long ago.

Upon finding out this information within the Doomed Dimension from the writings of those visited long ago, you discover that there is no return. The Overlord discovered travellers using the return portal and sealed it to prevent them from knowing when or if he ever made a new sliprune. The Overlord must be vanquished and the rune of black magic used to unseal the return portal. To survive, you must fight and save earth in the process.

Along the way, you find messages and stashes of supplies hidden by previous travellers which explains why there is so many weapons and ammo about and also explains some of the in-world objects which may seem out of place. 
Clever Scientists 
The slipgate developed has monitors and equipment that help revive the portal at the same world and the correct time since last opened. All worlds have hotpoints where either an entry wormhole can generate a portal, or an exit wormhole portal. Stonehenge is an entry point to our world. 
Earlier People 
Had to use proper spells to use the sliprune with any effectiveness. 
Lost Chapter is the precursor to Quoth and has some of the monsters. source code

There are awesome mega enforcers/enforcer commanders in lunsp1 -- the source code is provided in the mod source code

The source code for Travail is available, uses the lunsp1 Enforcers and has many new enemies
source code.

Travail has the same spiders as Marcher fortress (FilePlanet mod "" spiders).

Since custents has things like eels, will be nice to see those put to use. 
Performance Issues? 
Will a huge QC mod like this have any?

I know practically nothing about QC. 
The following release has many high quality reskins:

The map also features weapons in wall racks, although if this just the standard model with special angles to rotate it is not something I ever checked out.

It has the QuakeC source available, but I don't know what features required custom QuakeC aside from a special boss enforcer that used a super-nail gun. 
Also if you are looking for skin options, as I recall Kona's Nilihore had a number of reskinned enemies.

/Would have added this to prev post 
This all sounds great. With the expanded sound capabilities of the mods you're including this story could really come to life.

Radio calls from scientists helping you along.
Recorded messages (as in Doom3 et al.)
The Overlord taunting the player.

Lots of audio stuff we miss because of id1 limitations.

The question I have is about limits... could you actually have a map with every monster? (not that you would of course) but just how far can you take this? 
Map With Every Monster 
And EVERYTHING else. This is precisely the goal of the archive map. So far no issues. 
Tick All The Right Boxes On Every Mapper's Wanted List 
An incomplete checklist: KeepFeatureChecklist

Please note that I have not completely combed through custents and extras_r4 yet to add them to this checklist. I think there may be a few things not added yet from other sources such as the dragons from SOE. Please note that most everything on this list is completely coded for though not as thoroughly tested as I would perhaps like. 
Current Showstopper Issue 
In an effort to get all bugfixes from the latest release of AD, I manually re-added all my additions to the 1.60 source.

I'm still in the process of porting over my weapons code (weapons.qc, defs.qc, defscustom.qc) in all the right places. I've painstakingly organized the self.items and self.items2 bitflag holders to be used in a proper manner such that extra weapons and items are added without issue and can carry across to the next level. But it does not merge cleanly with the AD base so it can get tedious putting all the right IT_... references back in by hand. 
I'd be willing to commit to at least an evening a week to test when the time comes. Sounds like you have a bit of work to do. But mapping, play-testing whatever you need. I'm not a coder sadly. 
Quoth 2.1 atm (2.2 is closed source)

And 2.1 isn't? 
It Decompiled 
Who The? 
Did whoever update the title not look at all the sheets? I have enemies, weapons, traps, brush entities, and point entities all in the checklist on different tabs. 
Drake Source And Devkit 
From 2011

And by the way, if you are using AD as the base for it, does it mean that it will need special engines like AD does to run? 
I don't think AD specifically requires special engines, it just has a lot of limit-breaking maps and particle effects that need specific support.

I haven't tried the very latest release so perhaps that has changed, but anyway... 
It Decompiled

You know that's rather rude though?

I don't wanna throw the words "stealing" or "illegal" but that would definitely be taking something not publicly accessible by blunt force. 
Thanks Cocerello!

AD engines have been due to the massive map sizes, and then the QSS version for the enhanced particle effects. While the enhanced particle effects are neat, I actually prefer the pixelly version. Keep keeps both, unless I broke it on accident. :)

@dumptruck, sure. Once I get the weapons code ironed back out, I plan to upload a version 0.2 along with my (rather old now) original Keep mod. 
I don't wanna throw the words "stealing" or "illegal" but that would definitely be taking something not publicly accessible by blunt force.

an id statement

The code is all licensed under the terms of the GPL (gnu public license).
You should read the entire license, but the gist of it is that you can do
anything you want with the code, including sell your new version. The catch
is that if you distribute new binary versions, you are required to make the
entire source code available for free to everyone. 
Dual Licence 
Remember that the QC is actually dual licensed because it was release without conditions prior to the GPL release of the engine. 
I Always Thought This Strange 
Why is it that a coding guru, a legend in gaming history, the one actually responsible for Quoth even being possible... releases EVERYTHING about the game, and yet, the Quoth QC is hidden and locked away in obscurity?

What possibly is the reasoning behind this? In a community where sharing flourishes with such abundance! 
What Possibly Is The Reasoning Behind This? 
to prevent too much the quoth related mods is the only reason i assume

actually, as far as i know almost the entire quoth code has been released in one form or another 
dont forget to include that saerge_guy from the kinn_bastion mod

"[...] Quoth QC is hidden and locked away in obscurity?"

Tbh when you start coding in QC, many Quoth features comes to you naturally. Sometimes there is only one proper way to implement some features and you have a eureka moment: "Wow! Now I know why this feature was made in Quoth that way not the other!" :)

Of course enemies are a different story, but I respect fact that creator doesn't want to publish his code aka hard work ;) 
Drama Magnet 
When you start making a megamod like Qmaster is, it quickly turns into a drama magnet. A lot of similar projects for other games tend to be made up of a bunch of stolen mods stuck together with tape and fun and shoved out the door without any of the original creator's consent.

Qmaster is in a bit of a different situation where they have permission from some people, are working off content by people who are no longer around to give permission or, as it seems with the Quoth stuff, are working explicitly without permission.

Of course the other layer of complexity here is that Qmaster is actually, y'know, working to make this happen. A lot of those megamods for other games tended to be made by people who did no work themselves to make the mods work better together or fix bugs.

Honestly I'm hoping that this megamod can come out without too much drama, as it sounds like it would be fun to map for, but I'd be very surprised if that happens... 
This mod may be a good idea for something like this: 
Please include the nehahra baron as well as Nehahra himself 
Arcane Dimensions has most of the interesting Quoth monsters already in it.

Rainbow of enforcer colors.
Rocket shooting soldier, it seems.
Hipnotic's scorpion.
But it doesn't have the cyborg ogre 
At the end of the day, those that created Quoth created the Eddie monster (if I am correct on the name).

By what right does one appropriate work from another without their permission?

The right thing to do is ask, knowing the answer might be "no".

I once wanted to incorporate a work of Tyrann's and contacted him. He said yes.

I once contacted the author of Abyss of Pandemonium and tried to get to open source the mod when aguirRe was helping bug-fix the mod. The author of AOP said no.

Some battles you win. Some battles you lose. Such is life.

But if you act with honor, no matter the score you always come out on top. 
So how did Travail get those giant robots then? 
Travail is open source. 
if AOP is closed source, how did travail get the robots from AOP in the first place? 
aguirRe worked on Travail. aguirRe worked on remastering AOP with the author of Abyss of Pandemonium around that time.

That doesn't seem a coincidence to me.

But that would be a question for the authors of Travail. 
I recently watched a RRP playthrough and noticed it has some pretty badass leaping dual chainsaw ogres (including a great death anim). Would be fun toying with them. 
Eel Soup Anyone? 
As long as this mod has the Electric Eels featured in Mission Pack 2, it will be the greatest mod ever. I haven't seen these little guys anywhere...

Also the scorpions in AD are not from Scourge of Armagon. Those were large nail shooting Centroids, also seen in Tronyn's At Desert Dusk. The AD scorpions are seen in Hexen I believe.

Think of the maps you could make with Eel puns: Welcome to Heel!, The Eelder World, and it goes on like this... 
Don't claim to be a master of monsterology ...

But the original At Desert Dusk was a hipnotic mod requiring that mission pack.

Since almost no one had the mission packs, Tronyn re-released the map years later as a standalone with, presumably, just the parts required. 
Can Of Eels Opened 
I did ask for the Quoth 2.2 source a while ago but got no response. I'm fine with Preach keeping his cool new Quoth 2.3 stuff in his Quoth 2.2.2 patch full patched version with the patch. Going to an earlier version of Quoth was a bit brash. I consider it too good and too important not to leave out. BUT, if Preach or Kell want me to, I can leave out the non-AD inducted Quoth crew and weapons and items. :(

This door opens eelswhere Redfieeld.

Ogre cyborg? Dual chainsaw ogre!! Awesome miniboss idea for the Fringe desert road journey level in the episode.

Is there a mod that handles going back to the same level again in a good way. I'm sure there's no way to pack a bunch of corpses into the parms...perhaps merely adding in-story details like gremlins who are knowm to eat corpses combined with an info_start2? 
Is this mod going to keep expanding and collect all of the good monsters? 
Unless I Tire Of Updating It 
Yes that's the plan to Keep on Keeping all the great Quake features I can. The goal is always about giving the mapper full creative freedom.

Just finished fixing the weapons code. All weapons have their own pickups now too, including lava nailguns and multi rocket and grenade. I need to finish making the skins for the multi grenade and multi rocket weapon g_ models for the pickups.

I would upload version 0.2 now but the cabin I'm staying at (on vacation in the Rockies this week) has crap all wifi and no cell service.

Anyways, a mod with no maps is no fun. This week will give me time to tidy up my old Keep episode. It's in knave style so hopefully no one is sick of that yet since the latest jam was knave. I hope to release Keep 0.2 along with my Keep episode which is where the name Keep comes from, older though it is. 
Zero Weapon Mode 
Just made it possible using the weapon_take function of worldspawn to give the player no weapon at the start by setting the value to 999 or higher to take away everything. Great for those cinematic experience maps or to really sell a start where the player is in a prison cell. 
Incidentally, 999 Might Not Be The Best Value....99999999999maybe 
Zero Weapon Mode 
Cool! I've been wanting to explore that idea since AD's shotty removal. 
A GPL Voilaton In The Making 
It's HPL 
Qmaster Made Stallman Cry 
Ctrl-F "Floyd" ... 0 Results. 
I thought you said this would have all the monsters. 
Who's Floyd? 
Please have an arena mode where two monsters can fight each others 
Monsters Fighting Like Chickens ? 
Would be cool to do some bets, like chickens combats. 
Did A Little Digging For Floyd (???) 
Found that Rubicon Rumble Pack is the latest version of Rubicon, not Rubicon 2 and has new enemies. Who knew? Looks like I'll finally have to play that. Never really cared much for that texture set.

I'll try my best to Keep releases sequentially versioned unlike some other mods. (Incidentally, version 0.1 is included in Terracity though isn't advertised. I don't even remember how many features I had at that point. That's why I keep referring to version 0.2 release, coming soon this week.) 
Rogue Weapons 
Not sure how interested people are in this part, the Rogue weapons are redundant mostly, but I've made seperate pickup items for each using dwere's weapons as a base and re-skinning them.

Still need to add legacy support with a worldspawn flag to enable rogue-style automatic multi/lava/plasma weapons just from picking up ammo.

On a related note, flak ogre and centroid have both normal and lavanail variants. Need to add a toggle spawnflag for the flak ogre to either have default 5 spray pattern or randomized burst.

Also, I'm still debating how to handle the lightning gun "upgrade" to the AD plasma gun. Still considering havibg the chainlightning gun but 4 weapons on number 8 would be maybe too much. 
Depending on the number of weapons that are in the mod now, it might be better to just get users to add more numbers to their keyboard :p

Seriously though, how difficult is it to bind specific weapons to custom keys in your mod? Quake doesn't use many keys, so you could easily bind a few guns to letter keys or something like that if you're an end user not interested in pressing 8 three times over... 
Dont Frighten The Kid With Real Design Goals 
I Already Thought Of That 
Each weapon has it's own special impulse command already that you can bind yourself. I'm wanting to make it as user friendly as possible. 
Would It Be Possible 
to cycle through all the weapon variants using mwheel? IIRC none of the MPs/mods do that and we have to manually press the corresponding key. Not good in the heat of the battle. 
From my experience, most FPS pro players manually switch between weapons using their dedicated keys because it's faster than the mousewheel. 
Well I'm not a pro player and it's faster for me to use mwheel than having to look at the keyboard for the appropriate key. 
I Used MW As Well 
and a next weapon button and the keyboard shortcuts. With this mod you are going to run out of keys though. One solutions: HL1 style toggles so you tap 2 twice for super shotgun tap 5 twice for grenade launcher and then RL. 
Weapon Selections 
Mouse wheel supported (and cycle up down buttons, same functions)

So Far:
1: Axe, upgrades to Shadow Axe
2: Shotgun
3: Double barrel shotgun, upgrades to triple barrel Widowmaker (might add quad shotty too)
4: Nailgun | Lava Nailgun
5: Perforator | Lava Super Nailgun
6: Grenade Launcher | Multi-Grenade Launcher | Proximity Gun
7: Rocket Launcher | Multi-Rocket Launcher
8: Thunderbolt, upgrades to Plasma Gun | Plasma Lightning Gun
9: Laser Cannon | Crossbow (defaults to poison bolts if you have poison ammo)
0: Mjolnir

@dumptruck: the weapon toggles are similar already to HL1 except without the hud and without requiring confirmation click. 
Where is nehahra's autoshotgun? 
Mouse wheel supported
Awesome, thanks! 
Sorry For Double-posting, 
but in the monsters department, would you consider adding the hydra from Seven's SMC? I know it's originally a Hexen monster, not a Quake one, but I love fighting these pesky fuckers and they bring a much welcome variety in underwater combat. There are other monsters in the SMC but I don't think they're even remotely as necessary as the hydra. 
one thing that i like is how the SNL shoots in the drake mod. instead of shooting two nails it shoots nails two times faster

also, i remember a teleporting scrag, don't wich mod... 
I Didn't Know Saturday Night Live 
was featured in Drake...

Scrags (as well as fiends, maybe some other monsters) do have a teleporting option in the SMC. 
Another monster worth collecting is the cyberdemon found in the event horizon map. 
Keep Em Coming! 
I had considered doubling the nail output of the perforator. I'll add it as a worldspawn option.

Please note that if you don't see your feature request in the release this week, you can expect it in a future update.

Almost done fixing some gamebreaking bugs in my old episode, then release! Readme will be incomplete but still interesting. Archive map will come later. I want people to be able to start unleashing full mapping freedom as soon as I can. 
this mod also has a couple of good custom weapons and monsters: 
Remaqe Quake II - Electric Boogaloo 
Ouch, Not Even Enough Dignity To Post Under A Name For That One 
Ultra & Mega Enforcers 
From lunsp1 have now been added. 
Just Got Done With A Test Play 
Play thru of my old mod done...a few small stuck monsters to fix, a couple arrows ad lights to add to help wayfinding and it's done! :) 
Getting excited to check this out. Good luck fixing all the stickies. 
Ahhh, That Took Too Long 
Just put the beta release up on the news thread. Hopefully a mod will see it soon and you all can....

Go map!

After having fun in my 5-map episode that is.

I only have a JACK compatible fgd in this version. I'll have to brush up on .ent format since I never use it, sorry other editor users. What other formats are there? 
Do you mean .def? 
I think I left my config in the zip. 
I noclipped around the keep episode for a bit, but it seems that most of the monsters are ad ones? Where are the new monsters? 
Keep Episode 
Is an older episode I made a couple years ago, tidied it up some last week and released it along with the beta uber mod.

Sorry about the gremlin bug...I'll release an updated version in the next day or so that fixes that, if you kill them before they start eating amy bodies you should be ok. Let me know if you run into any others. 
So is there a map where I can see the other monsters in action? 
Asset Library 
But it's not complete yet. When it is you will be able to explore the entirety of the mod. 
Following From The Pets Thread... 
So your progs is fully intercompatible with these mods? Wow! Must have been a nightmare to make everything work as intended.

If you completely merged the full mods together, I assume you included the Quoth flashlight, correct? 
Yes... But 
The whole point of this uber mod is so you aren't constrained by the mod. Do whatever your mapper heart thinks of.

BUT: Some features are not yet implemented or fully implemented. For instance gremlins who I thought were working even though they could only steal half your weapons (working on a fix) Or Quoth flashlight since you mentioned it.

Entity names: certain entities point to newly or alternately named entities with fixes to allow for same behaviour such as classname checks or spawnflags (e.g. monster_ogre_multi but still has spawnflag to support Rogue behavior on plain monster_ogre). That said, I don't recommend popping any ole Quoth map into Keep and expecting the same experience. You'd need to at least make sure it didn't use Quoth 2.2 or later and disable AD projectile shotguns. I do highly encourage you to free yourself and start using Keep in your current map projects. Come on you know you want voreling pets and forcefields and syncronized func_robots (train replacements that wait for eachother!). ;) 
Not really sure what the goal of the mod is except "have all the stuff".

I'd personally prefer to see something that does it's own thing. By all means use assets from other mods but have gameplay differences.
AD borrowed some ideas from Quoth here and there but then added its own unique stuff too. Like vorelings were weaker but also could be spawned in from vores.
Gaunts were changed from hit-scan to projectile etc 
I dunno... I kind of like the fact that I can mix and match Rogue items and Hipnotic monsters for example. Or just add one Gaunt here and there in a level.

I won't speak for Qmaster but I think that was the intent here. (?) Not to out-do a specific mod but to give mappers the ENTIRE palette or major mods to "chinese-menu" our own creations. At least that's why I am interested in it.

AND you'll never really be sure what's lurking around each corner. 
What Dumptruck Said 
dumptruck_ds, do you still want to help test things? 
My Quake plate is pretty full (working on my TB2 tuts) but yes what can I help with? I fired the mod up over the weekend but want to restart it. You can use the email in my profile to reach out away from func if you prefer. 
We can finally have that nehahra vs gug battle. The two shamblers vs gug in warp was epic 
What are the lava nailguns from? 
The lava nail weapons are from DoE (Rogue mission pack). 
Have only been halfway through Hipnotic. I really need to finish the mission packs... 
Rogue Weapons 
Have been overhauled somewhat compared to original Rogue Mission Pack 2.

Original behavior: pick up new ammo type, automatically have ability to switch to the new weapon if the player already has nailgun, grenade launcher, etc.

Keep behavior: only able to use new weapons if you've picked up the new weapon (same as any normal weapon). New weapon models created using dwere's pack as a base. I've yet to add a check for the map name in order to support the old style on original rogue maps if you have them. I also want to add a worldspawn check in case mappers want to use the old style behavior in their maps.

Rogue weapons:
Lava Nailgun
Lava Super Nailgun (or Lava Perforator if you prefer)
Multi-Grenade Launcher (good for fireworks!)
Multi-Rocket Launcher
Plasma Gun (ball of lightning that ground-out shoots lightning at nearby enemies, not to be confused with the Plasma Gun from AD (machine gun plasma with splash damage) or the Plasma Gun from Quoth (blue similar to AD but different appearance). 
Fuck Me Sideways! 
I had a lengthy follow-up to my last post but it vanished into the ether when my stupid phone decided to revert back to the previous page while I was typing... Now I have to rewrite it.

Plasma Gun from Quoth
a.k.a the dildo gun! xD 
Qmaster, you should also take a look at OUM, that pack also has some worthy custom content 
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