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Quoth - Part 2
Finally. Quoth Part 2, the base-oriented update.

http://kell.quaddicted.com

Note: the mapping tutorial is only half done. We've decided to release anyway, because it's taking too long, plus there are maps already finished that use this content and surely some more will follow.

Map sources for all the Quoth maps, including the previous pak0 maps, are downloadable from the tutorial page.

Have at it.

[edit: fixed URL]
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Technical Question 
I like Quoth a lot and have just one technican question. Is there any way (console command?) to make lasers fired by enemies and weapon shots make "glow" (orange light) in Quoth mod while using Fitzquake080 engine? Thanks 
Gl_flashblend 
1 or 0, not sure which you want. 
Kinda, But... 
The effect is turned on by the command gl_flashblend 1, but there is a reason why it is disabled by default. That reason is that if you have it turned on, then the flashlight is not going to illuminate walls. It will still light up models that happen to be in the flashlight's beam, but you aren't going to be able to navigate with it. When you have gl_flashblend 0, then rockets and the flashlight beam dynamically light the surroundings, rather than just render the orange glow - which was originally added for performance reasons. If you still want to change the variable, add the command to autoexec.cfg in the quoth folder(create one if it's not there). Adding it to config.cfg will not work. 
 
As long as flashlight is contained in one level of all only, I will change the value to 1 to improve look of other quoth idbase levels. Thanks 
 
So is that gl_flashblend "1"
at the end of C:\games\quake\quoth\autoexec.cfg file, right? (or +gl_flashblend 1?) It seems to be switching back to default 0 value after finishing first level.

Map, map, map mappers, looking forward for combination of new idbase levels (without flashlight) with new cyborgs and lost chapters styled maps full of droles, sentinels and new nail-shooting ogres!:)

Undreamed Shores forever. 
Command 
gl_flashblend 1, no quotes on anything, tested this just now and it works. 
E1M2Quoth 
Those outdoor areas are gorgeous...in an appropriate Quake-y kind of way ;)

I am seriously looking forward to mapping with all this new content :) 
 
yee go map generic you are getting to lazy... 
Kell And Preach... 
...I'm close to release here, but am having difficulty implementing the ladders. They work fine from the ground up to the top step but then the players progress judders and slows as he gets off. Is there a tute or example .map somewhere?

And if anyone's thinking of going Benny Hill on this post, forget it :P 
Examples And Tips 
You can get the source of kellbase1 from the quoth mapping tutorial, linked from the bottom of the quoth page. The tutorial's entry on trigger_ladder is complete, and it has lots of helpful advice. The two most important tips are:

1) To set the angle of the trigger to point out away from the surface of the ladder. This makes sure the player is correctly pulled in at the top.

2) Make sure that the top surface of the trigger is flush with the floor surface at the top of the ladder. This should also be a flat surface for best effect, it may not work so well if it's a slope. 
Er... 
OK, so I could download the mapsource, but just in short:

"How do you create a Nail Sentinel?"

Is there a spawnflag for it to fire nails instead of lazers or something?

also:

Still no Quoth2 fgd?

also:

Loving the new monsters! :-P 
Nail Sentinels 
The third spawnflag (4 in binary) specifies a nail sentinel. This is something which will be added to the tutorial page soon, it's not quite complete as you can tell! At the moment, I don't know of anyone who's making a fgd for quoth2. 
Thanks Preach! 
My level will be ready for testing by Tuesday.


:D :D :D


I have added a few lines to my fgd, but its by no means complete.

Who wants to test? (the level, not the shitty fgd) 
Ladder Issue 
In kellbase1, in the room with the 3 ladders, it's not possible to climb up onto the upper level in DarkPlaces. 
It Seems 
that nowadays many mappers don't think it's a issue if their map can not run properly in Darkplaces.

Darkplaces used to be my favorite engine, but recent releases are too slow for my old rig. A real pity, for I still think it's the most advanced engine. 
Ricky 
seal it over dude

:D :P 
Mr D... 
...thanks, that's the job. These Quoth2 ladders are excellent for the long slow vertical climb, or the short one not featuring combat...but in a fight area I may have to tweak my existing mechanical ladders for the sake of speed. We'll see what the testers say this time round. 
Expanded Quoth .fgd 
Wasn't ijed working on one? 
 
that nowadays many mappers don't think it's a issue if their map can not run properly in Darkplaces.

It is not the fault of the mappers and modders who are doing nothing more than using standard compilers and writing in standard QuakeC. It is Dark Places that fails to comply. You will find many old mods bugged out when played in Dark Places. 
Yes 
what HeadThump said. Darkplaces is that much away from standard Quake that it should not be considered for Singleplayer playing. Unless of course a mod has been coded specifically for it.

For a quoth.fgd you guys should maybe consider usign some wiki-sort of collaborative web thing. 
Yeah 
But I haven't looked at it in a while. I'll dig it out and post it. I remember it being 95% complete, but there's almost certainly holes in there somewhere - no updated info_trap etc.

That said all the basic stuff is on there with a few other additions for AguirRe's compilers, so it should make a fairly solid base if anyone wants to continue it.

I'll post it tonight. 
Nice 
e1m2quoth : loved the trinity secret, outdoors area. I liked the colours and textures too - nice change for Q1, and not ~too~ loud.

Re Quoth2... damage from breakables, breakable crates and flashlights. Imho, not sure they're great ideas ... just make the game more complicated ???
Edie is a classic model. Very Q2-ish, but feels good :> The new features all look like quality programming. Was it much Quake C ? 
Darkplaces 
Oooh - dont start!

In my level, it wont spawn any of the doors at all!!

Also im running a 8800 GTS 512MB, and it RUNS real time lighting, but it looks TERRIBLE, full white in textures around the lights.

I recommend FitzQuake, AguirRe's GlQuake or JoeQuake. JoeQuake is pretty stable from my experience! And it looks cool too! Telejano? Thats pretty good also! I think I had problems in Telejano with altering the mouse-speed but excepting that everything worked fine!



Quoth2 - steven_a - I'm just guessing, but I think Quoth2 is a MILESTONE in Quake C. Theres more Quake C alterations and additions there that you could shake a stick at! Add a little skeletal animation and you would have Half-Life 1.

Quoth2 - Preach/Kell/Necros - I love you guys!! :D

Can I be your freind?

I am loving this stuff, incorporating what I can into my map has been really good fun, kept me up so late at night I was late to work!

I still use a func_illusionary/clip brush ladder though. But it's nice to know I have options ;-P 
 
Hi Ricky, feel free to send me your level for playtest (mail jardomir.b@seznam.cz, icq 259689233). Try to make proper ladders please. Nail sentinel? I thought you are working on base, ratsack-like level! 
Hey Ricky, 
If you like Joequake, you can give Qrack a try. It's a spin-off of Joequake, but has got some nice improvements, such as autoloading a skybox (in Joequake you have to manually load the skybox, for example, in Travail), among other things. 
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