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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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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. 
Christ. 
Have you considered, like, mailing necros, instead of making a beeline to the asshole manuever aka decompiling progs?

Stuff like this is making it very hard for me and others to fully support this project. 
I Asked Him Already 
And Preach. Necros gave me a vague response of you'll-figure-it-out. Preach never answered me. Quoth one is Kell's anyways, don't know how to get a hold of him.

Thanks for the benefit of the doubt otp. 
 
Stuff like this is making it very hard for me and others to fully support this project.

A few years ago I would have agreed with you OTP, but it seems like so long since Quoth had a major update that I think it's less of an issue. It's not abandonware per-say, but it certainly seems like the developers don't have much riding on it anymore. Of course Kell, Necros and Preach may wholeheartedly disagree with me, but until they come out and fight their corner I don't see much reason for QMaster to cease and desist as long as he gives full credit wherever necessary. 
 
Preach is actively supporting Quoth, by the way of maintaining the documentation and the launcher, and has hinted about future fixes in the jam 9 thread. Kell, whose previous release hinted on a future release, and who's been willing to discuss Quoth 3 on func in the past, has released a new map for jam 9.

This doesn't spell out "Quoth is dead, it's fine to decompile it" to me. 
Science 
You build on the work of others, learning and developing new ideas by combining old ones. Scientists cite. Artists create. Mods are a bit more blurred between the two but I am attempting to make sure credit is given to all the many authors in as thorough a way possible before 1.0 release.

The goal of this uber mod is to provide mappers the tools they need to build the best maps they can without being limited to a specific set of features in only one mod. To exclude Quoth [Kell, et al] would be like writing a paper on games and never citing the works of Nintendo. Quoth is one of the best mods ever made for Quake and builds on several mods before it but with a wonderful Lovecraftian flavor. I would do a disservice in having an uber mod at all that excluded Quoth. That much is already obvious from several people asking why certain Quoth features are missing.

[Kell, Preach. 2014. Quoth 2.2.Full, https://tomeofpreach.wordpress.com/quoth/
Luckily... 
OTP is not the final arbiter of what is right and good in the Quake community. If you've made an attempt with the original authors (as it sounds like you have) then I see no issue with decompiling something that should have been open-source in the first place according to the traditions of the Quake community. Now if there is a readme somewhere that states otherwise I'd say honor it. To me it's odd the source is not available freely already. For as much as Preach likes to help others with tutorials it's pretty baffling. 
 
really wish quoth had the enforcers gun, that was more unique than rapid fire rocket launcher that is basically the plasma gun.

sounded cool, ripped things up, and bounced around, more unique than the plasma 
Which Enforcer's Gun? 
 
 
I think its the SOA one 
Oh 
You mean the laser cannon! Best gun ever technically since it has the highest damage per second of any weapon. Already included here. 
 
Yeah why isnt it included in base quoth tho, the scorpion monster is 
To Be In 0.22 
Fixed antigravity belt not working.
Fixed ladder gravity bug (reverted faulty patch).
Added archer from Drake.
Added Nemesant from Drake (updated version of Zerstorer enemy). 
 
So where can i download this, I want to make maps with lasers

hell ill even mod up my new map to work around this mod if you want a map to release with it. 
Added 
Global states and ability to revisit levels and trigger events based on which state was set in another level. Uses ebv_global and logic_auto similar to Half-Life 2. 
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