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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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aguirRe worked on Travail. aguirRe worked on remastering AOP with the author of Abyss of Pandemonium around that time.

That doesn't seem a coincidence to me.

But that would be a question for the authors of Travail. 
 
I recently watched a RRP playthrough and noticed it has some pretty badass leaping dual chainsaw ogres (including a great death anim). Would be fun toying with them. 
Eel Soup Anyone? 
As long as this mod has the Electric Eels featured in Mission Pack 2, it will be the greatest mod ever. I haven't seen these little guys anywhere...

Also the scorpions in AD are not from Scourge of Armagon. Those were large nail shooting Centroids, also seen in Tronyn's At Desert Dusk. The AD scorpions are seen in Hexen I believe.

Think of the maps you could make with Eel puns: Welcome to Heel!, The Eelder World, and it goes on like this... 
 
Don't claim to be a master of monsterology ...

But the original At Desert Dusk was a hipnotic mod requiring that mission pack.

Since almost no one had the mission packs, Tronyn re-released the map years later as a standalone with, presumably, just the parts required. 
Can Of Eels Opened 
I did ask for the Quoth 2.2 source a while ago but got no response. I'm fine with Preach keeping his cool new Quoth 2.3 stuff in his Quoth 2.2.2 patch full patched version with the patch. Going to an earlier version of Quoth was a bit brash. I consider it too good and too important not to leave out. BUT, if Preach or Kell want me to, I can leave out the non-AD inducted Quoth crew and weapons and items. :(

This door opens eelswhere Redfieeld.

Ogre cyborg? Dual chainsaw ogre!! Awesome miniboss idea for the Fringe desert road journey level in the episode.

Is there a mod that handles going back to the same level again in a good way. I'm sure there's no way to pack a bunch of corpses into the parms...perhaps merely adding in-story details like gremlins who are knowm to eat corpses combined with an info_start2? 
 
Is this mod going to keep expanding and collect all of the good monsters? 
Unless I Tire Of Updating It 
Yes that's the plan to Keep on Keeping all the great Quake features I can. The goal is always about giving the mapper full creative freedom.

Just finished fixing the weapons code. All weapons have their own pickups now too, including lava nailguns and multi rocket and grenade. I need to finish making the skins for the multi grenade and multi rocket weapon g_ models for the pickups.

I would upload version 0.2 now but the cabin I'm staying at (on vacation in the Rockies this week) has crap all wifi and no cell service.

Anyways, a mod with no maps is no fun. This week will give me time to tidy up my old Keep episode. It's in knave style so hopefully no one is sick of that yet since the latest jam was knave. I hope to release Keep 0.2 along with my Keep episode which is where the name Keep comes from, older though it is. 
Zero Weapon Mode 
Just made it possible using the weapon_take function of worldspawn to give the player no weapon at the start by setting the value to 999 or higher to take away everything. Great for those cinematic experience maps or to really sell a start where the player is in a prison cell. 
Incidentally, 999 Might Not Be The Best Value....99999999999maybe 
 
Zero Weapon Mode 
Cool! I've been wanting to explore that idea since AD's shotty removal. 
A GPL Voilaton In The Making 
 
It's HPL 
 
Qmaster Made Stallman Cry 
 
Ctrl-F "Floyd" ... 0 Results. 
I thought you said this would have all the monsters. 
Who's Floyd? 
 
 
Please have an arena mode where two monsters can fight each others 
Monsters Fighting Like Chickens ? 
Would be cool to do some bets, like chickens combats. 
Did A Little Digging For Floyd (???) 
Found that Rubicon Rumble Pack is the latest version of Rubicon, not Rubicon 2 and has new enemies. Who knew? Looks like I'll finally have to play that. Never really cared much for that texture set.

I'll try my best to Keep releases sequentially versioned unlike some other mods. (Incidentally, version 0.1 is included in Terracity though isn't advertised. I don't even remember how many features I had at that point. That's why I keep referring to version 0.2 release, coming soon this week.) 
Rogue Weapons 
Not sure how interested people are in this part, the Rogue weapons are redundant mostly, but I've made seperate pickup items for each using dwere's weapons as a base and re-skinning them.

Still need to add legacy support with a worldspawn flag to enable rogue-style automatic multi/lava/plasma weapons just from picking up ammo.

On a related note, flak ogre and centroid have both normal and lavanail variants. Need to add a toggle spawnflag for the flak ogre to either have default 5 spray pattern or randomized burst.

Also, I'm still debating how to handle the lightning gun "upgrade" to the AD plasma gun. Still considering havibg the chainlightning gun but 4 weapons on number 8 would be maybe too much. 
 
Depending on the number of weapons that are in the mod now, it might be better to just get users to add more numbers to their keyboard :p

Seriously though, how difficult is it to bind specific weapons to custom keys in your mod? Quake doesn't use many keys, so you could easily bind a few guns to letter keys or something like that if you're an end user not interested in pressing 8 three times over... 
Dont Frighten The Kid With Real Design Goals 
 
I Already Thought Of That 
Each weapon has it's own special impulse command already that you can bind yourself. I'm wanting to make it as user friendly as possible. 
Would It Be Possible 
to cycle through all the weapon variants using mwheel? IIRC none of the MPs/mods do that and we have to manually press the corresponding key. Not good in the heat of the battle. 
Umm 
From my experience, most FPS pro players manually switch between weapons using their dedicated keys because it's faster than the mousewheel. 
 
Well I'm not a pro player and it's faster for me to use mwheel than having to look at the keyboard for the appropriate key. 
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