#80 posted by Yhe1 on 2017/09/11 19:54:04
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
#81 posted by Qmaster on 2017/09/11 20:11:23
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.
#82 posted by Yhe1 on 2017/09/11 20:16:41
So is there a map where I can see the other monsters in action?
Asset Library
#83 posted by Qmaster on 2017/09/11 21:25:16
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...
#84 posted by Mugwump on 2017/09/13 03:44:26
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
#85 posted by Qmaster on 2017/09/13 04:24:34
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
@fifth
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
#88 posted by Qmaster on 2017/09/14 02:32:38
dumptruck_ds, do you still want to help test things?
@Qmaster
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.
#90 posted by Yhe1 on 2017/09/14 03:36:52
We can finally have that nehahra vs gug battle. The two shamblers vs gug in warp was epic
#63
#91 posted by sevin on 2017/09/14 16:01:26
What are the lava nailguns from?
Sevin
The lava nail weapons are from DoE (Rogue mission pack).
Oh
#93 posted by sevin on 2017/09/14 16:32:33
Have only been halfway through Hipnotic. I really need to finish the mission packs...
Rogue Weapons
#94 posted by Qmaster on 2017/09/14 16:32:45
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!
#95 posted by Mugwump on 2017/09/14 17:26:09
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
#96 posted by yhe1 on 2017/09/14 19:25:20
Qmaster, you should also take a look at OUM, that pack also has some worthy custom content
Couple Of Bugs
#97 posted by Text_Fish on 2017/09/20 23:25:29
Loaded up one of my Quoth maps in Keep tonight and ran in to a couple of bugs. 'scuse me if they've already been mentioned, I can't be bothered reading through this entire thread!
1) When climbing a ladder that emerges from water the "floating" effect of the water remained after disembarking the ladder, so I just kept going up. It was very similar to hitting jump when you have "fly" enabled.
2) the "skin" of rubble in my func_breakable was wrong. It spawned chunks of rock instead of techy bits and pieces.
I'm assuming some level of backwards compatibility is the goal here, but feel free to ignore me if that's not the case!
Thanks Text_Fish
#98 posted by Qmaster on 2017/09/21 04:08:34
I think I know what happened with the ladder, I have it set gravity back to the previous gravity before the player entered the ladder but guess that was an oops. For some reason that didn't fix the antigravity belt though.
Which skin are you using for the func_breakable? Yes backwards compatibility is important!
Drake Mod Merge In Progress
#99 posted by Qmaster on 2017/09/21 04:11:43
Thanks again for Cocerello pointing me to the source.
Holy crap Drake is a doosey! Lots of good stuff here. But man oh man is this going to take some time. And here I thought AD was the only mod with a massively overhauled complex and beautiful system. Trying to merge it in cleanly since I want to keep most of what he's done. It's quite brilliant qc in some places actually.
Qmaster
#100 posted by yhe1 on 2017/09/21 05:38:27
Cool, I'll Keep Hunting Bugs As I Go Then.
#101 posted by Text_Fish on 2017/09/21 10:49:45
The func_breakable skin I'm using is "=.=.=.=.Knave rust".
In Happier News
#102 posted by Text_Fish on 2017/09/21 10:50:23
You seem to have fixed an issue I was having with a stuttering lift, so good job there!
3 More
#103 posted by Text_Fish on 2017/09/21 14:49:09
func_postlight nolonger emits light.
info_multispawn doesn't work, although I notice it's not in your feature checklist. Is it planned, axed or replaced by something similar?
monster_sentinel seems to be missing too, now that I look more closely.
And one quick question: Which is the weaker out of Bob and Jim, and do you plan to do any sort of Keep reskin to differentiate them?
Qmasters
#104 posted by Yhe1 on 2017/09/23 01:55:26
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