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Looking Forward :) 
Metl, yes, but then I would be the only one shooting in a dark myst enjoying the atmosphere while everybody else has the lights on, the FOV of a chameleon and the shotgun barrel 2m ahead like a dick. It's a problem I don't know how to solve.

QW people are concerned about download times, so I'd better stick to mostly 64x64 textures. No complicated geometry, no fog. Can't count on colored lights, because QW doesn't download .lit files with the level. It's a different mapping. 
 
I'm more interested in the 3 people who managed to make QWDM maps in 1989.

In many ways, the 80s Quake scene was ahead of its time. I was lucky enough to be around then and I have some pretty fond, if hazy, memories of those crazy days. My only complaint is we didn't have many tools back then that we now take for granted - including an engine to run the levels in - but you just made do. Happier and more innocent times :) 
 
In 2038 Quake you can't respawn. Try not to die. 
 
In 2038 Quake, if you die, you also die in real life. It sounds harsh, but it's actually quite fair by 2038 gaming standards. 
It Can Get Much Worse ... 
... In 2038 when you lose, John Romero actually does make you his bitch. 
 
and you won't like how john romero looks by 2038

no siree bob 
Been Thinking About A Custom Episode Using Quoth 
I've talked to people how I wanted to add a NG-tier machinegun to the already existing arsenal (by decompiling the whole lot, pasting the QC code that would be tested in vanilla quake, and recompiling), and maybe a chaingunner-like, since I've recently learned how to model/animate in Blender and export said models as .mdl, and had some experience with QC in the past. Again, the idea is to be a quoth-using level pack, but with a bunch of extras.

Now the actual question is, there would be a secret level that has an exclusive weapon, a TF-like Minigun, with spinup-spindown and releasing twice the bullet as before (or rather, nails). Would that weapon actually benefit from the Quake/Quoth standart on a design perspective? Or how could a weapon like this work without being redundant/broken, considering there would be the MachineGun and the Super Nailgun (the NG is still there but I don't plan on using it on that map pack)?

Would it be better to have only one MachineGun that's like Doom 2's Valiant (the chaingun is beefed up by firing bullets extremely fast and having a small spindown, making it more useful but eats a lot of bullets) or UT3's Stinger Minigun (think of Q2's chaingun but more stable and the rate of fire being slow at first but machinegun-tier after a second or two)?

I ask this because I always wanted to make a minigun weapon, on par with the ones in the Team Fortress games (minus the movement penalty), and with the idea of making a weapon secret-level exclusive, that would be my chance to make one. 
Not Calling Your Stuff Bad Ideas 
But this kind of post is exactly why the Quoth source code is not public. 
I'm Not Asking About The Sourcecode 
I'm just asking questions design-wise. Or are you saying implementing machineguns in quake is a bad idea? Because since I've been in the community I keep hearing bad stuff about hitscan rapid-firing weapons.

Which is a shame though, because as much as I love Quake, I would love it even more if the NG was hitscan or was a MG. 
 
And even if I'm able to implement my stuff into it, that would be its own thing. No sourcecode to be released.

Really though, what's wrong with Quoth and its sourcecode? I heard that conversation once and I still don't understand. Is it because anybody could steal from it, or just because people would pile bad ideas onto it? 
 
I like the chaingun that is in Zerstorer. Even though generally I prefer projectile weapons, I feel like it worked well to distinguish the weapon from the SNG. Maybe I am misremembering, but I think Drake mod took it further and made it piercing? Maybe I am imagining that, but I loved that too, really made the weapon have a useful niche of being a good weapon to clean up mobs of weak enemies, and you used the SNG and SSG on the tougher enemies.

I think that chaingun was actually really really fast projectiles, with long tracer bullet .mdls as the projectiles. I never looked directly at it though. 
Daya 
Quake isn't above modding, but Quoth somehow is. I'm surprised they let people make maps for it.

Do whatever you want! Try both machineguns and just see what you think feels more fun. 
I Remember Some Maps That Use Quoth Content With Custom One 
Like that one where there's a flame gun that uses the NG model and that ice gun that uses the SNG, what's the story behind that one?

Going back to the topic of my MachineGuns, the idea is, like in Drake, to use ultra-fast stretched white lines, or to be actual hitscan attacks that leaves a small puff trail behind them (similar to https://youtu.be/9wWbvvtZYvo?t=8m18s Thing is, I don't think it's possible for hitscan attacks to leave a trail behind them, or am I mistaken?). The MachineGun, as I've said, would be NG-tier, so to take down weak enemies and weaken stronger enemies. The Minigun would basically be SNG/SSG tier, but would eat nails much faster. It'd be like the NG/SNG relationship, one weak but to use to spare ammo, and the other to go all-out on stronger enemies despite it's ammo consumption. 
Quoth Is Free Right? 
Yet still that's not enough apparently. 
Re Hashing The Quoth Argument 
Quake was released to be modded out of the box. It's odd that a mod for it would change that stance.

A couple of coder's have managed to mod quoth, but not to include fire and ice guns AFAIK.

Nothing stopping you from adding trails to hitscan weapons - that's just a railgun.

You'll have to learn to code though, nobody is going to do it for you. Luckily, notit's that difficult. Check out the inside3d tutorials - are those still up somewhere? 
Fire And Ice Guns 
I think that was Drake... 
 
"Quake was released to be modded out of the box. It's odd that a mod for it would change that stance. "

I'm a huge believer in releasing source for things. Look at what happened with Qonquer. After that map jam, we now have a better version of the mod that's more suited to experienced players AND fixes a few bugs. 
Yeah 
I surprised myself when checking out RRP the other day - I forgot that the devkit is actually semi-useful.

I just wanted to copy the same as was released with Nehahra back in the day.

Open sourcing your stuff means it can survive without you when you're done. 
No Music Patch For Vanilla Quake 2? [EDIT] 
No Music Patch For Vanilla Quake 2? [EDIT]

Posted by anonymous [118.100.140.72] on 2015/09/11 13:12:25
Come on people, it's been 10 years. Is there no Quakespasm for Q2? Yamagi Quake 2 would've been perfect if it weren't for the fact that music does not work on it and deathmatch levels do not display on the multiplayer level list. Quake 2 XP doesn't even work. And that "Ultimate Patch" featuring Knightmare Patch/KMQ2 fucks up the HUD elements, among other things (such as CTF powerups in DM levels, and their models are broken and only display axis). 
It's Not Yamagi, It's You 
 
 
I turned off the music in Quake 2 after hearing it one time. 
 
I turned off Quake 2 after playing it one time.

FTFY 
Reposting This Here For A Wider Audience 
<czg> So I'm kinda thinking about if making a Dark Souls-ish mod for Quake would be fun or not
<czg> would only work if the player plays by The Rules and doesn't savescum though.
<czg> Have "bonfires" or similar in the map, no pickups of health or ammo in the map, enemies may drop ammo, killing enemies gives "souls", getting killed respawns you at a "bonfire" and respawns all monsters, "resting" at a "bonfire" respawns all monsters and refills all your health and ammo, use "souls" at "bonfires" to purchase upgrades for yourself and weapons
<czg> I haven't thought this through very well
<czg> the question is; would it be fun or interesting? Or just a waste of time?
<czg> I'm not sure if the Quake gameplay is challenging enough to make the death/respawn mechanics interesting or not
<czg> Also if players are super upset with dying and calling bullshit and ragequitting
<czg> Probably not going to do anything though lol
<czg> would take me years and years
<czg> (probably) 
Hmm 
It's certainly an interesting idea!

Not sure how well it would work on vanilla maps etc but if a sprawling interconnected hub like map was created for such a mod it could be really cool.

using the axe could give more souls from enemies, or could be used to "parry" a melee attack if you hit at the correct time.

The issue is really the enemies, you would probably have to redesign most of them to be much more challenging. 
 
Or I guess the other option is to badly gimp the player so they take a TON of damage from enemy attacks or have to walk, and stuff like that. Sounds like removing fun tho ... 
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