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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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Multiple Holes 
Multiple holes tends to imply some kind of multi-barreled weapon, and that tends to imply a gatling or chain gun.

Personally I think plasma would be better though. 
 
Can we get an updated monster list then? 
 
For the sarge, I still think there should be a version faithful to Q2 
Wait Sergeant Is A Guy From Q2? 
Maybe I should delete it now...hmmm no plasma makes him just barely Quakey enough 
May Be You Can Merge Qore Aka Brutal Quake Into You're Mod ! 
I Found The New Exploboxes Very Useful For Puzzles... 
 
The travail spider has a fiend like Jump? 
That Says 
in the website

Travail exploboxes seem like a groundbreaking addition. Please include them. 
Nehahra Src 
maybe you could add some features from Nehahra,

http://www.quaketastic.com/files/misc/Nehahra_extended_for_Darkplaces_20160527.rar

the src doesn't look like your vanilla qc, tho 
Drat The Fuzz 
Was wondering how long it would take before someone mentioned Nehahaha. Maybe I'm one of very few people who didn't like Nehahra.

Travail will be added...most of it already is such as the mega and ultra enforcers. Mixibg func_pushbox and misc_exploboxes shouldn't be too hard either. Hmm...now I wonder if I should do the same for func_breakable. 
 
Maybe I'm one of very few people who didn't like Nehahra.

Not alone. I couldn't get past the cut scenes and voice acting. I respect what they accomplished, but not my cup of tea. I wonder if there's a non-cutscene build? 
Maybe I'm One Of Very Few People Who Didn't Like Nehahra. 
that's why i started converting nehahra maps to make them compatible with AD, but AD lacks of some nehahra's features like trigger_custom, misc_boom etc, to name a few

@dumptruck_ds , to interrupt the cutscenes, just press "1" on your keyboard 
 
Nehahra had some stunning bits of environment design, but it was pretty much style over substance. 
 
@spy 
I think I played it back in the days when I didn't bother with the readme. doh! Question is do people like Nehahra because of the gameplay or the story? 
Personally 
i don't like the gameplay, all of those strafing monsters are driving me nuts
and i still believe that mapping work hadn't been bestest comparing the other works of the very same authors 
There Were Highlights, Though 
neh1m4 by damaul
neh1m5 by czg
neh2m2 by czg
neh2m5,6 by bal 
 
The monsters and weapons are still good tho, esp Nehahra himself 
@spy 
Polyp: will check it out, thanks.
NehADra: sounds cool. Maybe I will at least add some basic neh entities that improve logic, add effects, etc., if that helps you out. The mapper is always right, after all, hence this mod. 
I Actually Really Liked The Nehahra Story 
The gameplay, not so much however. The mapping also seemed inconsistent although obviously there were some epic parts. I actually intend one day to go back and watch The Seal of Nehahra and then play Nehahra (disabling the damn strafing monsters of course).

IT'S PHIL!
Now I've seen everything. 
 
Fixed a bug where selecting the axe when player has no weapons would make the axe model appear.
Fixed a bug where picking up upgrade weapons wouldn't let you switch to it unless you already had the previous weapon.
Fixed a bug that crashed when cycling weapons when the player doesn't have any.
Fixed a bug where monster_polyp used movetype walk instead of fly.
Fixed a bug where monster_polyp was trying to set frame on its gibs to different values.
Added worldspawn choice to use original axe or AD axe (default).
Added willy the spider
Added Floyd
Added Sentinel 
Not So Much An Issue But 
the ammo hud icon doesn't match the selected weapon 
 
Added willy the spider

kewl, willy the spider's the most underrated(and underused) custom monster ever 
How About Adding Metlslime's Werewolf? 
That happened, right? 
Where? Where? 
 
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