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Base Pack
oh wel i love base theme so much that i start making another map just want to ask if is anybody interresing in making a episode? maby with 4 or 5 maps?!?!
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i got another map in progress might be in base pack to :p if i can finish on time... 
And 
I drew the Quoth startmap in half and made a convertmap to it. It is on grid now, but I still think it is whishfull mapping. 
Status 
Hi guys... I'd like to re-activate a little bit the Base Pack.. I remind that it has been said the Base Pack should have been released by the end of march (after a lot of delay already), and now we are 15 days away...
So, first question Kell/necros: what are the progress on Quoth update side ? do you have already planned a target date for the update ? Or is it too early to say when it will be ready ?
And on mappers front: how many maps are ready now ? i guess a lot of late map should be ready isn't it ?
In anyway, I hope to see this pack delivery coming soon... 
i am ridiculously busy atm. if you really want to release something, then i'll have to bow out or something. i haven't even logged in to msn since i setup the new machine. i'll see if i can get on thursday kell. :S 
:\ 
i knew as soon as "a new version of quoth" was brought up, this pack's release date was going to be pushed back at least 4 months 
Wrist Problems Persist 
my wrists are still a bit buggered, so I don't want to do anything to computer intensive other than my job. If I can't finish my map off before the pack is released then I'm out and will release it later, but if Kell/Necros can let us know when they are working on stuff I try and get a bit of mapping done then and see how it goes. For now I'm holding back though. Sorry. 
 
then i might have time to finish my second map! 
Necros 
i'll see if i can get on thursday kell.

Please do... A soon as the Quoth update will be released, the base pack will follow... and also one of my current project, as I'm about to finish it :P
Would it be possible (after you get in touch with Kell) to have an idea of a possible release date of Quoth update ? 
 
Did you finish your map inertia? 
No 
i bowed out a few months ago due to school

and because i hate idbase

<borat>NOT 
Attention Necros 
give me the quoth source code

I can't wait any longer, and no-one else should have to either.

I know how very busy you are now, and it's really cool :) But you can't make everyone else - including me - wait any longer.

let it go, dude 
sorry, yeah, slipped my mind actually. :P 
 
I know how very busy you are now, and it's really cool :)


i dont now hehe ;) busy with what? :p not doom3 please! 
three letters... 
Neg!ke 
HDL 
Kell 
Is there any release date planned on your side now ? 
 
busy with what?

school, actually. ;) just so you know i'm not blowing you guys off for another game. :P 
 
yeeee we love you necros ;) 
Necros... 
... is then he most serious but all of us :P 
Ok So 
I have the quoth source necros sent me...and that's it. My preference now is just to implement the absolute minimum required to make the base pack releaseable, no more. But seeing as I can't code at all, as I see it there are three options:

1. beg HeadThump to step in and finsih off the quoth code

2. beg Preach to step in and finish off the quoth code

3. beg on inside3D for someone to step in and finish off the quoth code


Having had no intention to take control of the base pack project, nor any ability to code whatsoever at any time before or since ever I still find myself in the position of responsibility for getting it all finished. Sigh.

So...

1. what do you guys still need in the code? Last we collaborated, necros implemented forcefields. That's about it.

2. who do you guys want to beg? 
 
just as a heads up, i had a semi complete todo list (my complete one got erased with the hard drive wipe)

Ladders
Forcefields (check particles w/master particle timer)
breakables (go over code, bug fix, add in new breakable models)
finish custom shooter code


ladders are currently like doom3 style (you have to face the ladder or you fall off)
kell (and i agree) think HL style is much better (stuck to ladder until you jump and you fly in the direction you looked when you jumped)

forcefields work (and technically they've always been there, since forcefields as they were in hip were just func_togglewalls with particle effects). i copied the particle effects in the code, but i didn't want to copy all the loads of func_counter and junk that hip had, and so i was in the process of making func_particles to have their own timers. that still needs to be finished

breakables, afair are more or less done, just needs testing, i think.

custom shooter code is likewise pretty much done. just needs some lines so you can specify custom models/sprites and to write up some preset projectile settings for common things (all the monster projectiles). and to give it some basic AI for multiplayer and target choice. (esp. w/regards to homing projectiles)
also needs fine-tuning for func_breakables w/regards to custom shooter projectiles damaging them. (they get a special damage multiplier).

if anyone does decide to help out with the coding, you can email me (once in a while, not all the time though. >_<) with questions regarding the code. i never thought someone else would be finishing it, and i don't have the good habit of commenting my stuff much either. 
Hmm 
I think that just the base pack stuff needs to be tidied up to a state where it is releaseable. Edie, for example is a little rough around the edges, and some of the other new enemies are also not quite polished up to the same standards as the other quoth enemies.

On top of the base pack stuff, I would really love to see the bmodel-less triggers that I was begging for previously. Afaik these are fairly easy to implement and once you've made one it should be trivial to make the rest. Also, I'm not 100% sure, but I think that the func_trap still needs a little bit of work as custom/selectable models and sounds don't yet work :/

I could help out a little bit with the qc, but I certainly can't do it all. Maybe I could implement/fix up the few features I need for my (unrelated) map and pass on the code to headthump or whoever ends up on the case. 
Btw 
I hadn't spotted necros's post before I posted mine. I had written most of it before I went to have lunch :)

Anyway, the triggers I mentioned should be implemented as separate entity types rather than replace the existing triggers. I guess the following would be needed:

trigger_once_nbm
trigger_multiple_nbm
----
trigger_secret_nbm
trigger_teleport_nbm
----
trigger_hurt_nbm
trigger_void_nbm
trigger_monsterjump_nbm
trigger_drolejump_nbm

a simple "2" prefix would also be fine I guess :)

obviously, once and multiple are the most commonly used, so they are the ones that need converting. I would also love to see the secret and teleport triggers have this treatment as some maps have a lot of them, my Quoth map in particular has a lot of currently unmarked secrets, and I can't afford to use bmodels or other trigger methods (trigger secret with item pickup or secret door move) so a bmodelless version would be very handy. 
My Free Time Is Going 
to be really limited this Summer. In a few weeks, when classes let out, I'm involved in a restoration project at a college chapel. After that, visiting family in New Orleans, then friends in Dallas. I wont be without a computer, but my focus will be on other things. 
Small Suggestion 
for the quoth update:
a special flag on triggers (at least _once and _multiple) which removes them in quoth. this way one could add warning messages like "dude, this map has to be played in quoth!" that only appear when accidentally loading the map with the wrong progs, because a lot of people tend to skip this information in text files/forum posts. 
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