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Posted by Kell on 2008/03/09 14:25:20 |
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.
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Yeah
#147 posted by bambuz on 2008/05/09 11:15:52
I was going to say exactly the same as Baker after briefly looking into it.
Openquartz uses quake sounds. I did test it, it was actually weird but not as bad as I feared.
Some of the quake sounds are from a sound library which you need a commercial licence of. There was a thread about it somewhen on some qw site where a guy had made a sound pak with the original 44 kHz sounds. For example the shaft is quite badly distorted in actual quake, but that kinda makes it better. :)
Speeds
#148 posted by than on 2008/05/09 11:40:22
the monsters are cool. Also, you needn't use them in your maps, right?
#149 posted by gone on 2008/05/09 12:16:25
me puts on the Evil Quake Purist hat
The Trouble With Vorelings Is
#150 posted by bambuz on 2008/05/09 13:48:45
that they have too much health!
They should be one shot -> dead enemies.
Sigh.
#151 posted by gb on 2008/05/09 19:41:55
You can make a map that looks and feels 100% like pure Quake, but still uses Quoth. It is totally transparent. The monsters are optional. It's kind of a honeymoon phase where everyone overuses them, but that will go away.
Transparent functions that I think are very nice to have would include the spawning, hub system, screenshake, breakables, rotateables, ladders, longtorches, info_multispawn (aka func_hordespawn), buttons that travel with lifts, new traps, sound players, console command entity, enhancements to existing entities, forcefields, monsters dropping keys... you name it...
all that in a neat package... although I would like to see most of the monsters split off into their own pak file... so you have a base Quoth, containing just the progs, plus what's required for breakables etc, plus some models and sprites (trees etc) plus signature monsters (voreling, rocketeer.)
The benefit would be that it would be a much smaller download. Quoth Lite?
Monsters' HP have been drastically reduced already, you should have seen the beta Sentinel, or beta Edie.
Vorelings are OK IMO, the problem is that they're still overused (groups of them) without appropriate firepower given. A nailgun is enough against a small group, SNG/GL is IMO required for larger groups.
Concerning Quake sounds, it is possible to substitute them with Creative Commons licensed samples (plus self-made voice acting), but it's true that some sounds are so unique that players wouldn't want to miss them. That is a general problem with replacements, players are going to warez the original instead because it will almost certainly be better.
give me 600 dollars and I'll buy a copy of the General collection (where most of them come from) and assemble a pak. But I don't know how legal it would be to distribute them along a GPL Quake replacement.
Quoth sounds, let's not go there. Nobody guarantees that they're royalty free. Modified id skins, models... same goes for knave.wad, do you honestly see no modified id textures in there? Look again...
You can have the first episode plus a modern engine for free already, in Gentoo it's as simple as
emerge ezquake-bin quake1-demodata
and there you go... more engines are on their way into the various package managers every day...
and there are warsow, nexuiz, alienarena, quake2-demodata (you can play online with just the q2 demo plus latest patch), quakedoomblah-demo, doom1/2 shareware, rtcw, cube/sauer, AA...
linux/bsd users have access to hours and hours of free fps games and modern engines already.
look @ www.happypenguin.org.
needless to say, a free original Quake at least covering online gaming (= you can get on a normal server with it) would indeed increase Quake's popularity.
Id could release a patch that upgrades the shareware to a standard-multiplayer-capable version, like Quake 2...
Compatibility With Quoth 1?
#152 posted by Baker on 2008/05/23 01:02:02
Is Quoth 2 fully compatible with Quoth 1 maps?
I don't care about save game files, I just means do the maps work fine with it?
Just The Bomb Doesnt Work, If Sp Maps
#153 posted by RickyT33 on 2008/05/23 01:11:00
have the bomb in them it crashes when triggered
you have to use quoth1 for that
Yeah
#154 posted by Preach on 2008/05/23 01:17:05
There is a fix coming for that, but it might still be two/three weeks off. Which isn't to say that it's a hard bug to fix, the required change is there. I'm just making sure that everything is stable so there only needs to be one patch to sort everything out - and that has to wait until exams finish. As a freebie there will also be lots of performance improvement thrown in : - ).
Yes
#155 posted by than on 2008/05/23 01:34:14
it is compatible
Hubs
#156 posted by gone on 2008/05/23 17:25:47
your hubs dont save each map state, right?
Hub Niggurath
#157 posted by Preach on 2008/05/23 18:24:41
No, they don't. It was something that myself and Kell discussed as an idea for Part 3, but there are technical and conceptual hurdles to it. So it's unlikely to appear there either.
Hubs
#158 posted by gone on 2008/05/23 18:44:50
check out FrikaC hub mod - it saves all the maps.
http://inside3d.com/frikbot/junk/hub.zip
2001 sheesh
Yeah
#159 posted by Preach on 2008/05/23 19:19:55
But the way that mod does it would break coop mode, for example. It also allows only one "saved" state on any given hub-system. So something more complicated would be needed.
#160 posted by gone on 2008/05/23 19:25:21
coop and folders - cant do that w/o engine mods afaik.
Coop And Folders
#161 posted by Preach on 2008/05/23 19:35:52
Certainly you wouldn't be able to play hub maps in coop, it's out of the question without engine mods. What I was saying was that the way this patch does hubs would break playing existing maps in coop, and seeing as how quoth just got done putting lots of coop support into the mod, that seems unwise.
As for the folders thing, I was thinking more of a random/incremental prefix in front of each hub save file which would match within each playthrough. But like I say, it probably won't materialise.
Although
#162 posted by Preach on 2008/05/23 19:39:39
Thinking about the way these hubs work has put in mind of something. It would be really easy to make an autosave trigger for quake, where it would save upon touching/triggering it, and next time you died, pressing fire would load that rather than restart the level. If it doesn't make it into quoth, it's certainly something people might want to add to their own progs - especially if their map has one or two "first time unfair" moments.
Doable Since Custents
#163 posted by gone on 2008/05/23 21:17:28
trigger_once stuffcmd save 'blah'
@playersart trigger_once stuffcmd 'load blah'
Already Doable In Quoth?
#164 posted by than on 2008/05/24 01:45:49
what about the trigger than activate console commands (forgot the name)? Does that work?
I was thinking about trying to put an autosave point at the end of my map, but thought maybe it's a bit rude to do it in a game that doesn't have an autosave feature to save without the player's permission.
Saving
#165 posted by Preach on 2008/05/24 02:10:46
You could use a trigger_command with message "save autosave" to save the game to autosave.sav. This would work well enough - although you might want to flag it NOT_IN_COOP. The problem would be loading it again - speedy's idea has a small problem.
The plan would be to have an info_command over the spawnpoint, which sends the message "load autosave". First time you touched it, the game would send you a warning telling you that autosave.sav couldn't be opened. This is a bit ugly but passable. Then when you hit an autosave the file is created, and next time you start the map then the trigger fires and the autosave would load.
The problem is that the autosave would load any time you restarted this map - whether you just died or not. You wouldn't be able to replay the map from the beginning without deleting the autosave from the directory manually. And if lots of maps started doing this, the autosaves might "collide", and starting one map would load an autosave from another.
You could add a slight contrivance, similar to the way that FMB_bdg allowed you to shut the music off. That would mean adding a func_button to the starting room for actually loading the savegame. It ought to have a trigger round it which tells you "press this button to load a past autosave". That's how I'd do it if I needed to do it, but I wouldn't recommend it.
One thing you certainly shouldn't do is replace the trigger_command for loading the autosave with info_command_spawn. I know it sounds like a perfect plan, you want the command to be sent as the player spawns, and that's what info_command_spawn is for! But...the other thing info_command_spawn does is resend the command when you load from a saved game. So you'll get trapped in a loop of loading the autosave constantly...
Preach:
#166 posted by metlslime on 2008/05/24 02:31:50
is there any way you can do it with some info_player_start2 trickery?
#167 posted by megaman on 2008/05/24 02:54:37
you could do the 'always autoload after initial spawn' with a trigger_once that triggers a not gate that then would trigger the load.
not gate = shooter, toggleable door and a shootable button
Oh Yeah Button
#168 posted by gone on 2008/05/24 07:11:16
that sounds even better! re-viving machines from systemshock :)
Sigil Failure
#169 posted by Preach on 2008/05/24 12:22:19
metlslime: Just tested it out, but I don't think it's possible. info_player_start2 is used when the player has a sigil(serverflags set to something). If you pick up a rune in a level, and then die, you don't count as having serverflags when you restart. As far as I know, there's nothing that would persist from the previous state of the map when you restart after dying - it's indistinguishable from just reloading the map with "restart" or "map pr1sp1"(*). So what you need is something that loads the savegame before the restart, which is where the new code would come in.
(*) Actually, there is a recognised difference between these two seemingly identical commands when used in the console. "restart" will leave the console open, "map x" will close the console. Whether the console is open or closed at server spawn can make items drop out of levels. I don't think this difference has an effect here.
Autosave.sav
#170 posted by than on 2008/05/26 01:36:38
bad name really. If anyone does this, I argue the save game should be named the same as the bsp to avoid any conflicts between different maps.
Also re: player_start2, I had some idea that it could be used to start in a different area of a map when starting a level that occured after a start map when the player found the nightmare exit. I assumed that it was related to the episodegate entity, but I guess that's just for printing text at the end, right? Still, I guess it could be done just by giving the player a rune before they enter the nightmare door
Map X / Restart
#171 posted by negke on 2008/05/26 08:13:04
Indeed, there is a difference.
However, items only drop out if they're placed incorrectly. The restart command also screws around with suspended items if they're done the regular way (func_wall -> killtarget on map start). Self-removing func_walls are unaffected.
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