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BETA: Keep Q1 SP 'Uber Mod' (all Monsters Etc) Devblog.
Latest updates, tidbits, and ramblings. Ask questions here. To avoid the many expected (and encouraged!) "Hey will feature X be included?" questions, the following mods will be subsumed into the collective:
AD - Used as the mod base structure. All added features use AD's specific code types, classes, infighting, etc.
Mission Pack 1 (Hipnotic)
Mission Pack 2 (Rogue)
Rubicon
Quoth 2.1 atm (2.2 is closed source)
Custents
extras_r4
Zerstorer
Kinn (from the Marcher and others)
SOE
And my custom stuff (such as my programmable coordinate func_robot with its special syncronization code for mating up with other robots seemlessly, great for machinery or buildings that assemble themselves)

Yes I have the fix for fish monster count!

Feature list: https://drive.google.com/open?id=0Bxz_tQQ7as4ieGhGVjUtV3Q0VVk

Download v. 0.40, 395mb (OLD VERSION)
https://drive.google.com/file/d/0Bxz_tQQ7as4ib0l4eGFheHNrUU0/view?usp=sharing

UPDATE: Version 0.50 (LATEST VERSION)
https://drive.google.com/file/d/1VAFLWqU94TZZEn4bG7Fd-RHWeQqD1b5q/view?usp=drivesdk
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Tick All The Right Boxes On Every Mapper's Wanted List 
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 
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 
 
Who The? 
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 
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? 
 
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! 
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. 
 
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 
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 
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? 
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 
dont forget to include that saerge_guy from the kinn_bastion mod

q2_infantry 
 
"[...] 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 
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... 
 
This mod may be a good idea for something like this:

http://www.celephais.net/board/view_thread.php?id=60484 
 
Please include the nehahra baron as well as Nehahra himself 
 
Arcane Dimensions has most of the interesting Quoth monsters already in it.

Drole.
Rainbow of enforcer colors.
Gaunt.
Rocket shooting soldier, it seems.
Pyro.
Hipnotic's scorpion.
Voreling. 
 
But it doesn't have the cyborg ogre 
 
At the end of the day, those that created Quoth created the Eddie monster (if I am correct on the name).

By what right does one appropriate work from another without their permission?

The right thing to do is ask, knowing the answer might be "no".

I once wanted to incorporate a work of Tyrann's and contacted him. He said yes.

I once contacted the author of Abyss of Pandemonium and tried to get to open source the mod when aguirRe was helping bug-fix the mod. The author of AOP said no.

Some battles you win. Some battles you lose. Such is life.

But if you act with honor, no matter the score you always come out on top. 
 
So how did Travail get those giant robots then? 
 
Travail is open source. 
 
if AOP is closed source, how did travail get the robots from AOP in the first place? 
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