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Posted by Kell on 2008/03/09 14:25:20 |
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-oh-oh
#33 posted by Spirit on 2008/03/10 11:08:15
I will sodomize the first who adds a flashlight to his map, puts an indistinguishable breakable in a dark corner and think that it is ok as a secret. Yes, I will!
Awesome update but I really don't like something:
The breakables have no different "shot-at" effects than any solid brush plus their debris hurts the player. :(
Spirit
#34 posted by JPL on 2008/03/10 11:10:32
You gay pervert :P
Nice Work
#35 posted by rudl on 2008/03/10 11:35:49
Are breakable transparent brushes possible?
And transparent func_Illusionaries?
Spirit
#36 posted by Lardarse on 2008/03/10 11:38:09
Your offer sounds tempting... ;-)
And the rubble doing damage is somewhat of a bug. Nearly everyone who implements it blindly has the rubble do damage on contact with the player, without checking first that the rubble is actually moving...
I Thought
#37 posted by ijed on 2008/03/10 12:17:44
It was nice physical feedback to have chunks of flying glass actually hurt the player - its not as if the pieces exist for very long anyhow.
Rubble
#38 posted by gb on 2008/03/10 13:13:44
only damages you while falling on/hitting you. Once on the ground it's harmless.
#39 posted by Lardarse on 2008/03/10 13:23:19
They fixed the rubble then? good to know...
e1m2quoth is a very nice map to play through. I liked the "super-secret", even if I did have to save a couple of times, and the "quad" secret is just am amazing piece of map programming...
Walking On Gilded Splinters
#40 posted by Preach on 2008/03/10 14:11:03
Yeah, to confirm: rubble does damage proportional to the speed the rubble is travelling at - so once it's stationary it does nothing. On the decision of whether rubble does damage, it had to be an all or nothing thing, making it selectable by the mapper would be unfair to the player. Once you know that rubble is dangerous in Quoth it's usually very easy to avoid. If you do miss the red blood indications on breakables, you can always make your breakables with a targetname, and a corresponding shootable trigger to target them.
Quoth2?
#41 posted by Raven667 on 2008/03/10 14:54:50
This might be a stupid question, but will there be any QuakeC release?
Flaknailgun
#42 posted by Jaromir83 on 2008/03/10 18:31:56
Giving slowshooting flaknailgun to the slipgate traveller instead of his simple shotgun would be nice IMHO. Yet hard to think out and make weapon model with proper quakey feel, I know. I love the sound when flak ogre uses this gun! Mechanical scorpions! What a suprise, they are not mentioned on the web in the new enemies list. Sorry for spoiling them.
Awesome!
#43 posted by Vondur on 2008/03/10 18:58:59
Here's first run demo through the e1m2quoth: http://vondur.net/files/qe1m2.zip
As for the rest of the stuff, very well done! You managed to revive quake once again, all those sentries, breakables and uberogre and what forth! I wanna map again :)
#44 posted by Zwiffle on 2008/03/10 19:06:15
Aye, this is impressive. Can't wait for .ent/.def to get something started on this. e1m2quoth was very good, nice display of the tech and redesign of this classic map.
When's Quoth 3 coming out???? :D
I Was Trying To Play Bioshock Lately...
#45 posted by CI475 on 2008/03/10 20:26:28
...but quoth2, qonquer and cjhsp1 made me forget it.
e1m2quoth is a great fun, and the structures made with blocks make the all thing solid.
The hammer part is cool too.
Random Feedback...
#46 posted by metlslime on 2008/03/10 21:15:42
Let's assume that i've already mentioned that this is awesome and cool. And now i've moved on to talking about the tiniest minutiae:
- why does the plasma enforcer not have EF_MUZZLEFLASH when he shoots?
- also, the shotgun enforcer doesn't have EF_MUZZLEFLASH for his shotgun, only his grenade launcher?
- also, the new grenades look cool
- also, the flak ogre's nails come out in a symmerical pattern that looks too perfect, i think it would look better if the spread was somewhat randomized. On the other hand, maybe you wanted it to be a pattern players would learn to avoid?
Holy Fucking Shit
#47 posted by Omus on 2008/03/10 23:59:10
I had given up hope on this but awesome work anyways. Now for my unasked-for opinions:
I like:
- Ogre boss, sentinels, new maps, anything not mentioned below :) .
Not so much a fan of:
- Too many enforcer re-skins, and the pretty colour coding make them look like they walked out of a packet of M&Ms. Less bright colours and some customisations to the mesh would have looked a lot better. OTOH, were you trying to save on model precaches?
- The tentacles on the laser sentinel look too much like flames, IMO makes it look a bit like a flying walltorch. I would have given it a chunky, pink texture (brains).
- Not all breakable debris should do damage. I mean flesh is pretty soft right? And wood splinters wouldn't hurt as much as glass.
Can't wait to play Base Pack, if/when it comes out (I'll believe anything now :) ).
OK, Played A Bit E1m2quoth Yesterday, And
#48 posted by Dooomer on 2008/03/11 01:03:54
Found something interesting...
I was playing with Glqrack 1.85, and with its bundled new v_* and g_* models. However, while playing e1m2quoth I noticed that the replacement models were not showing up! In their stead were the original ones, by their look.Other maps seem to be all right, just e1m2quoth.
So I switched to darkplaces with some replacement models, and the same happened again.
Then I went to a drastic move, by deleting all the v_* and g_* models in .\id1\pak0.pak (backed up this file first, of course), and tried again with glqrack and darkplaces. Guess what, in e1m2quoth, the old weapon models were still shown!!
At that time I began to feel unbelieving, because how could the model still show up when the model files had been deleted? I went to check .\quoth\pak1.pak, and found some thing like c_shot, c_shot2, ...
So, in the end, my question is, are the authors experimenting some method trying to combine the v_* and g_* in a c_*, or is this an easter egg of some sort?
Combined Weapon Models
#49 posted by Preach on 2008/03/11 01:07:46
Yes, one of the options quoth offers is to combine the v_ and g_weapons into a single model. This is necessary for e1m2quoth as it hits the model limits exactly under the current configuration. It's an option that is specified per map. It has the added benefit of forcing models consistent with the quoth plasma gun and hammer : - p.
Nice, Thanks For Explanation!
#50 posted by Dooomer on 2008/03/11 01:37:48
a bit written in readme would be good too, though.
A Cvar To Disable The Combined Weapon Model
#51 posted by Dooomer on 2008/03/11 01:59:49
and use the replacement or original instead?
Might be useful in the future.
OK, Maybe A Ent File Can Do The Trick.
#52 posted by Dooomer on 2008/03/11 02:09:33
Looked around http://kell.leveldesign.org/quoth/quoth_tutorial.html
and found the aflag value in worldspawn.
So it seems that I as a player can create a ent file, and then modify the aflag value in it, then use it together with darkplaces or other engines that support ent file to override the c_* models. Though this method will not work with glqrack.
When will ent file, lit file, external texture, model interpolation, raised limits, and etc etc become standard and incorporated into every engine......
#53 posted by Sielwolf on 2008/03/11 03:13:41
When will ent file, lit file, external texture, model interpolation, raised limits, and etc etc become standard and incorporated into every engine......
I think we as players should be modest.Quake is an old game, and people are creating all this wonderful content like Quoth II in their spare time and for free.
Btw most of the features you mention are available in aguirRe�s engines already; except lits, but those are supported by FitzQuake, which will also have interpolation in the next version.
Besides
#54 posted by Sielwolf on 2008/03/11 03:49:56
don�t friggin triple post, makes the digestive process of people here go awry.
Except czg�s :P
Sorry For Triple Post,
#55 posted by Dooomer on 2008/03/11 04:43:38
but it was not intentional, more like, had something to say, and then after browsing a bit, there was something more to say about the topic, but couldn't edit the previous post, so had to make another post.
Back to the features, first, I was not complaining. More of a dream, maybe an unrealistic one.
Second, about aguirRe's engine supporting ent file, I was not aware of that. Thanks for the info. About Fitzquake, it's great news to hear it will finally support interpolation.
Better Fix
#56 posted by Preach on 2008/03/11 10:54:13
The best fix would be to get a set of replacement models that's designed to work with Quoth, because it's unfair to expect custom content from one mod to always work with another. It wouldn't be very hard to take the v_models and add an extra g_model frame after the attack animation, which is all that a c_weapon is. And this pack would then have the opportunity to provide a replacement plasma gun and hammer, which would be nice and consistent. I thought of having a cvar that would control this option, but it wouldn't work because you'd enable it, then you'd load this map and the engine would crash. And it would always crash on maps that had this option, because they wouldn't set it if they weren't near the model limits. On other maps it would have no effect. So it seemed like an option that we couldn't provide.
#57 posted by Trinca on 2008/03/11 21:25:53
e1m2quoth on hard got duplicate os monsters and items two monsters in same place near the ambush of the green bastards!
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