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Quoth - Part 2
Finally. Quoth Part 2, the base-oriented update.

http://kell.quaddicted.com

Note: the mapping tutorial is only half done. We've decided to release anyway, because it's taking too long, plus there are maps already finished that use this content and surely some more will follow.

Map sources for all the Quoth maps, including the previous pak0 maps, are downloadable from the tutorial page.

Have at it.

[edit: fixed URL]
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Oh Wow 
That must mean that the entire pack must be quarantined and eliminated immediately! Shame on you Kell, Necros and Preach! SHAME!!!


I'm kidding. 
Speaking Of Gimpy... 
The skin in the shot I posted is how it appeared in QME that day. Today, there are almost twice as many tris. Weird.

Is there a more stable modeling app out there? What do you use?

Zwiffle: It's shocking, I know. Almost like these guys are mortal or something. ;) 
Modelling Tools 
My personal approach is to do as little in QMe as possible. So I use gmax to make my model, animate and skin it. Then I export it to MD3 format, and convert it from MD3 to MDL. There are two paths I know of to make that final conversion. Either you can use quark, if you can set it up correctly, but that is a bit of a pain. The alternative is a command line program which I wrote for the purpose.

Once you go down the path of creating your models in MD3 format and converting them to MDL, a lot of options open up because MD3 is a much more popular format. Most major 3d modelling packages have an export to it (3dmax, maya, blender to name 3). The only difficulty is knowing what you can't do in MDL but can do in MD3 - eg MD3 supports multiple skins but MDL doesn't. 
Don't You Miss Sajt's Awesome 
Tubelights 
There is a typo in the official Quoth 2 FGD that causes tubelights not to load.

@PointClass size(-8 -8 -8, 8 8 8) base(Light, Target, Targetname, Static) = light_tubelight : "Tube light"
[
spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
color(choices) : "Colour of light object" : 0 =
[
0 : "Yellow-white"
1 : "Blue-white"
2 : "Red"
]
]

Also, I am having no luck with the other color options. I get yellow-white every time. (Same for postlights.) The greying out works, however. 
Typology 
Sorry for the typo, will go fix it on my copy.

As for the color issue, you aren't having the same problem as
http://www.celephais.net/board/view_thread.php?id=60173&start=344
are you? 
Yes 
I changed "color" to "skin" in the FGD for light_postlight and light_tubelight, and all was good.

Thanks! :) 
 
of all the threads the bot could have posted on... 
 
I'm hoping it's pertinent because Quoth Part 3 is about to be released ... ? 
Fix For Stars Skybox 
The JPEG artifacts in the otherwise great "stars" skybox were bugging me, so here is a fixed version where I filtered them out using GIMP:

http://www.quaketastic.com/upload/files/misc/stars2.zip 
Func_door_button 
how to use that? 
 
Never mind, found the earlier posts. 
Please Fix: 
Knight melee attack range (should be when it hit the player, not from miles away).

Drole melee attack range (ditto)

Grenade Enforcer shotgun attack speed (should be less than instantaneous)

Bob Model (this is Quake not kiddie robot TV show).

...these are all broken / bugged. Everything else seems to work. Kthxbye. 
 
would break balance on existing maps. 
Meh 
I guess I agree re drole/knight melee

but fuck, leave Bob alone. 
Enforcer Shotgun 
is pretty tough and always seemed a bit unfair for such a grunt, on the other hand it adds some challenge to a group of opponents which is otherwise not very dangerous. 
Shotgun. 
Would still be very powerful even if the enforcer didn't insta-fire. What are the damage stats for them anyway?? Do any new monsters do LESS ranged damage than the most powerful Vanilla Quake ranged attacks??

Don't forget they have grenades, are tougher, and supported by all the new base enemy too.

Bobs are gay, SCIENTIFIC FACT. They just don't look Quakey enough (most of the other new monsters do). They're annoying to fight but TBH a fixed model that's slightly larger than 3 pixels would fix that anyway. 
 
I doubt Preach will want to make any changes like that (nor would I) because they would unbalance older maps.

That's not to say I don't agree with some of these. My biggest regret was that all the new monsters are so strong. 
PowerMonstah' 
My biggest regret was that all the new monsters are so strong.

Because players are so used to "normal" monsters, because they knows very well how to own them, because players are so experimented now... all these may explain why new monsters are so strong, and why this create a real new challenge for players...

And it does not prevent mappers from using "normal" monster for weakest player in easy skill ;) 
That's The Wrong Logic 
Because not everybody is as skilled as the next one. Even seasoned players. A map should be balanced for everyone, and not punish "weaker" or casual players (admittedly, I made that mistake myself for a while).

All things considered, the Quoth monsters have to seen as supplements, like the occasional fiend or shambler for instance, not replacements for the regular enemies. But in quite a few maps, they are used predominantely in favor of the old ones, which, in the end, just makes the maps very hard and not fun. It's bad design, in my view.

Happens in other games, too. See the ZDoom bestiary, for example. Many of those monsters are terribly unbalanced and, as such, their often great potential is ruined. 
Shambler (on Other Monsters) 
I agree with your instincts on which monsters could be better balanced, but I think some of the fixes need to be different.

Knight melee attack range (should be when it hit the player, not from miles away).

I assume this is for the death guard. The slow overhead swing has quite a long range, but the regular attack has the same range as normal quake knights/death knights. I feel the latter attack is the problem, and so something else makes them harder to fight in melee than death knights. There will be a tweak to the thing I blame in the upcoming patch. Fans of the existing balance will find nightmare unchanged.

Drole melee attack range (ditto)

I think the problem is that the attack is often unavoidable even when you have space to manoeuvre. Droles have a shorter reach than shamblers, so I think monster run speed is to blame. I have an idea on how to give players an "out" without changing either run speed or melee range, but I need to test it first(it might not even be technically feasible).

Enforcer shotgun was tweaked in Quoth 2 to be a bit less dangerous, it was a known issue that we couldn't find a happy solution for. I have had one thought inspired by the death guard business, but again it needs some testing.

We already made a replacement bob model - it's called a sentinel : -P 
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