Rogue Weapons
#55 posted by Qmaster on 2017/09/05 06:24:01
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.
#56 posted by PRITCHARD on 2017/09/05 07:06:14
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
#57 posted by anonymous user on 2017/09/05 11:03:14
I Already Thought Of That
#58 posted by Qmaster on 2017/09/05 14:11:02
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
#59 posted by Mugwump on 2017/09/05 14:58:00
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.
#61 posted by Mugwump on 2017/09/05 17:32:40
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.
I Used MW As Well
and a next weapon button and the keyboard shortcuts. With this mod you are going to run out of keys though. One solutions: HL1 style toggles so you tap 2 twice for super shotgun tap 5 twice for grenade launcher and then RL.
Weapon Selections
#63 posted by Qmaster on 2017/09/05 21:48:55
Mouse wheel supported (and cycle up down buttons, same functions)
So Far:
1: Axe, upgrades to Shadow Axe
2: Shotgun
3: Double barrel shotgun, upgrades to triple barrel Widowmaker (might add quad shotty too)
4: Nailgun | Lava Nailgun
5: Perforator | Lava Super Nailgun
6: Grenade Launcher | Multi-Grenade Launcher | Proximity Gun
7: Rocket Launcher | Multi-Rocket Launcher
8: Thunderbolt, upgrades to Plasma Gun | Plasma Lightning Gun
9: Laser Cannon | Crossbow (defaults to poison bolts if you have poison ammo)
0: Mjolnir
@dumptruck: the weapon toggles are similar already to HL1 except without the hud and without requiring confirmation click.
#64 posted by Yhe1 on 2017/09/05 21:51:32
Where is nehahra's autoshotgun?
#65 posted by Mugwump on 2017/09/05 21:59:50
Mouse wheel supported
Awesome, thanks!
Sorry For Double-posting,
#66 posted by Mugwump on 2017/09/05 22:07:27
but in the monsters department, would you consider adding the hydra from Seven's SMC? I know it's originally a Hexen monster, not a Quake one, but I love fighting these pesky fuckers and they bring a much welcome variety in underwater combat. There are other monsters in the SMC but I don't think they're even remotely as necessary as the hydra.
#67 posted by topher on 2017/09/06 18:22:30
one thing that i like is how the SNL shoots in the drake mod. instead of shooting two nails it shoots nails two times faster
also, i remember a teleporting scrag, don't wich mod...
I Didn't Know Saturday Night Live
#68 posted by Mugwump on 2017/09/06 18:27:50
was featured in Drake...
Scrags (as well as fiends, maybe some other monsters) do have a teleporting option in the SMC.
#69 posted by yhe1 on 2017/09/07 05:00:29
Another monster worth collecting is the cyberdemon found in the event horizon map.
Keep Em Coming!
#70 posted by Qmaster on 2017/09/07 05:18:37
I had considered doubling the nail output of the perforator. I'll add it as a worldspawn option.
Please note that if you don't see your feature request in the release this week, you can expect it in a future update.
Almost done fixing some gamebreaking bugs in my old episode, then release! Readme will be incomplete but still interesting. Archive map will come later. I want people to be able to start unleashing full mapping freedom as soon as I can.
#71 posted by yhe1 on 2017/09/07 05:18:37
this mod also has a couple of good custom weapons and monsters:
http://forums.insideqc.com/viewtopic.php?f=16&t=5372
Remaqe Quake II - Electric Boogaloo
#72 posted by anonymous user on 2017/09/07 07:50:02
Ouch, Not Even Enough Dignity To Post Under A Name For That One
#73 posted by Qmaster on 2017/09/07 08:08:50
Ultra & Mega Enforcers
#74 posted by Qmaster on 2017/09/07 21:36:33
From lunsp1 have now been added.
Just Got Done With A Test Play
#75 posted by Qmaster on 2017/09/09 03:26:37
Play thru of my old mod done...a few small stuck monsters to fix, a couple arrows ad lights to add to help wayfinding and it's done! :)
@Qmaster
Getting excited to check this out. Good luck fixing all the stickies.
Ahhh, That Took Too Long
#77 posted by Qmaster on 2017/09/10 00:30:01
Just put the beta release up on the news thread. Hopefully a mod will see it soon and you all can....
Go map!
After having fun in my 5-map episode that is.
I only have a JACK compatible fgd in this version. I'll have to brush up on .ent format since I never use it, sorry other editor users. What other formats are there?
.ent?
#78 posted by Mugwump on 2017/09/10 01:53:31
Do you mean .def?
Oops
#79 posted by Qmaster on 2017/09/10 04:27:50
I think I left my config in the zip.
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