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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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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. 
Bambuz 
yeah, go ahead and start the 'Quoth: free open source FPS' project, Im sure many will jump on 
 
I don't know if Quoth-only maps would work. It was made as an enhancement to Quake...

not enough weapons, not open source... copyright issues? ... basic monster types missing... textures...

would be fun to try a Quoth-only map (well as far as it's possible), perhaps a speedmap theme... then again, why not use the time and energy to make a proper Quake map...

I have thoroughly adopted it as a quasi-standard though, because it's readily available, makes some things much easier (spawning), and gives me many more options. I have to violently restrain myself from using such neaties as vorelings, breakables, and delayspawn in my current speedmap.

I would say that Quoth is the first thing I reach for, except that it's practically the other way around. Why _not_ use it, if it makes life easier...

I can understand if someone doesn't like the monsters, but even then it's just a neat package of handy func_s and info_s. 
Why Do People Want A Free Quake... 
..when Quake is already 12 years old and available very cheaply? Also, the amount of assets and code you would need to strip out would make it almost a completely different game. I know I don't want to play Quake without the grenade launcher, ogres or shamblers.

Anyway, like gb said, Quoth is a sort of standard for mappers as it contains not only a nice set of new monsters but also a lot of features that make mapping even easier. 
Because ... 
then maps and other creations could be used by a much larger audience.

But, the reason it will never happen is not due to the models .. Quake only has a very finite set of models (*) .. but because of the sounds.

The sounds in Quake are very high quality, are very numerous (70-100?) and go together very well.

Composition of Quake ..

(1) Player - high quality player model = easy
(2) 10 monsters or so = difficult
(3) 8 weapons = difficult
(4) All the health and ammo boxes are simply boxes = trivial
(5) Projectiles = rocket/grenade/nail = light
(6) Map retexturing = very difficult, but more a question of an endurance
(7) Sounds = nigh impossible

Sounds: all the different player noises, the weapon noises, the thud of a rocket, the drip of tunnel, the monster grunts, the dog bites, the scrag lurking, the cricketey swamp noises

Quake really has the sounds down perfectly. 
 
Baker
sound libs are easier to find than an animator
who isnt busy

than/gb
I wish that quoth was just
a lot of features that make mapping even easier. and monsters were in some other pack and vorelings never existed in the first place 
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