I'm Drunk
perfect timing... will report back... burp
congrats!
Whoops.
#2 posted by ionous on 2017/09/10 07:08:50
#3 posted by PRITCHARD on 2017/09/10 07:18:05
Yeah, I got that too :(
#4 posted by damage_inc on 2017/09/10 08:57:41
I took a null.spr and renamed it s_light6.spr, then I got a missing s_light2.spr. I stopped at that.
Hrm...
#5 posted by Qmaster on 2017/09/10 15:29:26
Curses Jackhammer. In order for all the studiomdl files to show up in JACK, the progs files need to be in the ID1 folder instead of the mod folder. . .looks like I missed copying them across. I'll get it later this afternoon. Sorry.
#6 posted by Tasty Ted on 2017/09/10 15:38:43
So...AD, but with all the stuff that was too shit for AD added back?
#7 posted by Shambler on 2017/09/10 15:51:33
So...anon trolling, but with a shitty fake username added to be more lame?
Haha
#8 posted by Qmaster on 2017/09/10 15:51:51
Yes, and everything else. And the kitchen sink.
There We Go
#9 posted by Qmaster on 2017/09/10 18:18:42
Revised zip is now uploaded with the missing models and sprites added in...same link so just redownload.
Sorry bout that. Should be good now.
Going To Be Playing Through This...
#10 posted by ionous on 2017/09/10 23:43:50
https://www.twitch.tv/ionous
Starts in about thirty minutes.
Qmaster...
#11 posted by ionous on 2017/09/11 01:33:08
It appears gremlins crash the game when eating corpses and spawning a new gremlin.
Sigh
#12 posted by Qmaster on 2017/09/11 02:02:55
Must not have had that happen during my playtest. Is it working otherwise normally?
Yes...
#13 posted by ionous on 2017/09/11 03:20:54
This occurred in map 2, and happened twice. Stopped playing after that.
If you want to see the event, check out the video on my Twitch.
Gremlins In The Code
#14 posted by Qmaster on 2017/09/13 05:16:18
Almost done with fixing the gremlin crash. Ended up rewriting him for the most part so he can steal any weapon not just hipnotic ones...patched version soon.
Ok
#15 posted by Qmaster on 2017/09/17 00:06:10
New version uploaded which fixes the crash; you can use the same link at the top. Sorry for the delay for those of you who started playing this earlier and ran into the bug. Due to changes in the code you will have to start over, however, each level is designed where you could start it individually though it's intended to play them in order.
Looks Like A Mammoth Of A Project.
#16 posted by Redfield on 2017/09/17 09:10:19
Keep up the work on this Qmaster, and its likely I will have to make a map under this mod. Especially so, if it has the Dragon, Quake incarnate, from Mission Pack 2.
Liked The Mod.
#17 posted by Matsilagi on 2017/09/24 06:13:07
I really like the idea of having a Quake-megamod, can't say i did like the maps tho, felt way too small and with too much enemies, i can't say they are bad because i liked them visually, but navigating some of them (Especially the Crypt and the bonus one) was a pain at first.
That's Ok
#18 posted by Qmaster on 2017/09/24 14:29:19
At least someone played them!
They're....old. Not my best, but I hadn't released them and they were too intertwined with the Keep mod to release them any other way.
#19 posted by Yhe1 on 2018/03/29 07:49:16
Is this still being worked on?
Yeah
#20 posted by Qmaster on 2018/03/29 08:00:12
Taking a break atm to work on some other projects, but always coming back to work on this. At some point I'll have it more polished with a full example map.
Map
#21 posted by Jaromir83 on 2018/03/29 09:53:34
you come to a tall black spikey tower in the chasm, later you go in and fight in semi-open dome (not 100% sure the map is from dm4jam pack, just played it lately, which maybe renders this post a little bit of a OT)
Map
#22 posted by Jaromir83 on 2018/03/29 10:20:30
you come to a tall black spikey tower in the chasm, later you go in and fight in semi-open dome (not 100% sure the map is from dm4jam pack, just played it lately, which maybe renders this post a little bit of a OT)
2x Delete Pls
#23 posted by Jaromir83 on 2018/03/29 10:21:16
wrong thread
|