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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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sarge from Bastion can work, but needs a more quakey skin, and shoot nails instead of the blue things 
Well ... 
if you plan on gathering all the famous enemies around i would add Willy the Spider and the snakeman as they are iconic for early Quake maps even though i don't consider them much good.

Also, i think it would be good to add more bosses, which lack a lot in Quake maps, so i recommend this anaconda https://www.quaddicted.com/reviews/anaconda.html and the lava worm here https://www.quaddicted.com/reviews/virtus.html. I've checked and they say nothing against about using or copying the content on them so you are safe.

Also, if Vondur don't mind you could add his killable green chton from Koohoo, just to have a killable one at hand. 
Mangababe! 
 
Willy The What?? 
I remember snakeman vaguely. I found the monster pack you are referring to here under monpack.zip:
ftp://ftp.fu-berlin.de/pc/games/idgames2/quakec/monsters/
(Put here for my ref later)

Seems to have a lot of..."interesting" monsters. Hmm, maybe I don't want ALL monsters... 
I Supposed So 
it was a just in case situation as you are putting what it looks all the main mods, why not some others that while bad are well known.
The bosses are a different thing, apart from what you have put in already i think they are some of the best bosses i have seen till now in Quake and we need more bosses: while the anaconda has the issue of half its model can't be hit it is an awesome looking one and good to fight against and some mappers will find the way to overcome its downsides, and the lava worm is an actually good and well done boss and could do wonders with the lavamen from DoE acting as its minions. If you want to try it, it is in the last level of the Virtus episode (get some ammo, noclip to it and enjoy).

Willy the spider is a normal looking spider, with the width and length of an ogre, a good model, it uses the sound from the shalraths and a single hell_knight's projectile. A bit nonthreatening but it is common for maps in 1997 and 1998, some people maybe will use it for laughs and it won't harm the pack being there. You can see it here, for example https://www.quaddicted.com/reviews/housp.html

The snakemen is used well here, for example, if you are curious https://www.quaddicted.com/reviews/alk05.html

Never knew about that pack, i know about those two enemies from the many maps they are in, but it is something to take into account for mapping. 
Added To The List. 
 
 
Beyond belief has a killable red chathon

Although I think as a iconic quake mod, nehahara has priority, esp the autoshotgun 
 
and those monstrous black spiders from Travail would work really well with the small green ones from AD 
#146 
spamming asshole

fuck you and Quake 2 too

but thanks for the invite 
Yhe1... 
...the Travail spiders were reskinned and re-programmed Willy 
Qmaster 
Thank you for making this! I remember dreaming of a mod that could combine the enemies and weapons from hipnotic and rogue back in the '90s. This does that and so much more. 
Finished Adding Drake Dragons 
The dragons from SOE/Drake have now been added. The only one I'm a little unsure of is the Nightshade...there was something to do with souls that I commented out for the time being.

Please Note: that unless someone takes the time to add decap frames to all other monsters, decapitation will not be ported over.

Drake monsters have something called a purse...not sure if I should include that yet since it's seems wierd to have coins and gems falling off all the enemies. I'm sure it can be added back at some point if someone wants it as a worldspawn option to have enemies drop coins or have an override per enemy.

Now then, who wants the magic wand? 
Drake/SOE Baron Added 
Another boss added...more like 5 bosses since the baron has a lot of variants. 
@Shamblernaut 
I really do struggle to understand why you would want to do this. I mean, to each their own and stuff...

This is a mammoth and pretty much thankless task. Good luck.


So far this has been met with mixed emotions. Some will find it useful I hope. I'm having fun with it regardless.

Thanks! 
Dude 
add my vote of confidence. I'm biased since there's a good chance that I'll directly find what you're doing useful in the near future, but even if that wasn't the case I think that what you're doing is helpful to mappers and modders in general. I've been taken aback by the speed and scope of what you've done.

P.S. the Drake purse feature, was hardly used! If ever! It was RPG-inspired. 
Qmaster 
This is worth it if only to spawn two boss monsters and watch them fight lol 
Latest Version Update: 
Keep version 0.30: keep_v0.30.zip 200mb

I would avoid copying over top of and instead make this a fresh directory. I reorganized some of the qc files' names for clarity. I still need to reorganize ai_explosion.qc since I mercilessly stuffed Drake effects in there as needed.

Changelog:
Fixed a bug where attack frames were incorrect on Mega Enforcers and Ultra Enforcers by changing progs.src order
Fixed a bug in startspawn2 system that always reset it to 0.
Fixed the antigravity belt not working at all.
Added Archer from Drake.
Added Nemesant from Drake.
Added logic_auto from Source Engine.
Added env_global from Source Engine.
Added global state system for triggering events based on events in other maps.
Fixed a bug in globalstate system where states overwrote each other.
Added Ryu Dragons from Drake/SOE: red fire, green acid, blue lightning, white ice, gold fire
Added Wyrm Dragon King boss from Drake/SOE: same skins as Ryu
Added Nightshade Dragon from Drake/SOE
Added Supergrunt/Sarge guy from Kinn Bastion

Keep an out for any bugs that snuck through the Drake merger. 
Added Baron As Well 
 
Added Supergrunt/Sarge Guy From Kinn Bastion 
yay, finally.

Don't forget to add the player killing credit 
 
oh, and thank you for this mod 
 
But does sarge fires nails or the blue things? 
Sarge Shoots The Blue Plasma Balls 
 
 
Any chance to make him fire nails? Plasma from Chaingun doesn't make sense 
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