DaZ
#21408 posted by Mandel on 2012/02/18 07:26:15
Gmsp3 is one of my favourites and I play it now and then.
I guess that's the intended way from the silver key although you can also slope jump back up to the castle door directly.
Would you consider considering gl_polyblend 0 for water heavy maps? Underwater visibility is almost 0 in the captures (which I otherwise enjoy and subscribe to). The drawback being, I believe it removes powerup glow as well.
One Of My Favourites
#21409 posted by than on 2012/02/19 09:49:24
That map was so fucking awesome in so many ways. His previous map was good, but GMSP3 was near perfect. Amazing architecture everywhere, terrific flow and some of the best classic Quake gameplay ever.
Shame he never finished GMSP2. Anyone know what happened to him after he left the Quake scene? Did he go into game dev or anything? I hope he didn't sell his soul and become a lawyer or something (unless he's planning to use the money to fund more maps later :) )
Plus
#21410 posted by than on 2012/02/19 09:51:54
he really got the scale of Quake. It's something I have a bit of a problem with as I end up making stuff a little too small and cramped a lot of the time, but looking back on it via that video, the scale in GMSP3 was spot on. A great size for gameplay whilst at the same time having lots of nice detail and not being too chunky and shit.
COOP Considerations
#21411 posted by negke on 2012/02/19 12:24:13
Something that should go without saying, but as a reminder: When you release a map, make sure it's compatible with coop mode!
1. The most important thing to remember, apart from the coop starts of course, is ye olde item bug that prevents weapon pickups from firing their targets. So instead of making the weapon item target anything, especially if it's critical for progression, put a trigger_once around it instead. Keys and runes fire their targets just fine (though I'm not sure if they only do it once), so it's probably best to use a trigger_once as well if there are multi-use entities among the targets.
2. Keep in mind players can die and respawn at the start. Sometimes this can be problem if certains doors close when a player enters an area - so try to add extra triggers on the outside that open such doors and allow respawned players to enter, or open teleporters.
3. Not vital, but neat (not only for coop): shortcut teleporters to bypass parts of the map that have already been cleared. It sucks having to run all the way through the level after dying. Of course this won't give you back the weapons. Or if you fought your way up some building, it's nice to have a teleporter open at the bottom in case you fall down.
#21412 posted by JneeraZ on 2012/02/19 14:01:31
Is coop really a consideration for Quake these days? How many people will play a map in coop mode to make it worth the effort? :)
Countering With
#21413 posted by Spirit on 2012/02/19 14:11:47
How many might play Coop if it worked well?
#21414 posted by negke on 2012/02/19 14:16:47
True, not many people will play coop mode. But the few things I mentioned don't require too much effort really. Just a few things to be kept on the top of one's head when editing.
I mean full coop support with extra modifications - meaning gameplay tweaks that require actual cooperation - would be neat, but here you could indeed ask if it was worth it. Pretty much like deathmatch settings (am I the only one who still adds them to a SP map?).
My maps are mostly linear and very tightly controlled, so coop support would be a massive amount of effort and probably not work that well anyway.
It just not worth it imo. I'd rather spend time creating a map specifically designed for coop. Looking at all the traps throughout a map and trying to build in support for dead players returning or making sure they're all in the trap etc. Bugger all people will play my map anyway, and even less would want to in coop :p
As for deathmatch, maps not designed from the ground up for deathmatch pretty much suck. And large maps won't load into QW clients anyway iirc :E
Netquake And Coop
#21416 posted by than on 2012/02/20 02:19:42
Now the speed at which we connect to the internet is much faster than when Quake was released, is netquake viable foor coop?
I will personally always add coop support to my maps regardless of how many people play. Compared to building the map in the first place, adding coop support is trivial.
Would be awesome if some modern engine like Fitzquake/QuakeSpasm supported a modified QW protocol for coop :) Guess that would be a lot of work :/
Don't See
#21417 posted by ijed on 2012/02/20 13:35:58
Why not.
I've been toying with the idea of making a much more complete coop mode as well.
Having players respawn nearby to each other, changes to the rules for collecting keys and so on.
Making it more friendly to play and less likely to break, basically.
Ideally
#21418 posted by than on 2012/02/20 15:14:14
The base coop support should be built into the engine so that all SP mods can be supported. Is that possible?
I had lots of ideas for making maps work better in coop mode, such as unlocking weapon cabinets and teleporters in the start area as the players get weapons and enter new areas. If that could just be done in an engine mod that allows the server or players to configure how much assistance to give them, along with perhaps a few extra settings to increase enemy health or whatever to make coop harder it would be pretty awesome.
Hm
#21419 posted by ijed on 2012/02/20 16:23:21
Sort of, but we'd be doing it under our own qc base, so unsupported entities would get lost.
We did include wrappers and so on for backwards compatibility to Quoth and Nehahra, but this essentially converts a map to RMQ.
More complex trigger mechanisms and so on will differ and be hard to translate - they have to be recreated from scratch - so we wouldn't want to shift dev focus that much.
The RMQ codebase has migrated a great distance from id1 and is full of dependencies now - damage calls etc. all carry additional information, making using only part of the code, or turning some of it off, complex.
Race To The End
#21420 posted by qbism on 2012/02/22 02:14:25
Sometimes a couple friends and I play "race to the end" coop. The winner is the one who jumps through the teleporter first. Combines SP and coop monster fighting, DM, speed, and yet plenty of camping. All laptops over a wireless router. Even one atom netbook. Lag is not a problem but sometimes a wait to sign on.
Quake Setup Tutorial
#21421 posted by DaZ on 2012/02/22 17:55:10
I made a video that describes how to get Quake setup with a modern engine and how to install and play maps and mods, etc. It's focused on new and returning players so doesn't go into extreme detail on the subjects covered, it just provides enough info to get them going with little to no fuss. So if you know anyone that wanted to get into Quake but found it all too confusing then this might be just the ticket for them :)
http://www.youtube.com/watch?v=b3S1e4CQat4
OH
#21422 posted by DaZ on 2012/02/22 17:56:21
and huge thanks for Spirit and Negke for helping me put this together! They suggested so many good changes and additions and made the video 100% better than it was initially, thanks guys :)
#21423 posted by JneeraZ on 2012/02/22 19:30:17
- Install Quake via Steam
- Copy FitzQuake.exe into that folder
- Double click.
:P
Metl I Love You But
#21424 posted by Spirit on 2012/02/22 21:03:17
Quakespasm is the engine to use.
HERETIC!!!
#21425 posted by generic on 2012/02/23 02:29:27
Back From Tanzania
#21426 posted by nitin on 2012/02/23 15:04:28
and I see only negke obliged with a map :)
Time to start downloading.
Actually No
#21427 posted by nitin on 2012/02/23 15:10:42
looks like Lun put one out too!
ATTN: Tronyn
#21428 posted by Cassy on 2012/02/26 05:44:53
I've been trying to contact you via email for a little while now, but it isn't seeming to work -- possibly because you have no active email, possibly because I can't find it, possibly because you thought it was spam. If you could, try emailing me at 00.dusk@gmail.com -- it's sort of important!
Also: hi ijed! I'm tossing around the thoughts of sending you the prologue as written so far, send me an email if you're interested.
Q1 Coop
#21429 posted by quakis on 2012/02/26 14:33:30
Been playing through the original Quake levels with a friend, since it's been a long time I last played through them. However, I've noticed several instances of z-fighting and we're both pretty sure those were never there before. Some are just too obvious to have been overlooked during past sessions. Using Fitz.
#21430 posted by negke on 2012/02/26 14:51:14
Z-Fighting doesn't show in the software renderer; it only became a visible issue once OpenGL rendering was introduced. The maps weren't designed with that in mind.
...though one could argue that even if this had been known at the time of development, they probably wouldn't have bothered to avoid it anyway.
#21431 posted by quakis on 2012/02/26 14:58:59
That explains it then, cheers for the fast response!
Double Post
#21432 posted by quakis on 2012/02/26 15:03:31
... now that I think about it, I might need to be careful about mentioning z-fighting issues in my reviews of older user maps as negatives, since it's most likely a similar situation. Good thing I brought this up... D:
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