News | Forum | People | FAQ | Links | Search | Register | Log in
Qonquer Released
I released my Q1SP mod, Qonquer, today! Fight waves of monsters in arena style maps with the aid of your minions.

Info and download:
http://www.wantonhubris.com/qonquer/Qonquer.html

Thanks!
First | Previous | Next | Last
 
There's only so much I can do though. The monsters are only so threatening and you guys are so good that it's tough to present a real challenge to you. :)

I don't want to change the monsters fundamentally by amping their health or damage - I'm a Quake purist at heart.

I'll try some things. But, really, the things you suggested are mostly achievable by the level designer so anyone could make a level that's super hard if they wanted to.

Stopping the health ticker on Hard is a good idea, thanks!

That was a hint in case anyone missed it. Heh. 
WTF !!!! 
I tried with WinQuake, FitzQuake 0.80, aguirRe's GLQuake 1.31 and I always get the same error message: "progs.dat has wrong version number (0 should be 6)"
Anybody would consider to help me please ? 
 
You've got me stumped. It works in software Quake and lots of other people are running it OK.

Anyone else using those engines he mentioned? 
JPL 
It's a problem on your side. Re-download the file or something. 
Beeeeep ! 
Nice try neg|ke, I already tried it, and it didn't help :P 
Difficulty 
It seems to depend on the map, not the programming. Perhaps just disallow saving.

The zombie situation is a bit irritating. Perhaps allow some minions to kill them, like ogres? 
I Played On AguirRe's GL 
and had no problems. 
JPL 
The zip looked a bit odd when I opened it in windows, presumably because it comes from a mac. So it might be an issue with the program you're using to unzip the file - try finding an alternative and using that. 
Ha! 
makes me feel as if I reached Q3 arena in Quake1!

Good Job, Willem! 
I Think To Make It Harder.... 
...for example in the base map get rid of the SNG and replace with an NG and replace the LG with a SSG! That would make it tougher. 
It Gets Hard Enough 
just starts too slow 
Wow 
Thanks! This is much fun. I got to wave 39 on first try I think. 1779 monsters! Crazy. Any chance of Quoth monsters in this? 
P.S. 
I think no matter how good you are it gets plenty challenging eventually (I'm not that good so..).
Also I play this with TQ146 as i play everything with if I can. It was just fine. Thanks again for this great mod. 
Finally It Works Fine... 
First thanks a lot to aguirRe who provided me a non corrupted version of Qonker folder...

Second, this mod is fucking awesome ! Nice idea to map quake arena that is not Quake 3 based ! the only bad point is that it start too slow, and before having funny butchery you need to wait at least till wave 10...

Anyway, keep it up ! 
 
Thanks! Glad you got it working finally. 
Qonquer 1.1 Released 
New version!

http://www.wantonhubris.com/qonquer/Qonquer.html

Direct download:
http://www.wantonhubris.com/qonquer/Qonquer_v1_1.zip

Anyone who found it too easy before will hopefully find that it scales a little better if you play on Hard or Nightmare.

Changes:

- added �impulse 12� for cycling to the previous weapon with ammo
- fixed the �Elder Arena� on Easy skill (no monsters were spawning!)
- minions will no longer hurt each other or the player
- made the minions stand further away from the player so they won�t trap you in the corner
- increased various limits, tweaked various times, based more values on skill level
- added finale screen (take a screenshot, impress your friends)
- proper respawn for the player after finale 
Cool 
Glad to see impulse 12 added :)

But, um...dude. Don't include source code or source maps, provide them as a separate sdk.
Don't put all the content in open folders inside a folder named qonquer inside another folder named qonquer.

The download zip should contain:

qonquer ( a folder, named in lowercase, that players simply extract to c:/quake/ )

Inside that folder there should be:

pak0.pak
qonquer1_1.txt
( it's good to add the version number to this filename, but whatever this file is named it should be the same as the zip )


Do not include a file named readme.txt

To assemble a pak file, use Pakscape:
http://kell.leveldesign.org/stuff/pakscape.zip

For the time being, I've assembled just such a download:
http://kell.leveldesign.org/stuff/qonquer1_1.zip

IMO 
 
Anyone unhappy with the packaging of the mod will receive a full refund. :)

But thanks, I'll keep that in mind for the future! 
 
Oh, and as for Pakscape ... remember, I'm on OSX. Is there a Mac PAK utility somewhere? I'd love to pack up the mods I do properly. 
Pak On A Mac 
Although I can't test this myself, you might want to try:
http://pakrat.fragland.net/

It claims to be able to read .pak files, so hopefully it will let you edit them too. 
 
I'll take a look at that this weekend. I seem to remember trying it before and it wouldn't even start up but we'll see. I think it's a classic app... 
 
Whoops, my bad ... that does indeed run but it looks to be a viewer. I don't see a way to import files or write out a new PAK. Blargh...

I may have to write something then. Yucky. 
Scrolling Text 
The new scrolling text works really well, I'm glad you got that working. But if it bugs you that it's still scrolling out slowly - which irritated me more in the original quake than here - then this is the way to create mod specific cvar defaults without annoying people with custom configs.

Find quake.rc from the id1 directory, and copy it to your mod directory. If you open this file with a text editor you'll see the following contents:


// load the base configuration
exec default.cfg

// load the last saved configuration
exec config.cfg

// run a user script file if present
exec autoexec.cfg

//
// stuff command line statements
//
stuffcmds

// start demos if not allready running a server
startdemos demo1 demo2 demo3


This is basically run like a cfg file when quake starts up. The best place to put custom cvar defaults is between exec config.cfg and exec autoexec.cfg. This way the last saved engine settings from the id1 directory imported in config.cfg get overriden, but a player can still choose to change your mod's setting by adding a line in autoexec.cfg. The command that doubles the speed is
scr_printspeed 16

You'll also notice that the same file sends the commands to start the regular quake demos that play when you start up the game. You can replace those with commands to play some new demos of gameplay in the arenas. Or you could add the command
map qsStart
to jump the player straight into the skill selection map. 
 
I gave this one a try yesterday and I think it progresses a bit too slowly. The map the game calls "tough" didn't get challenging on hard skill level until at about 26th wave.

I'll check the other maps today. 
 
Definitely try the new version. Many things have been tweaked. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.