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Quoth - Part 2
Finally. Quoth Part 2, the base-oriented update.

http://kell.quaddicted.com

Note: the mapping tutorial is only half done. We've decided to release anyway, because it's taking too long, plus there are maps already finished that use this content and surely some more will follow.

Map sources for all the Quoth maps, including the previous pak0 maps, are downloadable from the tutorial page.

Have at it.

[edit: fixed URL]
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OK, Smart! 
ATM I have the misc/null.wav set for noise and noise1. I think I'll probably leave it that way, but its nice to know I could change it if I so desired in the future!

cheerz 
I Wouldn't Recommend 
using *any* old bsp modifying program on a modern bsp, they'll most likely trash it completely.

Ricky: If you don't change any brushes, you can always do another fullvis (or fastvis) run using the same prt+vis file. As long as the prt file doesn't change, the vis file should be OK.

A new run only takes a few seconds. 
Kell 
How long has your site been suspended for? 
Moderator - Please Change Post ^^^ 
kell.QUADDICTED.COM

:D 
Bug 
I played around with trigger_command and found a bug. My message is "screenshot". Sometimes when moving through it "+attack" or "+forward" are appended to "screenshot" = "screenshot+attack".
It doesn't bother me as it does not affect what I am doing but it seems undesired. 
Oh 
Of course +attack is only appended when I actually +attack at that time. 
Solution 
You must suffix all commands with \n, so that the commands don't run into each other. We toyed with the idea of having all the _command entities sending "\n" after all commands but it doubles the network overhead, and stuffcmd is traffic intensive to begin with. So it's up to mappers to format the commands correctly, but when the tutorial is extended to cover all the _command entities, we will make this explicit. 
Ah 
I read that before but forgot about it. Thanks. 
Played It 
nice stuff! Not overly fond of the backpacks though.

I liked the new maps, although I felt the texturing in e1m2quoth didnt always gel. One bug too, some of the pillars or buttresses kept disappearing and reappearing (sort of like software greyflash but they would just disappear). Is this known? I was using aguire's engine. 
Kell 
quoth2_mapsources.zip 404s 
Also 
when is the Quoth mapping tutorial going to be completed? 
Bug 
map src2 by JPL

i think its a monster_bob relating issue

ADDRESS 28(self)entity 0 330(cnt).cnt 420(?]
: SUB_AttackFinished : statement 0
: CheckAttack : statement 72
: CheckAnyAttack : statement 5
: ai_run : statement 73
: ai_runfly : statement 4
: bob_run1 : statement 2
PR_ExecuteProgram: assignment to world entity
Host_Error: Program error

the same deal with a sicktower by mr.Richard 
Spy 
It is bug related to Quoth2 monster_bob indeed, not caused by my map... 
Yeah 
i know, but i think progs.dat should be fixed? 
Spy 
I don't know: perhaps you should ask directly Kell or Preach 
I Waiting (hoping) For A Hotfix 
After the bomb bug.

Also the Bob is what crashes demo playback in FitzQuake when playing a JoeQuake-recorded demo (I cant remember which protocol is which)

i.e. demos play fine untill a bob is encountered

Preach - Is a hotfix likely to be released at some point? :D 
Ok, Fixed 
Thanks for the full error message, it made it much easier for me to diagnose the bug. The crash occurs when a monster_bob gets telefragged. It was possible for it to escape the death animation sequence, the ghosting issue which can happen to fiends in the original quake progs. It turns into a crash though, because the gun model for a bob gets removed when it's health is below 0, even though the monster is "ghosted". So eventually you get an assign to world. The death sequence escape has been fixed, and the crash no longer occurs on this map - patch will be available soon. 
Preach 
Oh yes, I remember this issue now: it has been solved in SRC only, and already reported.
SRC2 has the issue, as it has not been solved, and also because this map is older than SRC: it is a mix between monsters placement (too close) in the slime area with the stairs platform above, and the progs.dat issue...
Well, it is also partially my mistake, I have to admit it.. sorry for the trouble.. ;) 
#133 
Cool 
Preach 
there is a minor bug with the screenshake entity aside from the missing default sounds. It prints some debug info when it is triggered. I presume this is not related to the lack of sounds. 
What? 
You want to get rid of the seismometer?

Ok, seriously, this has been noted and was fixed along with the earthquake sounds. Just holding off a bit to test the recent changes and see if anyone else knows a crash bug first. 
Question 
why doesn't eddie drop a backpack? 
What Would 
it require to make a basic standalone version based on quoth(2) with no id non-GPL content (Free content is fine by me, doesn't have to be GPL. Id1 isn't free technically.)

Player model, a few guns besides the plasma..
There are probably already enough original monsters (four?) to have rudimentary playability. There is the excellent Knave texture set too.
I don't know what would be a good from scratch texture set for base maps. 
 
but why? there is Cube/sauer for a free fps if you really need one 
Cause I Think 
Quoth is cool that would enable it to more people. On all platforms too. 
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