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New Q1SP : In The Shadows (v1.1 Now Available)
Finally after months of testing, tweaking and huge amounts of coding, drawing and level design I present my MOD 'In the Shadows' which features three maps, two game play modes (vanilla quake/stealth) and a readme file packed full of hints (for daz)

This is not the final release, I do have plans for other maps, but I want to get feedback on what I have created so far and there is a lot of new toys to play with. The MOD is designed to only work with Fitz and Mark V engines because these are the only two I did testing with.

Please take the time to record some demo's with Fitz because this will be the perfect way for me to understand how you played the maps. If there any problems or things you think should be different, please let me know.

Download Link V1.1 (16.6mb)
Web Page Readme v1.1 Moddb

Recommended Engines:
Fitz0.85 Mark V

Screenshots (1024x768)
Image 1 Image 2 Image 3

Video's on youtube
Stealth Combat Stealth Mechanics
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using fence/alphamasked textures will at least still run in any engine. if anything the use of the feature will encourage its adoption - so long as the engine is still maintained
It would be awesome if QS/MarkV could support this feature, it would be a step in the right direction for mappers. :)

@nitin, the top is a large metal frame around a hanging grate (recently added). It should make more sense from above because that is where the player is coming from.

@ijed, yeah rock4_1 is an awesome texture, I will give that a try. 
Sock 
ok I see what you mean. I thought the map was going to be set inside and that was like a 'viewing window' opening. 
MarkV 
Just looked at the code. MarkV does already have fence texture support. So no excuses. :P 
I Told You So. 
It supports masked textures. You just name it with an open curly brace like in RMQ.
It doesn't support it on anything other than bsp though. I use it on brush entities (so you could make cobwebs and stuff for example). 
What I Want ... 
I don't think anyone understand what I am after. I want a model to have an alpha mask/texture, I am not interested in alpha texture for brushwork or sprites. Organic vegetation is really about models and the ability to have gradually faded edges. 
Yeah I Understood 
what you meant. If any engines support it on quake .mdl files then I have no idea which ones do. It would be great if they did though, foliage would be brilliant and you could make animated torn up flags like they have in Quake 3. 
Done! 
 
That's "just" sprites again :P 
XL 
 
Mdl Support 
Can you not just apply an external tga skin with an alpha channel to get selective transparency on a .mdl? Or have you tried that and had sorting issues occur? 
 
Don't forget fq doesn't support external skins. 
Latest Progress 
New location - Baramous Keep Start Crypt Entrance 
Good 
To see the zombie knight making his debut, and all the support you're getting through moddb.

Looking forward to the release :) 
 
Having a MODdb page is very good idea, it gives you a chance to spread the word and gives you a central location for news updates.

Got some more news about the MOD progress. If anyone here has played the MOD, please remember to vote on the Moddb page. 
 
This is fantastic stuff, sock! Keep it up! 
 
Sock, these screenshots are awesome! 
 
looks great. thought of including axe sound and animated HD explosions from Bastion/Marcher Fortress to your mod to make it even better? would be blast 
 
@Jaromir83, the sprites in Marcher are certainly amazing quality but I will need Kinn's permission to use them. I do like what he did with gibs, having multiple frames for different sizes. :) 
 
@sock, Ive asked him, I believe it would not be technical problem for u to include the stuff 
 
@Jaromir83, it seems you have had better luck than me, I too emailed Kinn but got no reply. I would love to add the sprites and gib stuff he did with Marcher, but unless I get an email reply from him I am not going to add it. 
Sock, Jaromir 
Sock - my procrastination does not discriminate. I hadn't replied to either you or jaromir up until today. Been balls-deep in work stuff :{ I have replied now though, so check your mails :} 
RPS Pimpin' Sock 
RPS Pimpage 
@Bal, I am totally surprised by this, it is the highlight of my week! :D 
That's 
Some good exposure, congrats! 
 
@Jaromir, I eventually got hold of Kinn and got a chance to see what he did with his gib QC and it is indeed an awesome feature. (Something I did not really notice when I played Marcher years ago) I created my own set of unique gibs and borrowed his sound assets and it works a treat.

The recent RPS exposure has been a real eye opener simply because of how many hits something like this can generate. Here is the stats for that day and it is off the chart. I got nothing like this at xmas and I was producing promotional content like crazy. The best news of all is that the author of the RPS article would like to see the next release! :) 
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