 Also
Let's see an honest show of hands, how many of you have quit maps after dying without a recent save, and never come back to it?
I'll be very surprised if this isn't a common thing... but maybe I'm just soft... ;)
 *Raises Hand*
#57 posted by Text_Fish on 2008/08/25 12:20:27
I'd like to see a transparent checkpoint system. Obviously a talented mapper would use it sparingly just as a talented player should use quicksave sparingly.
 Ricky?
#58 posted by Preach on 2008/08/25 12:28:37
I don't know what you want me for, PM posted the perfect way of how to do autosaves...
As I remember, the discussion before was whether you could "hack" autosave into a map just using trigger_command, and the answer was not quite. You could make an entity that explicitly saved for the player, but not have it load if you died. With a bit of code and a specialised entity the game saved message is the only "problem" I can see with it.
 Autosave
#59 posted by ijed on 2008/08/25 14:17:45
The only time I'd want it, is when I forget to autosave at the start of a map and hit quickload instead of fire, so end up loading some other completely different map.
The problem with implementing autosaves into the map is that not all mappers will use it, and those that do will use it differently.
That's for checkpoints in a map, at least. Having an autosave created upon loading a map, or at other obvious cut points, would be better. I can't think of any other good points to have the thing. Defeating a boss - usually at the end. Surviving a certain trap, maybe.
And they would need to be broadcast. If quake freezes for a second without any explanation then it's going to cause confusion and/or worry, especially if the user hasn't read the readme.
I think we should all chip in and buy Fribbles a new keyboard instead.
 Hah
My keyboard is fine, thank you. It does have an F6 key. It has many other keys that'd do the job too. Keyboards are good like that. :)
However, I have a frib.cfg file with all my settings in it. I've been using that for what, a decade now. I have config.cfg as read-only so other mods and engines can't fuck with it. It also means that when I do load a new mod/engine and have no keys set up, I can just exec that file.
Problem is my config was set up for deathmatch and has only what's required from that mode as well as some developer commands bound for testing maps.
I don't use quicksave/load in most games anyway though, the keys are usually positioned next to each other and I end up doing what you just mentioned (hitting load at the wrong time, instead of save). When I do save/load I usually go through the menu, which is tedious and in many games, slow.
 As For The Maps...
I started ne_doom but haven't played through much of it yet. I really liked the skybox and the architecture, ammo and weapons certainly seem pretty scarce though.
*spoiler alert* I died a few times and then spent a little while fucking around trying to get to that YA secret by jumping to it from the outside. I got it in the end, but then realized there was an easy way to get it from inside... haha.
Gotta play the map properly soon. Really nice atmosphere... I'm "feeling it" even more so than in ne_lend, though it looks like it'll be tougher to play.
 Heh
#62 posted by ijed on 2008/08/25 18:46:54
 Game Saved Message...
#63 posted by metlslime on 2008/08/25 23:24:51
you could flush the con_notify with 4 blank lines to keep "game saved" off the screen, i think.
 I Think...
#64 posted by necros on 2008/08/26 01:32:48
you guys are being dorks for the sake of being dorks. :P
the method PM posted is perfect-- it's completely transparent for the player. now when he presses mouse 2 or whatever to reload the map, he'll be pleasantly surprised he doesn't have to redo the whole thing over again.
also, who says you have to autosave *right* before a big fight? autosave at intelligent points, not obvious ones.
when you consider the length of a lot of maps these days, this kind of thing makes perfect sense.
besides, if you really don't want to use it, just hit your quickload button then.
if you are some kind of masochist and want to start over completely, this is the only legitimate concern. you'd have to type in 'restart' manually.
 . . . Awww
#65 posted by HeadThump on 2008/08/26 01:42:37
My excuse, I didn't refresh the browser before I found that qc file, so I didn't see his post before hand.
 Ummm
#66 posted by Shambler on 2008/08/26 10:28:06
bind "F6" "quicksave"
bind "F9" "quickload"
bind "F7" "say: woohoo I can save now"
 #64
#67 posted by RickyT33 on 2008/08/26 10:30:18
Yeah :)
w(hy)tf not?
 Yeah Yeah
I'm being willfully ignorant not having (and using) quicksave buttons, but that's my right as a semi-retarded product of my generation!
 Here, I Went One Better
Thanks for the help Shambler, I refined the script somewhat... here's what I have now:
alias sham1 "say Shambler; bind F6 sham2"
alias sham2 "say loves; bind F6 sham3"
alias sham3 "say the; bind F6 sham4"
alias sham4 "say cock; bind F6 sham1"
bind "F6" "sham1"
 Hahaha
#70 posted by Shambler on 2008/08/26 13:01:27
cunt :P
 Ne_tower
#71 posted by Jaromir83 on 2008/08/29 12:33:41
where do I get the ne_tower level pls? I like screenshots a lot but do not see any download link. is the level finished already? can you send it to me to jardomir.b@seznam.cz please? THANKS a lot.
 Jaromir83
#72 posted by ijed on 2008/08/29 15:25:55
Really?
The link to the qexpo page is at the top of this one, go there and click 'download both maps'.
 Bah
#73 posted by ijed on 2008/08/29 15:28:44
I'm a dunce.
Haven't finished my morning coffee yet.
I checked Quaddicted and it doesn't appear to be there.
 That Might Have Something To Do With...
#74 posted by Lardarse on 2008/08/29 16:48:14
...the fact that he hasn't finished it yet?
 Coffee Finished
#75 posted by ijed on 2008/08/29 17:08:51
Repeat: dunce :P
 Also Consume Water
#76 posted by RickyT33 on 2008/08/29 17:18:10
coffee - water - coffee - water - coffee - water and so on
So you dont pee yourself to death!
 Way Ahead Of You
#77 posted by ijed on 2008/08/29 17:26:20
And I'll stop spamming this thread now.
 Sorry If I Wasn't Clear On The Site,
#78 posted by necros on 2008/08/29 19:26:48
i'm still working on it and plan to have it done by the end of qexpo :)
i don't want to update the booth just for that though because it'll put it on the updated booth list for nothing.
 Heh
#79 posted by Lardarse on 2008/08/30 07:54:06
I'm doing these based on my memory of playing them from about a week ago. Both maps played on normal.
ne_lend: A nice map. Somewhat linear, though. My first runthrough had floor open up on me after the shamblers leaving me no chance to get nail ammo, and that put me on the back foot for the rest of the map, although I did manage to get most of th way through before dying in the finale. Once I did complete the map, I found the ending slightly disappointing; would've been nice to have something more after opening the door. Would recommend either playing this at either your usual skill level, or one lower.
ne_doom: The harder of the 2 maps. Start is interesting (with having someone follow you through), however someone in #qexpo discovered that he was easily telefraggable. A much harder progression, due to gaunts being a slightly tougher enemy than would be expected so early in a map. The jump to the silver key switch is difficult (and back feels harder), and then a nasty edie trap (very nasty if you're not expecting it) will probably end your attempt fairly quickly (unless you enter that area backwards, that is :-P ). After going up the tower, it's not obvious how to disable the trap at the top, and the trap renders the fiends somewhat useless, except as warnings. The ending is also tough, although it probably needs to be to retain a difficulty progression. Would recommend playing this map one skill level below usual.
 2 New Reviews:
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