@Pulsar
quoth has the "trigger_command" entity, I know you can change gravity with it, you might also be able to "save auto" with it.
maybe worth trying
Curious
#29290 posted by sevin on 2017/06/26 23:23:43
About difficulty levels. What exactly changes with each ramp up in difficulty? I know most mappers have additional enemies they flag in for each difficulty, but what else? I also know nightmare makes ogres and shamblers attack faster, but that's about it. Do most people add enemies from hard -> nightmare too?
Shamblernaut
#29291 posted by PuLSaR on 2017/06/26 23:27:06
That's a good idea for adding autosave feature to quoth map
#29292 posted by Mugwump on 2017/06/26 23:52:35
What exactly changes with each ramp up in difficulty?
Basically what you put in your map: that's up to the mapper to put extra monsters/items for each skill, which is why balancing skill levels is tricky. AFAIK, nightmare doesn’t add monsters, only makes them more aggressive.
#29293 posted by sevin on 2017/06/27 01:12:50
So enemy health pools don't increase? Is there someplace I can find specifics?
#29294 posted by Mugwump on 2017/06/27 02:39:16
If you want tougher enemies per skill level, make maps for AD: Sock has designed his mod so that enemies aim better, shoot faster and do more damage (and possibly have more health but I'm not sure about that) in higher skill levels.
#29288
#29295 posted by skacky on 2017/06/27 03:57:30
Still working on it, albeit rather slowly. No release date yet.
Skacky
#29296 posted by Mugwump on 2017/06/27 04:01:17
What's that Thief project?
It's This
#29297 posted by skacky on 2017/06/27 05:26:19
Skill @ Sevin
#29298 posted by Spike on 2017/06/27 05:45:19
monsters attack faster on nightmare (the exact mechanism+magnitude differs per monster type).
monsters don't respond to pain so often (once per 5 secs max), this also increases their fire rate.
cthon has a measly 1 health on easy, and 3 on all other skills.
cthon uses different aim logic on hard.
vore projectiles travel faster than you're meant to be able to run on nightmare.
so no, skill does not affect health, except for cthon who's a special case - he's the ONLY monster that acts differently between easy+medium+hard skills. The other monsters only change for nightmare, with the other skill levels being handled exclusively via spawnflags (ie: count and types).
Interesting
#29299 posted by sevin on 2017/06/27 12:56:58
Thanks for the specifics. So between easy -> hard, the only thing that changes is the monster count?
And Item Pickups,
#29300 posted by Mugwump on 2017/06/27 13:13:36
provided you specify in your map for which skill they'll be available. Like I said, if you want monster stats to change, map for AD.
Or Work With Simple Hacks
#29301 posted by Cocerello on 2017/06/27 14:01:48
and you can change some stats in each enemy and be free to use any mod you want, if you want any.
AD MOD Skill Level Adjustments
#29302 posted by sock on 2017/06/27 14:30:26
@sevin, AD scales many things based on skill levels, its not just different enemy setups
* Monster projectile speeds increase
* Pain resistance increases
* Attack Reaction times decrease
* Z aware monsters increase accuracy
* Nightmare only spawn flag exist
* Monster damage/HP are never affected by skill level
* Can delay spawn any entity in the map for different skill setups
#29297
#29303 posted by Mugwump on 2017/06/27 15:28:21
Wow, looks awesome! Thanks for the link. Bookmarked.
Oh
#29304 posted by sevin on 2017/06/28 01:46:42
Very cool. Thanks for all the info everyone. I was actually talking about vanilla Quake, but I assumed some of the features sock just mentioned for AD were vanilla Quake, so that's very neat. I didn't realize only AD added a nightmare spawn flag. So in base Quake, the only things that changed in nightmare were monster pain responses, ogre/shambler attack speed and vore ball speed/agility? And Cthon health/prediction if we're being picky. And between easy -> hard it was just monster count and item pickup counts? Didn't realize it was so primitive, I guess I assumed more of the features I'm used to in AD were actually vanilla.
One More Question
#29305 posted by sevin on 2017/06/28 01:49:55
Do demos persist through death or do you need to start a new one?
No You Need To Record Again
Mark V has an autodemo feature that keeps your last three lives as demos. I think it works. Haven't had any luck though. I have no idea how to use it properly as there is no freaking documentation for the engine. You have to guess, scroll through cvarlist for clues or search the thread here.
Will some kind coder please update demotools (or something similar) to stitch together Protocol 666 demos? I die at least once per map and oftentimes need to stop and continue later. WOuld love to be able to stitch demos together into one.
#29307 posted by Mugwump on 2017/06/28 17:32:47
Didn't realize it was so primitive
Heh, 1996 was still videogame Middle Ages... PS1 had democratized 3D only one year before.
Mug
#29308 posted by sevin on 2017/06/28 17:46:05
I'm sort of comparing to what I thought vanilla Quake was, even though some of that is AD. I think that's one of the hardest things to keep up with as a newcomer; the variations of the standard features of Quake. What's vanilla and what's not? Hard to keep track of that.
#29309 posted by Yhe1 on 2017/06/29 04:18:17
what is the command to force quakespasm spiked to run in a window? Thanks!
#29310 posted by ericw on 2017/06/29 04:53:08
Add -window to the command line options.
John Carmack Archive – Interviews (PDF)
#29311 posted by mfx on 2017/06/29 20:13:21
I Need A Level Design Affine Person Who Could Take A Look At My Map
#29312 posted by megaman on 2017/06/30 20:43:33
I've got a map almost ready. It would be awesome if someone could take a look at it, and comment on "good level design" without playing it, before I do the final gameplay balancing. It would probably mean notargetting through it following the player path and pointing out stuff that doesn't work.
Gameplay currently has only hard, and it should be nightmarishly hard. I would like to balance it after all geo changes...
*mostly Visually
#29313 posted by megaman on 2017/06/30 20:43:55
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