#31629 posted by mh on 2020/07/15 23:22:23
I think history has been kinder to the McGee maps - any time I do a replay I always find myself enjoying the McGee and Jacquays maps most, whereas the Willits ones tend more and more to bland and formulaic. They do look very nice though.
#31630 posted by mh on 2020/07/16 05:14:03
The start of the warehouse unit isn't great. It's just a collection of linked rooms with buttons to open doors and a handful of enemies in each. Very uninspired. But I'd say it hugely improves after you get a little into the first map, and the second and third maps are probably as good as Quake 2 gets.
The weaker maps for me are the Torture Chambers map (get stuff in Cell Block A, then Cell Block B, then wander around badly lost in samey-looking corridors for far too long), the symmetrical Hangar map, the two Pumping Stations cause the Power/Waste unit to drag on, and there's something else in the middle of the Jail unit that's quite nondescript. I think some people find the Mines drags on a bit too long as well, and that's probably fair criticism.
Quake Doesn't Have Random Damage, Does It?
#31631 posted by anonymous user on 2020/07/16 08:59:47
I mean, I've always assumed it doesn't and in all my years of playing it's never felt like it does, but I recently saw someone on Doomworld claim that Quake just uses a more toned-down RNG than Doom -- a claim no-one's contradicted so far:
Quake has less absurd RNG damage than Doom does, and I still think it's dumb when an Ogre takes 3 grenades instead of 2, or I need 5 to kill a Vore.
Is there any truth to this? Have I been wrong all these years in thinking there's no RNG in Quake? I tried searching for information on this but couldn't find anything.
Random Or Inconsistent?
#31632 posted by Preach on 2020/07/16 09:50:15
The rocket launcher is explicitly random on a direct hit, doing between 100 and 120 damage. It then does fixed radius damage to everything else in the area. So there's a random element, but it can't ever lead to an ogre surviving three direct hits (he has 200hp, so two minimum damage rockets suffice).
Grenades differ because they don't have a separate damage mechanism for the target they collide with. They just do 120 radius damage to everything, even the entity they hit. The key to maximising damage is to hit the ogre close to centre mass. If the grenade strikes the bounding box more than 20 units from the ogre's origin, you do less than 100 damage. Do that twice in a row, and the ogre takes three shots.
So there's no random number generation going on with the grenade, but it's subject to some mechanisms that can be arbitrary. For example, if you attack an ogre from the south-west direction, the corner of the bounding box is facing you, so your grenade can't get as close. If you attack from due south, you're presented with a flat face of a bounding box and the grenade gets closer before exploding.
#31631
From what can see in the code: dogs, Fiends, both Knights, fish, Ogres, Shamblers, Spawn and Vore use some RNG for damage.
As far as dealing damage to them this is the only RNG that I can see:
T_MissleTouch (rockets) damg = 100 + random()*20;
There are more experienced coders who can probably talk about T_RadiusDamage a.k.a. splash damage which I assume has some randomness.
Also shotgun pellets are in a random spread but not too sure if that affects the damage.
Preach To The Rescue!
Nice to see a expert level explanation!
The More You Know
#31635 posted by anonymous user on 2020/07/16 11:29:53
Thanks for the answers and especially that detailed explanation, Preach!
By the way, would someone be so kind as to give me a link to the code in question? I assume it's on github somewhere, but I always get confused looking for things there. Doubt I'll be able to understand much of the code, but I'd like to have a look anyway -- presumable that's the first step towards understanding it.
Continued From #31635
#31636 posted by anonymous user on 2020/07/16 13:36:39
This is as far as I get on my own (which I assume is the right place): https://github.com/id-Software/Quake/tree/master/WinQuake
I have no idea in which of the several files or sub-directories I should be looking, though...
Strogg-Sothoth
Re: Quakec Source
#31639 posted by metlslime on 2020/07/16 18:49:51
The source Strogg-Sothoth linked is for quakeworld, just be aware that quake and quakeworld had slightly different calculations for weapon attacks (at least, the shotguns are different.)
The "progs 1.01 sourcecode" dumptruck linked is the original quake version which is also what almost everyone would use for playing single player maps.
Thanks, Everyone!
#31640 posted by anonymous user on 2020/07/16 19:28:21
The "progs 1.01 sourcecode" dumptruck linked is the original quake version which is also what almost everyone would use for playing single player maps.
Brilliant, thanks!
#31641 posted by metlslime on 2020/07/16 21:26:12
correction, the "Progs v1.06 source code" is actually what most people would play (but the difference is only bug fixes, not major gameplay changes AFAIK)
The source Strogg-Sothoth linked is for quakeworld, just be aware that quake and quakeworld had slightly different calculations for weapon attacks (at least, the shotguns are different.)
Oops, my bad.
Thanks Again Everyone For The Links And Info
(The four anonymous posts above were mine).
Whats Wrong With This Picture
#31644 posted by lizard on 2020/07/18 23:54:52
Target "C:\Program Files (x86)\GOG Galaxy\Games\Quake\quakespasm\quakespasm-0.93.1_win64\quakespasm-0.93.1_win64\quakespasm.exe" -hipnotic -game quoth
Start inC:\Program Files (x86)\GOG Galaxy\Games\Quake\quakespasm\quakespasm-0.93.1_win64\quakespasm-0.93.1_win64"
I'm trying to play the ad mod but all I get is Quake start. Same when I try to play this mod. Tried Quake injector but even with java installed I get how do you want to open this file.
#31645 posted by metlslime on 2020/07/19 08:15:17
lizard: try "-game ad" instead of "-hipnotic -game quoth"
A Tip For The New Mappers / QM Crowd
#31646 posted by negke on 2020/07/19 15:15:58
An observation from adding maps to Quaddicted:
There's no need to use BSP2 format unless the map is really really large and detailed - like Tronyn/Orl/ad_sepulcher type of stuff. Don't just switch format as soon as a warning message pops up. Engine protocol 666 can handle most levels that exceed vanilla (=protocol 15) limits.
More often than not you don't even need that. Frankly, I'm surprised how seemingly even the smallest maps are exceeding some limits these days. Then again, just an old geezer tilting at windmills. :)
#31647 posted by mh on 2020/07/19 15:42:11
It occurs to me that there may be a misunderstanding that BSP2 is needed for features such as fence textures or detail brushed, so just to clear that up: it's not.
BSP2 contains no new features, it's only about raising format limits. So if you don't need raised limits, you don't need BSP2.
Re Metlslime Whats Wrong With This Picture
#31648 posted by lizard on 2020/07/19 21:54:00
I did try -game ad and after that didn't work I tried quoth. Same incident.
Lizard
#31649 posted by anonymous user on 2020/07/19 22:41:40
Are your ad and quoth directories called "ad" and "quoth"? If they are called something like "ad_v1_70final" and "quoth2pt2full_2", rename them to "ad" and "quoth" and then try again.
Anonymous User
#31650 posted by lizard on 2020/07/21 04:00:05
Didn't work but thanks for the help
Lizard
I'm trying to play the ad mod but all I get is Quake start
So if I understand you correctly, you are able to start Quakespasm and play regular Quake (without any mods), right? So try this: start Quakespasm, pull down the console (which you do by pressing the tilde ("~") key if you are using a US/international keyboard layout) and type "game ad".
Threekidsinatrenchcoat
#31652 posted by lizard on 2020/07/21 22:43:07
It says game changed to ad but quake start still comes up no ad anything
#31653 posted by muk on 2020/07/22 00:22:05
Whats the name of the folder you keep all your arcane dimensions stuff in?
game "MOD FOLDER NAME"
so if your mod folder name is ADFINAL1_70 youll need to type that in.
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