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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)
Rubicon
Quoth 2.1 atm (2.2 is closed source)
Custents
extras_r4
Zerstorer
Kinn (from the Marcher and others)
SOE
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: https://drive.google.com/open?id=0Bxz_tQQ7as4ieGhGVjUtV3Q0VVk

Download v. 0.40, 395mb (OLD VERSION)
https://drive.google.com/file/d/0Bxz_tQQ7as4ib0l4eGFheHNrUU0/view?usp=sharing

UPDATE: Version 0.50 (LATEST VERSION)
https://drive.google.com/file/d/1VAFLWqU94TZZEn4bG7Fd-RHWeQqD1b5q/view?usp=drivesdk
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@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 
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. 
 
We can finally have that nehahra vs gug battle. The two shamblers vs gug in warp was epic 
#63 
What are the lava nailguns from? 
Sevin 
The lava nail weapons are from DoE (Rogue mission pack). 
Oh 
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 
Couple Of Bugs 
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 
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 
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 
Also, check the boss of this thing:

https://www.quaddicted.com/reviews/virtus.html 
Cool, I'll Keep Hunting Bugs As I Go Then. 
The func_breakable skin I'm using is "=.=.=.=.Knave rust". 
In Happier News 
You seem to have fixed an issue I was having with a stuttering lift, so good job there! 
3 More 
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 
Also, check this Walkers from this:

https://www.quaddicted.com/reviews/gmsp1.html 
Correction 
I should have realised at the time that the func_postlight problem must be something to do with the compiler or level editor rather than the mod. Do please ignore. 
Some More: 
Trigger_changelevel is very unresponsive. I've jumped around inside the trigger for around 6 or 7 seconds waiting for it to trigger at times. The trigger in question is under water, dunno if that's salient.

item_powerup_belt doesn't do anything. 
Text_Fish 
Thanks I'll have to check those bugs out. What engine are you using?

Sentinel and info_multispawn are Quoth 2.2 features and I don't have any of those (yet I hope, asked Preach a long while back but never got a response). 
 
Trigger_changelevel is very unresponsive
Just a guess but it sounds like there might be an "angle" set on the trigger, this can be the cause of annoying bugs where triggers only activate when the player is facing the right direction. 
:) 
Qmaster
Ah okay, that makes sense. All the Quoths just sort of merge in to one in my head.

I'm using QuakeSpasm.

ericw
Thanks, you were right there is an angle set because I just c&p'd the brush from a func_door! I'll try changing that later.

It seems Quoth 2.2 may have fixed that issue, as it doesn't occur when I run the same map in Quoth rather than Keep. 
What? 
Sentinels were very distinctly part of Quoth 2.0, along with breakables, Edies, and all the new base content. 
Ah 
Sorry for the confusion. It's Quoth 1 that I was able to decompile. After that newer versions of Quoth protect their progs.dat, same with something_wicked (latest drake), ne_ruins (oh man I want that swinging gate!), and a few other newer releases.

Doesn't mean I might not try to reverse engineer them in Jim or Freddie style like AD did for Bob and Eddie (Yes I have those and redirected any monster_bob's into monster_jims, same with eddies to freddies).

Text,
info_multispawn is built on func_multispawn so I could make that supported. You'll have to let me know when I do if I left out any particular quirks that were added in later versions that I didn't include based on descriptions of it on Preach's (rather wonderful I'll add) Tome. 
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