Earlier People
#5 posted by Qmaster on 2017/08/31 02:37:02
Had to use proper spells to use the sliprune with any effectiveness.
#6 posted by Baler on 2017/08/31 02:50:43
Lost Chapter is the precursor to Quoth and has some of the monsters. source code
There are awesome mega enforcers/enforcer commanders in lunsp1 -- the source code is provided in the mod source code
The source code for Travail is available, uses the lunsp1 Enforcers and has many new enemies
source code.
Travail has the same spiders as Marcher fortress (FilePlanet mod "spider21.zip" spiders).
Since custents has things like eels, will be nice to see those put to use.
Performance Issues?
#7 posted by damage_inc on 2017/08/31 02:56:44
Will a huge QC mod like this have any?
I know practically nothing about QC.
#8 posted by Baker on 2017/08/31 02:58:26
The following release has many high quality reskins:
https://www.quaddicted.com/reviews/back2forwards.html
The map also features weapons in wall racks, although if this just the standard model with special angles to rotate it is not something I ever checked out.
It has the QuakeC source available, but I don't know what features required custom QuakeC aside from a special boss enforcer that used a super-nail gun.
#9 posted by Baker on 2017/08/31 03:00:20
Also if you are looking for skin options, as I recall Kona's Nilihore had a number of reskinned enemies.
https://www.quaddicted.com/reviews/nihilore.html
/Would have added this to prev post
@Qmaster
This all sounds great. With the expanded sound capabilities of the mods you're including this story could really come to life.
Radio calls from scientists helping you along.
Recorded messages (as in Doom3 et al.)
The Overlord taunting the player.
Lots of audio stuff we miss because of id1 limitations.
The question I have is about limits... could you actually have a map with every monster? (not that you would of course) but just how far can you take this?
Map With Every Monster
#11 posted by Qmaster on 2017/08/31 03:18:53
And EVERYTHING else. This is precisely the goal of the archive map. So far no issues.
Tick All The Right Boxes On Every Mapper's Wanted List
#12 posted by Qmaster on 2017/08/31 03:58:44
An incomplete checklist: KeepFeatureChecklist
Please note that I have not completely combed through custents and extras_r4 yet to add them to this checklist. I think there may be a few things not added yet from other sources such as the dragons from SOE. Please note that most everything on this list is completely coded for though not as thoroughly tested as I would perhaps like.
Current Showstopper Issue
#13 posted by Qmaster on 2017/08/31 04:04:04
In an effort to get all bugfixes from the latest release of AD, I manually re-added all my additions to the 1.60 source.
I'm still in the process of porting over my weapons code (weapons.qc, defs.qc, defscustom.qc) in all the right places. I've painstakingly organized the self.items and self.items2 bitflag holders to be used in a proper manner such that extra weapons and items are added without issue and can carry across to the next level. But it does not merge cleanly with the AD base so it can get tedious putting all the right IT_... references back in by hand.
Testing
I'd be willing to commit to at least an evening a week to test when the time comes. Sounds like you have a bit of work to do. But mapping, play-testing whatever you need. I'm not a coder sadly.
Quoth 2.1 atm (2.2 is closed source)
And 2.1 isn't?
It Decompiled
#16 posted by Qmaster on 2017/08/31 12:56:26
Who The?
#17 posted by Qmaster on 2017/08/31 13:01:20
Did whoever update the title not look at all the sheets? I have enemies, weapons, traps, brush entities, and point entities all in the checklist on different tabs.
Drake Source And Devkit
#18 posted by Cocerello on 2017/08/31 15:19:21
From 2011 https://www.quaddicted.com/webarchive/expo2011.quakewiki.net/detail-view.php%3Fid=169.html
And by the way, if you are using AD as the base for it, does it mean that it will need special engines like AD does to run?
#19 posted by PRITCHARD on 2017/08/31 15:46:38
I don't think AD specifically requires special engines, it just has a lot of limit-breaking maps and particle effects that need specific support.
I haven't tried the very latest release so perhaps that has changed, but anyway...
It Decompiled
You know that's rather rude though?
I don't wanna throw the words "stealing" or "illegal" but that would definitely be taking something not publicly accessible by blunt force.
Awesome!
#21 posted by Qmaster on 2017/08/31 16:26:16
Thanks Cocerello!
AD engines have been due to the massive map sizes, and then the QSS version for the enhanced particle effects. While the enhanced particle effects are neat, I actually prefer the pixelly version. Keep keeps both, unless I broke it on accident. :)
@dumptruck, sure. Once I get the weapons code ironed back out, I plan to upload a version 0.2 along with my (rather old now) original Keep mod.
#22 posted by spy on 2017/08/31 18:32:30
I don't wanna throw the words "stealing" or "illegal" but that would definitely be taking something not publicly accessible by blunt force.
an id statement
The code is all licensed under the terms of the GPL (gnu public license).
You should read the entire license, but the gist of it is that you can do
anything you want with the code, including sell your new version. The catch
is that if you distribute new binary versions, you are required to make the
entire source code available for free to everyone.
Dual Licence
#23 posted by Preach on 2017/08/31 18:58:00
Remember that the QC is actually dual licensed because it was release without conditions prior to the GPL release of the engine.
I Always Thought This Strange
#24 posted by damage_inc on 2017/08/31 19:17:59
Why is it that a coding guru, a legend in gaming history, the one actually responsible for Quoth even being possible... releases EVERYTHING about the game, and yet, the Quoth QC is hidden and locked away in obscurity?
What possibly is the reasoning behind this? In a community where sharing flourishes with such abundance!
What Possibly Is The Reasoning Behind This?
#25 posted by spy on 2017/08/31 19:44:30
to prevent too much the quoth related mods is the only reason i assume
actually, as far as i know almost the entire quoth code has been released in one form or another
Qmaster
#26 posted by spy on 2017/08/31 20:00:52
dont forget to include that saerge_guy from the kinn_bastion mod
q2_infantry
#27 posted by khreathor on 2017/09/01 01:59:03
"[...] Quoth QC is hidden and locked away in obscurity?"
Tbh when you start coding in QC, many Quoth features comes to you naturally. Sometimes there is only one proper way to implement some features and you have a eureka moment: "Wow! Now I know why this feature was made in Quoth that way not the other!" :)
Of course enemies are a different story, but I respect fact that creator doesn't want to publish his code aka hard work ;)
Drama Magnet
#28 posted by PRITCHARD on 2017/09/01 06:11:45
When you start making a megamod like Qmaster is, it quickly turns into a drama magnet. A lot of similar projects for other games tend to be made up of a bunch of stolen mods stuck together with tape and fun and shoved out the door without any of the original creator's consent.
Qmaster is in a bit of a different situation where they have permission from some people, are working off content by people who are no longer around to give permission or, as it seems with the Quoth stuff, are working explicitly without permission.
Of course the other layer of complexity here is that Qmaster is actually, y'know, working to make this happen. A lot of those megamods for other games tended to be made by people who did no work themselves to make the mods work better together or fix bugs.
Honestly I'm hoping that this megamod can come out without too much drama, as it sounds like it would be fun to map for, but I'd be very surprised if that happens...
#29 posted by yhe1 on 2017/09/01 06:43:52
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