|
Posted by metlslime on 2002/12/23 18:24:21 |
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.
News submissions: https://celephais.net/board/submit_news.php |
|
 |
 @adib - Whut?
#25972 posted by Mezmorki on 2015/09/08 17:17:37
For the record, I'm not interested in developing a complete and detailed deahtmatch map database. I'm only interested in creating a list of good (in my totally subjective opinion) maps with some more information about those chosen maps.
 Mezmorki
#25973 posted by adib on 2015/09/08 18:10:25
Sure.
Sorry if I missed it in so many posts, but do you intend to put up a Quake MP review site? That would take me back to DM mapping.
I tried QuakeWorld and didn't fall in love. Levels are too bright, a fish-eyed FOV, items and models are one-color 2D shapes. They dropped all immersion, it became a sports game. I miss old school servers.
If someone else feel this way, I'm up to help.
#25974 posted by metlslime on 2015/09/08 18:24:24
aren't those all just client settings that you can change locally?
 More Plans ...
#25975 posted by Mezmorki on 2015/09/08 18:28:25
I used to run prominence on planetquake which was a dM map review site, where again I only generally posted maps that were "good." I'm basically turning the idea of that site into a big google doc file :) I could integrate "reviews" into the scores as a comment pretty easily if there was interest in that. Or add a new review field with comment text.
I have a blog (www.big-game-theory.com) where I'll probably post some q1 map related stuff from time to time now that I'm getting back into the swing of things.
I'm also in the process of getting a netquake (not quakeworld) server up and running. This will be a bit of a hack job (never hosted a server before) and I'm going to try it via my recently upgraded home connection (75 mbps down / 10 mbps up cable) just to see if it works. I'm doing the server mostly so I can play over the net with a bunch of my local friends, and want to use it to showcase maps. ProQuake will be running the server, but a number of different clients will be allowed to connect to it. I'll probably be running the omicron bots mod because it provides some nice DM options as well as client controllable bots.
I'm looking into merging another server mod with frickbots, but I don't know any QC to do that. Gen made a DM mode that went with the Reinc map package that has some nice netquake options, like quaddrop (the only thing I liked about QW) and extra gameplay modes (shambler head hot potato, etc.). Maybe I'll run that as a default instead and skip the bots. I don't know yet, I need to figure that all out.
Stay tuned...
 Looking Forward :)
#25976 posted by adib on 2015/09/08 19:00:35
Metl, yes, but then I would be the only one shooting in a dark myst enjoying the atmosphere while everybody else has the lights on, the FOV of a chameleon and the shotgun barrel 2m ahead like a dick. It's a problem I don't know how to solve.
QW people are concerned about download times, so I'd better stick to mostly 64x64 textures. No complicated geometry, no fog. Can't count on colored lights, because QW doesn't download .lit files with the level. It's a different mapping.
#25977 posted by Kinn on 2015/09/08 21:39:41
I'm more interested in the 3 people who managed to make QWDM maps in 1989.
In many ways, the 80s Quake scene was ahead of its time. I was lucky enough to be around then and I have some pretty fond, if hazy, memories of those crazy days. My only complaint is we didn't have many tools back then that we now take for granted - including an engine to run the levels in - but you just made do. Happier and more innocent times :)
#25978 posted by adib on 2015/09/08 23:13:52
In 2038 Quake you can't respawn. Try not to die.
#25979 posted by Kinn on 2015/09/09 00:43:27
In 2038 Quake, if you die, you also die in real life. It sounds harsh, but it's actually quite fair by 2038 gaming standards.
 It Can Get Much Worse ...
#25980 posted by Mezmorki on 2015/09/09 02:00:03
... In 2038 when you lose, John Romero actually does make you his bitch.
#25981 posted by Lunaran on 2015/09/09 02:01:29
and you won't like how john romero looks by 2038
no siree bob
 Been Thinking About A Custom Episode Using Quoth
#25982 posted by aDaya on 2015/09/10 00:03:34
I've talked to people how I wanted to add a NG-tier machinegun to the already existing arsenal (by decompiling the whole lot, pasting the QC code that would be tested in vanilla quake, and recompiling), and maybe a chaingunner-like, since I've recently learned how to model/animate in Blender and export said models as .mdl, and had some experience with QC in the past. Again, the idea is to be a quoth-using level pack, but with a bunch of extras.
Now the actual question is, there would be a secret level that has an exclusive weapon, a TF-like Minigun, with spinup-spindown and releasing twice the bullet as before (or rather, nails). Would that weapon actually benefit from the Quake/Quoth standart on a design perspective? Or how could a weapon like this work without being redundant/broken, considering there would be the MachineGun and the Super Nailgun (the NG is still there but I don't plan on using it on that map pack)?
Would it be better to have only one MachineGun that's like Doom 2's Valiant (the chaingun is beefed up by firing bullets extremely fast and having a small spindown, making it more useful but eats a lot of bullets) or UT3's Stinger Minigun (think of Q2's chaingun but more stable and the rate of fire being slow at first but machinegun-tier after a second or two)?
I ask this because I always wanted to make a minigun weapon, on par with the ones in the Team Fortress games (minus the movement penalty), and with the idea of making a weapon secret-level exclusive, that would be my chance to make one.
 Not Calling Your Stuff Bad Ideas
But this kind of post is exactly why the Quoth source code is not public.
 I'm Not Asking About The Sourcecode
#25984 posted by aDaya on 2015/09/10 01:29:12
I'm just asking questions design-wise. Or are you saying implementing machineguns in quake is a bad idea? Because since I've been in the community I keep hearing bad stuff about hitscan rapid-firing weapons.
Which is a shame though, because as much as I love Quake, I would love it even more if the NG was hitscan or was a MG.
#25985 posted by aDaya on 2015/09/10 01:33:38
And even if I'm able to implement my stuff into it, that would be its own thing. No sourcecode to be released.
Really though, what's wrong with Quoth and its sourcecode? I heard that conversation once and I still don't understand. Is it because anybody could steal from it, or just because people would pile bad ideas onto it?
#25986 posted by - on 2015/09/10 02:30:48
I like the chaingun that is in Zerstorer. Even though generally I prefer projectile weapons, I feel like it worked well to distinguish the weapon from the SNG. Maybe I am misremembering, but I think Drake mod took it further and made it piercing? Maybe I am imagining that, but I loved that too, really made the weapon have a useful niche of being a good weapon to clean up mobs of weak enemies, and you used the SNG and SSG on the tougher enemies.
I think that chaingun was actually really really fast projectiles, with long tracer bullet .mdls as the projectiles. I never looked directly at it though.
 Daya
#25987 posted by Lunaran on 2015/09/10 03:12:46
Quake isn't above modding, but Quoth somehow is. I'm surprised they let people make maps for it.
Do whatever you want! Try both machineguns and just see what you think feels more fun.
 I Remember Some Maps That Use Quoth Content With Custom One
#25988 posted by aDaya on 2015/09/10 10:07:23
Like that one where there's a flame gun that uses the NG model and that ice gun that uses the SNG, what's the story behind that one?
Going back to the topic of my MachineGuns, the idea is, like in Drake, to use ultra-fast stretched white lines, or to be actual hitscan attacks that leaves a small puff trail behind them (similar to https://youtu.be/9wWbvvtZYvo?t=8m18s Thing is, I don't think it's possible for hitscan attacks to leave a trail behind them, or am I mistaken?). The MachineGun, as I've said, would be NG-tier, so to take down weak enemies and weaken stronger enemies. The Minigun would basically be SNG/SSG tier, but would eat nails much faster. It'd be like the NG/SNG relationship, one weak but to use to spare ammo, and the other to go all-out on stronger enemies despite it's ammo consumption.
 Quoth Is Free Right?
#25989 posted by Kinn on 2015/09/10 10:08:33
Yet still that's not enough apparently.
 Re Hashing The Quoth Argument
#25990 posted by ijed on 2015/09/10 12:36:14
Quake was released to be modded out of the box. It's odd that a mod for it would change that stance.
A couple of coder's have managed to mod quoth, but not to include fire and ice guns AFAIK.
Nothing stopping you from adding trails to hitscan weapons - that's just a railgun.
You'll have to learn to code though, nobody is going to do it for you. Luckily, notit's that difficult. Check out the inside3d tutorials - are those still up somewhere?
 Fire And Ice Guns
#25991 posted by ijed on 2015/09/10 12:37:30
I think that was Drake...
#25992 posted by JneeraZ on 2015/09/10 13:18:28
"Quake was released to be modded out of the box. It's odd that a mod for it would change that stance. "
I'm a huge believer in releasing source for things. Look at what happened with Qonquer. After that map jam, we now have a better version of the mod that's more suited to experienced players AND fixes a few bugs.
 Yeah
#25993 posted by ijed on 2015/09/10 13:57:18
I surprised myself when checking out RRP the other day - I forgot that the devkit is actually semi-useful.
I just wanted to copy the same as was released with Nehahra back in the day.
Open sourcing your stuff means it can survive without you when you're done.
 No Music Patch For Vanilla Quake 2? [EDIT]
#25994 posted by Shambler on 2015/09/11 16:48:18
No Music Patch For Vanilla Quake 2? [EDIT]
Posted by anonymous [118.100.140.72] on 2015/09/11 13:12:25
Come on people, it's been 10 years. Is there no Quakespasm for Q2? Yamagi Quake 2 would've been perfect if it weren't for the fact that music does not work on it and deathmatch levels do not display on the multiplayer level list. Quake 2 XP doesn't even work. And that "Ultimate Patch" featuring Knightmare Patch/KMQ2 fucks up the HUD elements, among other things (such as CTF powerups in DM levels, and their models are broken and only display axis).
 It's Not Yamagi, It's You
#25995 posted by Spirit on 2015/09/11 17:02:36
#25996 posted by Rick on 2015/09/11 17:25:57
I turned off the music in Quake 2 after hearing it one time.
|
 |
You must be logged in to post in this thread.
|
Website copyright © 2002-2025 John Fitzgibbons. All posts are copyright their respective authors.
|
|