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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!
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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. 
Pak Files Are Not Exactly Complicated... 
Though I somehow have managed to avoid writing a pak file creator so far. 
 
I might write one eventually for OSX but I have a few other projects to do first... 
 
This is excellent, exactly the kind of mod Quake is suited to. The only major issues I have when playing this are more the result of flaws in the Quake engine than anything in the mod. For instance, functioning aiming and hearing all sounds are pretty much essential in this mod, yet by default in Quake weapon fire isn't in sync with the crosshair and sounds are dropped when too much is going on. I know Joequake has a fixed crosshair while FitzQuake and Aguirre's engine seem to fix dropped sounds, but is there any engine out there that fixes both of these problems? 
A Lil Bug... 
After dying and restarting, the next weapon cmd crashes the level. 
Posted Earlier But Skipped 
great mod!
I have never played deathmatch, but this one gave me the q3 feeling I really enjoyed in Q1!

Good Job, Willem! 
 
"After dying and restarting, the next weapon cmd crashes the level."

Urr .. OK. Weird! I'll look at the code and see if something obvious jumps out I guess. 
 
..I neglected to mention that this happens in the hall of choices before i pick one of the 3 maps. That 3rd map is tough. I sure am tired of falling in the lava with no place to get out. 
Why Was The Elder Area Nerfed ? 
I liked the jumping over lava, quite the thrill :) you could have just put teles in there, losing a good amount of health would have been enough punishment, and players would be able to continue. 
Updated The Link... 
to point to the new information page instead of the old blog entry 
 
Siel

Sorry, the monsters wouldn't cross the func_wall I was toggling no matter what I did. I took them out for the sake of gameplay. Monsters who don't chase you aren't much of a threat. :) 
Lava.. 
hate it. 
 
It hungers for your flesh. Your crispy, delicious flesh. 
Willem, About Pak Utility, 
I don't know, maybe, just maybe, you can use a dos based utility together with a mac version dosbox. 
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