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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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Flaknailgun 
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! 
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 :) 
 
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... 
...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... 
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 
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 
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 
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! 
a bit written in readme would be good too, though. 
A Cvar To Disable The Combined Weapon Model 
and use the replacement or original instead?

Might be useful in the future. 
OK, Maybe A Ent File Can Do The Trick. 
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...... 
 
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 
don�t friggin triple post, makes the digestive process of people here go awry.

Except czg�s :P 
Sorry For Triple Post, 
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 
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. 
 
e1m2quoth on hard got duplicate os monsters and items two monsters in same place near the ambush of the green bastards! 
Right: Downloading Now! 
I'll start working some stuff out with these new dudes 'n stuff right away!!

Should be fun! 
 
Good news Ricky, looking forward for playing your masterpiece(in summer?). But keep it simple please, the pack-included e1m2quoth is nice representation of all of the quoth2 potential, but I found it a bit garish, if you know what I mean. 
Comments: 
(On the new stuff)

the base-oriented update - personally I'm not convinced by the need to boost the base enemy repetoire. I guess I'm used to base having less hardcore monsters, but also that many of Quake's monsters (i.e. all but knights) can be used in base regardless.

Sentinel - fine, less irritating than Bobs, like the tentacles on top, will have to get used to rest of model.

Pyro - pretty cool attack, effective in combat as makes circle strafing harder, sprites could do with some work, model a bit yellow, could do with some re-modelling.

Eliminator - okay but don't really see the need. Prefer Zer's mega-Enforcer for looks, diversity, and combat.

Flak Ogre - good overall, nicely subtle skin, a bit of remodelling would be nice too.

Eddie - good addition to the repetoire, nice to have a new monster rather than a reskinned Enforcer. Quite Quakey in some ways but also quite derivative of Armagon + Q2 Gunner + Q2 Gladiator. So not sure what I make of the vibe of it. Weapons good as is combat. I think it just needed something to break free from it's influences, and it would be great.

Backpacks - not a fan. Could be done subtler.

Flashlight - great, works well, simple but effective, like the idea of it alerting monsters!

Forcefield - absolutely fine.

Ladders - absolutely fine, work well.

Breakables - great in both looks and sound, work nicely, like the different debris and different sounds for each genre. Damage is okay but maybe a bit less would be good. Having different damage feedback (i.e. not the usual grey dots) would be very useful.

Explosions - good. 
Maps: 
Breakable - map of the decade :)

Kelltest5 - ummm.

Kellbase1 - a proper map!! Quite hard first time, easier when you know what's coming up (like dropping down into the "no chance of survival first go" final Enforcer pit. Good showcase of new enemy tho.

E1M2Quoth - very good. Again quite tough. Easy to run out of health and ammo near the end. Some of the new stylistic tweaks are great, the flooded missing-brick floors especially. Not always as coherently done as E1m1RMX though. The outside scenes you see outside the window are gorgeous....as is the super-secret, one of the coolest scenes yet in a Quake map, really great. 
OK, Gettin It Together!! 
Does anybody have an FGD for this mod yet? 
 
Ricky, please make it dark Ogre Den (dwelled by flak ogres+grenade ogres) or cyborg+pyros+mechascorion military base! 
Its The Latter... 
 
Kell 
e1m2quoth is awesomely brilliant ! Very good work ! 
Oh Look... There IS A Kellbase1! 
I didn't even see it before. I liked it a lot. I liked everything in it. I have no polite words to describe how happy I am that you made and released this for all . Except... Thank you Kell. 
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