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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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You're All 
Just flapping your mouths.

The Quoth gang may or may not release their source, it's their baby.

I've got my own opinions about all this.

I'll just say that there already have been a couple of modified Quoth releases, and nobody complained about them. 
Name That Mod 
No one is omniscient. Unforeseen bad things happen. Unforeseen good things happen. If the source is available, the bad ones can't happen and the good ones can happen.

I cannot name a single closed source mod over 3 years old that is actively developed for Quake ...

Quake will be around a very long time.

---

Is Baker right? Are there no closed source mods that are still alive? 
Im Sure Between Preach And Kell 
The project wont die (ie source lost in the rift of time forever). Plus what Ijed was hinting at....

Hmmm. I think Baker has a valid point though.
There's no harm in covering their backs, so to speak.... 
Nehahra Is Open Source 
and not exactly "alive". 
Eh 
how many people actually intend doing something with the source code?

/me raises his hand weakly, having more or less stopped giving a shit at this point 
Maybe Private Email Conversations 
could be the way to pursue it? 
 
RickyT23 let�s go private baby!!! 
Er...... 
 
Done ! 
I already have 2 daughters: no way to try again for a new baby! I'm very reluctant to have another girl at home (I'm also unlucky I think...), it is already enough complicated as it is :P 
 
JPL my boys need womens... keep the good work :) 
Oh Dear Lord 
We don't need Trinca/JPL hybrids! No one at func should be replicating, period! 
Technically... 
they'd only be 1/4 trinca and 1/4 jpl... 
Errr 
.. yeah, but it is also impossible, I would not let my daughters with Trinca's sons... if hissons are as pervert as he is... 
 
hehe :)

latins are all pervert they dont have many choises...

only if they find some faget in another not latin country :p 
Please, God, Stop Him 
My ex wife was Creek, and I have been with women of every race, even some of them without having to pay up front! So I don't know where that is coming from. 
Headward Thumpson 
Key representative of Gonzo mapping 
Errr 
I meant Headhunter S.
Illiteracy ftw. 
Much Appreciated! 
 
Cree 
what was the native american wedding like?

Also, quoth2: open source is good for the future. Perhaps a working compromise could be this: when the team (Necros and Kell and Preach) feels that "it's ready", whether that means that they are too tired to make new additions or that it really is complete, they can release the source to make sure it stays alive.

On the qw side of things there was the ktpro mod (closed source AFAIK) but it died and now everything is done with the open KTX. And it gets updated quite often, together with MVDSV, the server executable. In fact, the coders would like more developers to help them.

Also, there were some 64bit vista issues with the mod (the progs). So it's not as if mods can't give problems.

Just if you want to make sure your work lives on, make it open source after a while. 
In Front Of A Justice 
with only seven other people in attendance. Her decision, not mine. 
Mapobject_mesh 
I am having a tough time setting this up in WC. So far, I have something like this in the FGD:

@PointClass size(-8 -8 -8, 8 8 8) color (128 128 128) = mapobject_mesh : "Custom Mesh"
[
mangle(string) : "Angle (x y z)"
frame(integer) : "Frame"
model(string) : "Sprite"
spawnflags(flags) =
[
1 : "Static" : 0
2 : "Solid" : 0
]
]

But Quake gives me an error:

No spawn function for:
Edict 9:
Origin '208.0 -352.0 -512.0'
Classname mapobject_mesh
Model progs/grill64.spr
Frame 1.0
Spawnflags 1.0

Any ideas? 
Man 
And I was so sure we eliminated all references to the old classname. It was renamed mapobject_grill when the sprite started including other textures than wire meshes. I guess that change didn't make it to the docs though...

(btw, that fgd looks really thorough, would love to see the full thing once it's done) 
Thanks! 
Works like a charm, now :-)

I will upload the FGD after I get the rest of the kinks out... 
Entity Files 
As long as we're on the subject, are there radiant .def files for quoth anywhere? I have seen one mentioned but can't find it.

I considered making one myself, but it's a non-trivial amount of work, and certain things aren't obvious from the mapping tutorial, like which entities are point and which are solid. 
Solidness 
We tried to make the entity classnames instant indicators of what is and is not a brush-based entity. Anything with func_ at the beginning is a brush-based entity with the following exceptions:


func_rotate_entity
func_rotate_door
func_rotate_train
(to conform with the hipnotic naming of these confusing things)

func_hordespawn (this name is depreciated though, for the reason that it is a point entity, use info_multispawn instead: http://www.celephais.net/board/view_thread.php?id=60173&start=257&end=257 )

func_something_point (these are obviously meant to be point entity versions of the func, for ease of use in hammer)


Similarly anything with a name beginning trigger_, other than trigger_something_point, is brush-based.


I think I'm right in saying that any other entity is point based(unless you're doing some diabolical entity hacks of course). 
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