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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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Coop 
Yeah, the documentation has them transposed, from the source:

float NOT_IN_COOP = 4096;
float COOP_ONLY = 8192;
 
 
thks for the hard work Preach 
Definately 
And those that dig the deepest ditch get awarded a bigger shovel :) 
Quoth1+2 
Is a great piece of work, so thanks to Kell, Necros and Preach for the time and effort. 
2.1 Patch 
Ok, we've had you waiting a lot time, but there was one glitch that took this long to iron out. I now present to you the Quoth 2.1 patch:

http://kell.quaddicted.com/quoth/quoth2_1.zip

Drop the pak2 in with pak0 and pak1. There's a full list of fixes included, but the main ones are fixing the info_bomb crash and including the default earthquake sounds.

Another big change is that info_rubble/func_breakable entity now support a "dmg" key which sets how much damage they do on contact, and setting this to 0 makes rubble do no damage. Now, I know in this thread I argued forcefully for damage to be non optional, but Kell persuaded me with a more compelling argument: the entity as it stands is so flexible in terms of types of debris it makes, that it should be able to accommodate both things that inflict damage and things that do not. So that change is in, and I don't think too many people will bemoan it.

Many thanks to Than and Ricky for doing the playtesting on this, hopefully there are no huge bugs left. Enjoy. 
SOURCE 
WHEN 
Source 
The source code will not be released. 
Preach 
Quick question: How can I get all the information I need to map for Quoth 2 in GtK? I apparently only have enough for Quoth 1. 
Zwiffle 
Source Pt 2 
say i were to graft bits of it from a decompiled progs dat and tidy them up to make them useable, would i be allowed to use them in my own mod providing all due credit is given?

(i'd kinda planned on doing this anyway but wanted to have a clean conscious about it ;p ) 
Preach 
You are destroying the positive-sum game that is sharing! I hope Richard Stallman slices you in half with a katana! 
Figure It Out Yourself, You Lazy Asshole 
 
Bullshit. 
Absolute bullshit.

Thanks for the contribution to the community, fellas. 
Maybe 
they dont want to release the source cause people will criticize and de-construct it publicly on the thread 
Post 

Thanks for the contribution to the community, fellas.


The mod is the contribution to the community. I beg of you to accept this, rather than ask for more. If you have any other criticisms, then you know my e-mail address. 
Lunaran 
just to make sure there is no misunderstanding, my comment was intended for the guy who constantly has his hat in hand asking for things, not for you, a person who contributed quite a bit to Quake mapping by making great maps and raising the standards we are all obliged to keep to. 
Lun 
Shit, I thought you were being sarcastic. 
 
i will cry :p

lol

negative joke... Quoth died for me since what happend with the base pack..so i dont give a shit...

just want to thks Preach for all the work he made to finish Quoth2 content. 
Kell / Preach 
Thanks a lot for the update: you rock... 
 
oh sorry and thks Kell to for all the work to :\ 
HeadThump 
I presume you to be directing your slander at me! Well, do consider the fact that if something is free, modifiable, and costs nothing, then everyone can easily have their own eternal copy! And furthermore, we can instigate fun offshoots of this mod! (Just imagine: "Deer Hunter XXIV, The Bobs' Revenge!".) It's almost like we all would have our own REPLICATORS. But we won't use them for steaks and beans, we use them for MAPPING!

I don't like the idea of the Q1 mapping community becoming reliant upon a closed-source binary blob. Let's say it's 2012, Quake is still around (Shub willing), and Preach et al. have left the henhouse, like so many before them. And, it just so happens that you want to add a feature to Quoth. What do you do then? What can you do? Do you edit the source and release your update?

FAT CHANCE. 
Features 
But you can't add a feature to quoth now either, so that's not really any different. 
Irony 
Quoth 
Seeing how much time and energy the Quoth team constantly invests in their creation, I can not imagine them disappearing some day, leaving no trace and neither the sources behind. It's a quite unrealistic fear, don't make it worry you. 
Inertia 
I have to be honest, your response was exactly the right way to be persuasive when arguing for open software. I wouldn't blame the Quoth coders right now if they were experiencing a tinge of guilt after that!

I've benefited enormously over the years from open source software, but I also have no problem with those who, as long as they are in accordance with contractual obligations, decide to keep their methods to themselves. Every artist, craftsman, coder develops their own methods that give them personal advantages, and thus, they may not be in as secure a place in their lives as a Carmack to be public about them, and, ultimately how these matters are handled are through personal choices (Que: Freedom of Choice).

It may very well be that Kell, Necros and Preach are in secret negotiations with Id to make an official Quake/Quoth expansion with an experimental Quake engine that Carmack has tooled together over his summer holiday, and releasing the QuakeC code before the commercial product is out would undermine their efforts. That is the best case scenario I could think up, but I'm just sayin' I don't assume to know all factors that are involved in their decision. 
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