Request For The New Version
#851 posted by Kinn on 2016/08/04 17:04:46
Currently, the option to turn off shell casings and shotgun projectiles are lumped together.
Would it be possible to separate the two so I can turn off shell casings but keep projectiles?
:}
Sins Of The Past
#852 posted by sock on 2016/08/06 14:58:20
Are there new monsters planed for AD 1.5?
A couple, not many. I was planning to add a bunch of extra water monsters, but they were Hexen models and water combat in Quake is just not fun. So I decided to spent my time adding new bosses for other peoples maps instead!
I enjoyed that Sin level you did back in 1999!
I can't believe its 17 years ago I made that map, I had such a blast making that map at the time. It was essentially a Quake map with locked colour key doors and entity scripting. How time flies!
Would it be possible to separate the two so I can turn off shell casings but keep projectiles?
Yes, new impulse command and server bitflag option added.
AD HD
#853 posted by negke on 2016/08/06 16:29:51
At least add some spawnflag on monster_fish that makes it faster and more damaging. Slightly modified/partially recolored skin if possible.
Fishy Fish
#854 posted by sock on 2016/08/08 13:39:11
I did create two different sizes of fish and a couple of extra skins for variety reasons. I also added a wetsuit powerup so players can fight / explore underwater for longer periods. Just need some good underwater maps, maybe something for a negke project! :)
Gill Beast
#855 posted by yhe1 on 2016/08/09 05:48:22
I still think something like a Gill Beast from Blood would work well for underwater combat
OOOOooo..new Water Monsters?
#856 posted by xaGe on 2016/08/11 09:03:30
So no new water monsters at all??
Sorry Sock..just Saw The 2 Fish Post.
#857 posted by xaGe on 2016/08/11 09:05:21
That's better than no water monsters. :)
Coop Nightmares
#858 posted by sock on 2016/08/22 01:57:52
More features for AD 1.5 update:
* New entity keys on any item/monster/func/trigger to only spawn if nightmare skill or coop is active when the map is loaded.
* Backpacks dropped by monsters or players will stay around permanently if coop is active.
* Player backpacks can now drop Keys or Runes.
* Triggers will send centerprint messages to all clients if coop active.
* Monsters will no longer rapidly switch player targets in coop, but will be on a timer instead. So monsters will stick to one target for longer.
If anyone has more coop suggestions please let me know and a big thank you to negke for all his help so far with coop gameplay ideas.
Also new HD weapons and church stuff!
Sock
how many more maps will drop for the next release?
#860 posted by dwere on 2016/08/22 11:35:50
Monsters will no longer rapidly switch player targets in coop, but will be on a timer instead. So monsters will stick to one target for longer.
They should probably do the same when infighting is concerned (if they aren't already), like they do in Doom.
Looking Good
#861 posted by nitin on 2016/08/22 13:46:40
how far away is 1.5 sock?
I might finally be able to play again soon and want to start with AD but if 1.5 is around the corner, may as well wait some more.
AD 1.5 Progress
#862 posted by sock on 2016/08/22 16:11:54
@Shamblernaut, I am hoping for 5-6 maps for the 1.5 update. 3 are remakes and 3 are brand new.
@dwere, I did add the infighting target lock feature to 1.42, but it was something that had to be enabled with entity keys. There is an example of the system in ad_test6 behind the healing pool with the Shadow Axe which is between the knight/crossbow arena's.
@nitin, good question and I don't have a good answer because lots of problems have occurred with map schedules. At the moment everything has slipped and I cannot confirm when its going to be released exactly.
Bbox Sizes
#863 posted by Qmaster on 2016/09/04 22:10:43
Noticed that you have different bbox sizes defined in monsters.qc, I thought Fitz, DP, and Quakespasm all defaulted to the nearest bbox size of either Hull 1 or Hull 2? Unless there is a setting I don't know about.
Excited about 1.5.
Just played through a few levels with my little brother-in-law. Last week my wife and I played through the entirety of swampy on coop...there was a point where the button by the lightning gun elevator didn't reset though after we died so I taught her how to noclip...BIG MISTAKE!! It sorta snowballed from there. She didnt want to go off noclip for the rest of the level and hovered around me while we fought through the rest of it.
Lots of fun!! Thanks AD team.
Sock
#864 posted by Mugwump on 2016/09/05 05:09:51
I've noticed what seems to be another typo (unless it's a wordplay from the author) in the AD startmap: Hanger 16 should read Hangar 16.
BTW, if Sean Campbell's around: is this a reference to Megadeth's Hangar 18?
Or Maybe:
#866 posted by Mugwump on 2016/09/05 09:32:41
Oh, I had no idea the song by Megadeth was inspired by a movie, I've never heard about this. I gotta watch this some time. Thanks for the info, Pyro.
By The Way...
#867 posted by Mugwump on 2016/09/05 09:39:33
Is there a way to ramp up the speed of the projectile shotty pellets? I find them a little slow as they are. Same goes for the crossbow knight's bolts, they're too easy to evade.
#868 posted by negke on 2016/09/05 11:07:25
No, but impulse 130 switches back to the old shotgun behavior.
#869 posted by Mugwump on 2016/09/05 11:40:13
Yeah, but me likey the pellet shotty! Umm... Sock? Is it possible to add this feature to 1.5?
#870 posted by NewHouse on 2016/09/05 14:54:17
So 1.5 is already coming and you guys are working on stuff professionally with tight schedule. I was wondering if it is possible to share free concept art about quake cteatures, who would like to look at it. Does the team consist many artists yet modelers already, is there room to get inspirations by other's concept art if it is good enough?
#871 posted by NewHouse on 2016/09/05 15:01:42
Quake creatures* sorry I am on phone and typing.
#872 posted by Newhouse on 2016/09/07 01:12:12
Anyway, if someone is interested to keep watching if something interesting comes from me. This shared link to folder should show every file that there is ever going to be.
https://drive.google.com/folderview?id=0BwxYkKdSD855Ny1tRXdNc3B6aXc&usp=sharing
Tardis Bounding Space
#873 posted by sock on 2016/09/08 14:20:33
Noticed that you have different bbox sizes defined in monsters.qc, I thought Fitz, DP, and Quakespasm all defaulted to the nearest bbox size of either Hull 1 or Hull 2? Unless there is a setting I don't know about
Bounding boxes are treated different depending on where they are defined. In QC they can be any size you want and this is what projectile collision is tested against.
The second setup for bounding boxes is what the engine does for world collision. There are essentially 2 types, small (humanoid soldier scale) and giant (shambler/ogre scale) which the engine decides based on the bounding box set by QC. This is why for example a dog is crazy large and restrictive because its just over the size of small and is automatically placed in the large category.
I have tweaked most of the bounding boxes because I wanted the projectile collision to be more centered on the body. This does make the game harder though because the player has to really aim for the center of the body and not the peripherals like stretched out arms or legs.
The other issue with bounding boxes is that they need to be square because they don't rotate (unlike the monsters). This sadly restricts what shape and size monsters can be.
If you want to see how the different bounding boxes work in AD load up 'ad_test11' and check out the visual aids. Each monster has 2 squares around it for different bounding boxes QC/engine sizes. Also all projectile collision is shown as yellow diamond impacts so you can see what part of the monster to aim for.
Player Army
#874 posted by sock on 2016/09/08 14:26:04
Last week my wife and I played through the entirety of swampy on coop
Hopefully AD 1.5 will be much more fun for coop with a better focus on giving the players more ammo and the monsters not constantly switching targets. Plus there is a couple of extra new impulse commands to tweak respawning, pickup of items and backpacks.
If only I could convince someone to make a coop only map for AD! :P
Hang On
#875 posted by sock on 2016/09/08 14:30:20
in the AD startmap: Hanger 16 should read Hangar 16
I have double checked and this is the map name, unless Sean says otherwise that is the name I will stick with in the start map.
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