Imho
#176 posted by than on 2006/08/30 01:42:32
we should just use the quoth progs.dat if we go the custom progs route, otherwise standard progs are best.
I do like the Mega Enforcer though.
I really want to make a heavy weapons guy style grunt (from scratch, not a modification), but it doesn't seem likely to happen thanks to my wrist problems from overwanking... erm, overWORKing.
Note that for this reason, I haven't even started a map for this yet, but I plan to when I have gotten a bit better (probably in a few weeks).
Errata
DaZ: Wow, just fucking wow.
I would hope that we wouldn't get the differences in textures out of hand, so at least to have a cohesive pack of maps by that alone. Speed_baze is an excellent alternative to idbase, and maybe ikbase, but I would think using redone d3 stuff would be a bit out there, myself. Just my two cents.
I also think using the Quoth progs.dat is the best solution for any custom features, since that was what it was intended for, and would be nice to use.
And get well, than!
I'm Using...
#178 posted by metlslime on 2006/08/30 02:24:35
a mix of metalbase, medeivalbase, wizbase, q2base, q3base, kingpinbase, doom2base, zeldabase, and mariobase textures.
All Base Textures
#179 posted by Spirit on 2006/08/30 03:57:10
and unmodified Quoth progs please! So one has not to install another mod but just some maps.
I wish Quoth becomes some kind of standard.
#180 posted by Trinca on 2006/08/30 05:33:17
Quoth got red and green enforcers aren�t bad one shot grenades and the other rockets
Oh God This Thread Is 5 Seconds Away From An 'All Your Base'-joke...
#181 posted by czg on 2006/08/30 05:51:41
Lol
#182 posted by R.P.G. on 2006/08/30 06:14:31
So many fingers, such a small pie...
Quoth Base
#183 posted by HeadThump on 2006/08/30 06:24:39
would likely yield the most interesting results, IMHO, and given the hard work Nec&Kell put in it, Quoth should be used more. My proposal is there if a major split comes up due to mappers wanting different things.
There has been talk of keeping the maps free of modification in order to make them QW compatable. I assume this must be for some kind of coop play that is done through the servers, but I'm not sure. The QW progs.dat has the monster code removed so I don't really
know if it is a relevant request or not.
JPL, that would be done through exception handling (if this & this happens than this doesn't). In the progs.dat I created for trsp3.bsp there was some serious compatabilaty issues due to one set of monsters being from LTH code which uses a unique touch function and the other set being tied to the Scourge of Armagon code which extends some basic Quake features. I had to split the functionality right down the line using exceptions so that the two code bases didn't interfere with one another. I can see using similar branching methods to keep custent/OUM/SoA from choking one another.
RPG,
#184 posted by HeadThump on 2006/08/30 06:35:15
So many fingers, such a small pie...
And you have no finger prints in all of this? Excuse while I remove the plank.
#185 posted by Trinca on 2006/08/30 07:35:40
i still think is easy to be idbase! at least in monster�s :\
Why Quoth Is Good...
#186 posted by than on 2006/08/30 08:46:56
Quoth already has three extra base enemies - grenade/shotgun, rocket enforcers and bob. Bob isn't that bad really - he's just a bit of annoying git.
Quoth has a plasma rifle, which can be used to plasma climb and is another weapon that uses up cells. Like the lg though, perhaps a bit powerful for base enemies, but not for Shamblers :)
Quoth has powerful spawning code that lets mappers easily spawn enemies without spawn boxes or any precache models.
Quoth supports hipnotic rotation code should anyone need to use it.
Quoth has the nuke for coop player that could be included if mappers want it.
Quoth has code for arbitrary sound file playback, so we can add extra ambient sounds with no hassle.
Quoth already has all the special hub map code built in, as it was used for Chapters. This might be useful for this pack.
There are a bunch of other nice features too, but I think the above reasons alone are good enough for use of Quoth over another mod.
Also, who knows, maybe some of the non-base monsters would work in a base setting too. The gug might be ok, though some of the others seem out of place if I try to imagine them there.
In addition, it may be possible, since Kell and Necros are still on the scene, to get help/support from them if they have time. Of course, I have no idea about that, but Necros did email me a while ago asking about things I would like to see added (though he didn't respond to my reply).
Would Be Nice
#187 posted by DaZ on 2006/08/30 10:00:23
if in the grunt spawnflags you can choose what weapon he spawns with, and he then switches to shotgun for close range, possible?
But overall Quoth is very attractive and I would love to use it
I Agree With Than
#188 posted by Zwiffle on 2006/08/30 10:21:18
[nt]
QW Coop
#189 posted by R.P.G. on 2006/08/30 11:25:17
There has been talk of keeping the maps free of modification in order to make them QW compatable. I assume this must be for some kind of coop play that is done through the servers [...]
Yes. There is a modified server-side qwprogs.dat that allows coop play on any map that uses only id1 progs.dat entities. So anyone with QW and the requisite map(s) installed can connect to the QW server and play coop on the maps without downloading a new qwprogs.dat.
Also, Quoth rocks.
Well, Well, Well...
#190 posted by JPL on 2006/08/30 11:31:41
I was trying to rise the issue that, as of today, and as I understood it when I read all the previous posts, there exist no real "rules", no real "directives" for this pack, except the base textures use "concept"...
Anyway, my concern is more to have some consistency to the pack before starting anything and mpa for this project (i.e progs.dat choice, brushes number number or not, etc.. etc.. etc...), while I already started a map using doom3 texture set...
So let's discuss to fix some rules, in order to clarify, and uniquify the work of all mappers involved here.
Also, as Trinca launch the contest, and has the idea, I think he would be the guy who will decide of the rules.. What do you think ?
#191 posted by Trinca on 2006/08/30 12:41:43
noone have the power to decide! i think we must get a point! my start isue was to start base maps! but honestly my first idear was biff.wad, than.wad and ikbase with standart progs.dat! becouse SDA team as been very nice to all mapper playing our maps many times in all this years so i still think standart progs.dat will owns!!!
but these were just my first idear...
Well
#192 posted by PuLSaR on 2006/08/30 15:20:51
since it's such a large project, don't you guys think that it's time to think about the name for this project, not just base pack? And maybe some kind of a story for it?
It's 5:30 Am When You Get The Call...
#193 posted by metlslime on 2006/08/30 15:28:36
By 6:00 you're at the secret installation. The commander explains tersely, "It's about the Base Pack Project. The enemy now has textures of their own, and they're using them to retexture OUR maps!"
Metlslime
#194 posted by PuLSaR on 2006/08/30 15:38:54
ROTFL
On Another Note,
#195 posted by inertia on 2006/08/30 16:35:17
since I have no idea wtf kind of entities we're using, I'm just gonna have to make a standard base map D:
Stories...
#196 posted by than on 2006/08/30 17:06:00
are overrated!
Dunno if anyone bothered to read the dm3rmx story, but that should explain how I feel about them in Quake. Metlslime seems to have the same idea.
Someone mentioned the idea of having to do something in each map that powers up a slipgate in the main map, which I thought was a decent idea.
Hmm
#197 posted by DaZ on 2006/08/30 17:42:11
ok so can we all just agree to use Quoth and be done with it? :)
No
#198 posted by inertia on 2006/08/30 18:41:31
Quoth has no flashlight
Inert.
GO PLAY DOOM 3.
And LOOOOL, Metl =D
Maybe we could get a DJ Quake strip as the "story" or something?
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