#262 posted by
yhe1 on 2019/12/06 06:42:19
Qmaster, when you merged the monsters from different mods together, did you have to do anything to get the infighting working properly? Like define targets Madfox and I are trying to resolve an issue with the Chasm mod where the enforcer does not retaliate against certain chasm monsters. The thread is here:
http://www.celephais.net/board/view_thread.php?id=61776&start=77
Can you offer any advice for this issue? Thanks
Can A Mod Update The OP
With the link from #256 please? It's causing some confusion out in the wild.
It's this one:
https://drive.google.com/file/d/1VAFLWqU94TZZEn4bG7Fd-RHWeQqD1b5q/view?usp=drivesdk
#264 posted by
metlslime on 2020/06/11 19:32:44
updated the OP.
I'm confused because the original version was 4.0 and the new version is 0.5 -- seems like the numbers should go up not down.
#265 posted by
Joel B on 2020/06/11 21:24:41
I think "4.0" was a typo. That file says it is version 0.4.
#266 posted by
metlslime on 2020/06/11 22:13:38
okay updated to fix the typo
Thanks!
#267 posted by
Qmaster on 2020/06/13 00:05:57
I have a lot of work and polish to do still. I've been busy finishing Citadel first, but this will see a lot of work very soon. Especially since .....well, I can't say yet. Tis secret.
#268 posted by
yhe1 on 2020/06/13 04:25:02
Hey Qmaster, when you resume working on Keep Mod, can you import in Madfox's chasm monsters. See if the mong with infight normally with your other monsters. Maybe you can discover the source of that infight bug
@yhe1
#269 posted by
madfox on 2020/06/15 21:23:33
I think it is better to wait untill I finished the dev_kit chasm_qc. Xaeg has made a .fgd file already, while it is still full of untweaked ends.
#270 posted by
yhe1 on 2020/06/16 04:38:28
Well, I think you will finish before citadel anyway
Progress Note
#271 posted by
Qmaster on 2021/03/15 15:32:57
Lots of progress has been going on behind the scenes.
Added numerous madfox creations (ongoing), extras_r5, Quake 1.5 monsters and bosses, numerous additions by myself, full AD 1.8 patched features, special csqc HUD support (ongoing), numerous requests made on here/discord/elsewhere, etc. etc.
Keep will only be fully supported on the following engines going forward (at least as it stands currently): QSS, FTE. Standard engines will mostly work but have broken features as HUD will be incorrect, intermission display will be incomplete, and some items won't save across levels since other engines don't save more than 16 save variables (parms), at least as of time of writing.
Internal version is at v0.91. Previous public beta was v0.56, 5 internal releases ago. Internal = with special project team only.
Github repo is up, though currently private until special project is released. Readme Tome hosted on github, mostly so I have gif support. All planned to be available at v1.00 release coinciding with special project's release. Can't share much more yet.
The work continues.
Not sure if these are planned to be implemented but I think the way copper changes the standard weapons (faster ROF on NG, larger spread on SNG) was a welcome addition.
#273 posted by
yhe1 on 2021/05/01 19:32:54
Qmaster, you said numerous madfox creations are being added to Keep, are those the chasm monsters?
#274 posted by
Qmaster on 2021/05/06 19:27:23
Copper:
Worldspawn will have 'copperoptions' which will behave like spawnflags in that a map can elect to turn on all or just some of the copper features. A certain project may very well be using all of them.
As for madfox creations, all of the non-Chasm ones are or will be included...including new ones not yet in the wild. Chasm mod ones likely to be in a post 1.00 version later.
Monster infighting/AI:
Keep has a custom AI system for all monsters that allows for many ideas (like friendly monsters) from other mods to be possible while defaulting to the vanilla Quake we know and love. When I do get around to adding Chasm enemies, they will be made to use the same system. Likely the issues yhe1 and madfox have ran into are due to not setting classname properly. Keep gets around this by checking classtype using AD's class system...among other things.
Still working on it, but all bosses will be able to be used like a normal monster without any custom setup required, but still have support for special setups. Just drop em in and go. Or even have them patrolling. Did you know some bosses can walk, but their walk never got used?
#275 posted by
yhe1 on 2021/05/07 04:27:40
oh That reminds me, don't forget the Killable Conthon from beyond belief, and the slime version from Koohoo
Done
#276 posted by
Qmaster on 2021/05/09 20:20:42
AD already had those. Already included both.
Cool Mod, Can't Find .fgd
Where is the
.fgd for this mod, though? Can't seem to find it in any of the directories for the life of me. Very interesting tho!
Playthrough of the 'Crypt' Hub:
https://youtu.be/eo8zkLtFN-o
Keep V1.00.0 Released
#278 posted by
Qmaster on 2023/06/23 07:04:44
CONGRATS
So happy to see this at 1.00!