Great Job Guys
#16 posted by DaZ on 2005/11/06 03:48:32
Now I want to make a q1sp... you bastards
Kell / Necros
#17 posted by DaZ on 2005/11/06 04:08:44
Is there a guide on teh net about how to setup GTK for use with Q1? Any help would be great
Now, This Is Strange....
...the only way I can play kelltest3 is by cheating... I mean,if I enable whatever cheat before getting into the slipgate leading to the arena, the gug is free, if I don't, he stays behind the YA door, still hurting me with the earth pound attack but impossible to kill... any clues?
So
#19 posted by nitin on 2005/11/06 04:36:56
what are the playable maps? it seems as if there's more than the 3 released above.
Nitin
#20 posted by drew on 2005/11/06 05:30:37
check out the html in the post. at the bottom of the page it lists the 'test' levels. Necros uses GTK I think, but Kell - what editor do you use?
Re:
#21 posted by necros on 2005/11/06 08:05:35
first, thanks to everyone who is uploading mirrors! since SP was down, the only space we had available was FP, so that's really cool to have better sources available.
re: kelltest3, what seems to be happening (that i've seen) is that the gug, while walking, somehow starts heading back into the tunnel. i'm not exactly sure why it does that, other than it might be a movetogoal hiccup (the builtin function all monsters use to navigate).
re: gtkr + q1, i wrote a guide to setting it up for q1 editing a while ago; http://www.planetquake.com/necros/gtkrq1.html
tigger-on wrote one as well, which is more involved than mine, however, both of them only cover pre 1.5 versions of GTKR (ie: versions that didn't have the native q1 support)
as for setting up gtkr 1.5+ for q1, i don't know because i still use 1.4 (never liked the way 1.5 worked). there might be some literature on the qeradiant site on that though. worth checking.
re: FGD
both of us use gtkr and the format for fgd files seem really different to the very simple gtkr format. we'll see what we can do, but it may take a while to figure it out. :P
cheers :)
Pardon Me
#22 posted by Zwiffle on 2005/11/06 08:44:01
As someone who hasn't mapped for a couple months let alone modified Gtk 1.5 for an even longer time, exactly how would I go about setting this stuff up for use with 1.5? I remember there was a lot of niggling about to get Chapters set up correctly, but I don't remember at all how to do it. I didn't see anything on the site/tutorial thing. Helpz0rz?
Well,
#23 posted by necros on 2005/11/06 08:50:04
i don't know how to do it specifically for gtkr1.5, but as far as using the entity defs, it should be as simple as dropping the .def files into whatever folder is currently holding your q1 defs.
Uhm
#24 posted by bal on 2005/11/06 08:54:58
1.5 has full q1 support, so rtfm, it's really easy to set up and get going. To use the extra quoth stuff, yeah just add it to the q1 .def file.
Counter Well,
#25 posted by Zwiffle on 2005/11/06 08:58:57
I extracted them to every folder that had a .def in it. No dice ~_~
Hmmm
#26 posted by HeadThump on 2005/11/06 09:03:32
my Quake1.def reads from the scripts folder of my Quake 3 Arena install (c/:Quake 3 Arena/baseq3/scripts)
Mirror For The Three Separate Maps
#27 posted by bambuz on 2005/11/06 10:59:06
Also, Nice Work Necros And Kell,
#28 posted by HeadThump on 2005/11/06 12:21:32
the skins on the new monsters are first rate. You may need to rework the original Quake skins just to get them up to your caliber.
One suggestion to help fill out the base monsters -- reskin Wally the Spider as a Deus Ex like spiderbot and add a lightning parameter for its pinchers.
Thanks for sharing the love.
Ignorant Babble
#29 posted by bambuz on 2005/11/06 13:22:06
first impressions after playing the test maps and necros's marble thingy.
rough things:
There are exactly how many death knight variants? Too many? And they're always mixed, I get messed up who shoots what kind of balls etc.
And the enforcer variants too..
The red/blue/green shirt enforcers just don't fit that well with the overall brown enforcerness/base-enemyness. :/ Some of these too seem to be strong both close and far and really don't serve that much tactical purpose in my mind. It's also kinda annoying that "small weak basic monsters" shoot the most powerful things in quake like rockets (guided?). Dunno.
And some of the new enemies seem to be good both at close and far range which can make them kinda untactical to play against. Just trigger to the bottom and hope for the best.
The graphics are good, I like the death guard the most. His sword animations are pretty nice too.
The flying bat monster is ok, adds a new dimension to the combat when you have to try to figure what the next cover from the shaft beam will be. Though if deployed in packs, they're really frustrating to play against. It kinda sucks that it's quite detailed but the quake engine can't handle.
vongug.dem was great :D The monster is a bit big for it's bounding box? It shows through doors at times. Anyway, it's damn scary.
polyp, spidy and octopussy are already familiar from chapters and work nicely and are quality work.
I really dig the skybox and the sounds. Adds quite a lot to the atmosphere.
Necros' map: had that "sense of awe" thing. All that machinery and those different kind of areas. And the evilness. The combat balance was really very very good. Saved over 20 times and died a couple of times and was often surviving by a hairthin margin.
Departure from brown worked surprisingly nice. Some places reminded me of doom somehow.
The main arena and couple of places had really low fps (40 for me). I think it's because you had joined the various rooms or areas often with simple straight corridors and not doglegs...
Overall the whole thing rocks. And come on, fgd's seem super-simple if you edit them in wordpad. If I knew the specs I might just do that myself...
Oh
#30 posted by bambuz on 2005/11/06 13:26:55
i'm heterosexual and the plasma is ok. The pink is so light blue-
DOOM TEXTURES!!!!
#31 posted by Tronyn on 2005/11/06 13:34:07
Necros, you rule!!
I liked Crescendo of Dreams most out of the 3 full maps. Texture set/choice/work was absolutely first rate, lots of nods to doom in the design, I really enjoyed it.
Red777 was also good, the outdoor city section was the highlight there. I was a bit dissappointed by Rats in the Walls, but it was good fun blasting those zombies with the new gun.
Rats
#32 posted by Zwiffle on 2005/11/06 14:12:21
Had the most Doomish feel to me. It just totally reminded me of those urban Doom2 levels for some reason. The whole thing is r0x0r except for the very over-abundance of "1 gug then 2 gugs at once in super cramped area with no ammo" level finishing thingy. Gugs > droles at most annoying enemy now. Gotta hate that earthquake attack.
#33 posted by necros on 2005/11/06 15:26:22
It's also kinda annoying that "small weak basic monsters" shoot the most powerful things in quake like rockets (guided?).
that's why they do about 1/4 the damage of a regular rocket. ;)
their low HP means they won't survive long enough to fire more than a few rockets anyway, even with the shotgun.
#34 posted by Zwiffle on 2005/11/06 16:48:58
I still totally need help setting this up. I've put these files in like 6 different directories and nothing's worked yet.
Zwif
#35 posted by necros on 2005/11/06 16:53:03
what version of gtk are you using?
1.5
#36 posted by Zwiffle on 2005/11/06 16:59:14
[nt]
Wait, yes there's text.
I tried putting everything in 3 different q1.game folders in the Program Files/GTKRadiant folder, and in 3 different folders in games/quake (I think it was quake, id1 and utils or something.)
Zwif
#37 posted by necros on 2005/11/06 17:12:13
if you have q1 entities show up in gtkr, then just dump the def files into the same folder that the q1 def file is in.
Zwiffle
#38 posted by Kell on 2005/11/06 17:12:21
what HeadThump said.
I haven't used 1.5 at all, necros only very briefly. The usual location for defs is in Quake III Arena/baseq3/scripts
If you don't have Q3 installed - and GtkR isn't exclusively for Q3 anyway - do a search for where your current .def file is located, whether it's quake1.def, or chapters.def or entities.def
GtkR 1.4 has the feature to read multiple def files, presumably 1.5 does too.
I'll have a look around and see if there's any more info.
#39 posted by Zwiffle on 2005/11/06 17:14:16
That's what I did. quake1.def/chapters.def were in the directories I dumped the files into, but nothing new showed up. I still have the Chapters entities, but not Bob or anything.
Oops
#40 posted by Kell on 2005/11/06 17:14:51
I am so fast at replying o_O
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