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BETA: Keep Q1 SP 'Uber Mod' (all Monsters Etc) Devblog.
Latest updates, tidbits, and ramblings. Ask questions here. To avoid the many expected (and encouraged!) "Hey will feature X be included?" questions, the following mods will be subsumed into the collective:
AD - Used as the mod base structure. All added features use AD's specific code types, classes, infighting, etc.
Mission Pack 1 (Hipnotic)
Mission Pack 2 (Rogue)
Rubicon
Quoth 2.1 atm (2.2 is closed source)
Custents
extras_r4
Zerstorer
Kinn (from the Marcher and others)
SOE
And my custom stuff (such as my programmable coordinate func_robot with its special syncronization code for mating up with other robots seemlessly, great for machinery or buildings that assemble themselves)

Yes I have the fix for fish monster count!

Feature list: https://drive.google.com/open?id=0Bxz_tQQ7as4ieGhGVjUtV3Q0VVk

Download v. 0.40, 395mb (OLD VERSION)
https://drive.google.com/file/d/0Bxz_tQQ7as4ib0l4eGFheHNrUU0/view?usp=sharing

UPDATE: Version 0.50 (LATEST VERSION)
https://drive.google.com/file/d/1VAFLWqU94TZZEn4bG7Fd-RHWeQqD1b5q/view?usp=drivesdk
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Which Enforcer's Gun? 
 
 
I think its the SOA one 
Oh 
You mean the laser cannon! Best gun ever technically since it has the highest damage per second of any weapon. Already included here. 
 
Yeah why isnt it included in base quoth tho, the scorpion monster is 
To Be In 0.22 
Fixed antigravity belt not working.
Fixed ladder gravity bug (reverted faulty patch).
Added archer from Drake.
Added Nemesant from Drake (updated version of Zerstorer enemy). 
 
So where can i download this, I want to make maps with lasers

hell ill even mod up my new map to work around this mod if you want a map to release with it. 
Added 
Global states and ability to revisit levels and trigger events based on which state was set in another level. Uses ebv_global and logic_auto similar to Half-Life 2. 
Example 
Hub map A has two exits with one exit to a map C blocked. Player exits to map B. In map B, player performs event that triggers an env_global whose .flags is set to a particular bit (1, 2, 4, 8, etc.) which then gets turned on in the global variable globalstate. Player leaves map B to go back to map A, logic_auto with a statetarget# set targets and unlocks the exit...or targets an entity_state_enable to enable a trigger, or sets up different enemies to spawn, etc.

statetarget1 corresponds to value of 1, startetarget2 to 2, statetarget3 to 4, etc.

I may end up adding the statetargets to SUB_UseTargets so any entity can target something if a globalstate is set. 
#124 
"So where can i download this... "

Here: http://www.celephais.net/board/view_thread.php?id=61511 
 
let the age of enforcer gun begin... 
 
so how does this work with trenchbroom. i told it to load the fgd file but nothing happens 
I Have An Idea 
How about reloading,if possible?
Also you add telefragged mode with
telefregged-no-weapons and telefragged-axe-only.
and also devices which continue the story like the laptops in Poke646:Vendetta(HL MOD) or anything else.

God,we might need an UBER Engine for this.Maybe even DP's csqc stuff.

Also in the other thread you said you were using studiomdl? Isn't that half-life's model compiler? 
I Have An Idea 
How about reloading,if possible?
Also you add telefragged mode with
telefregged-no-weapons and telefragged-axe-only.
and also devices which continue the story like the laptops in Poke646:Vendetta(HL MOD) or anything else.

God,we might need an UBER Engine for this.Maybe even DP's csqc stuff.

Also in the other thread you said you were using studiomdl? Isn't that half-life's model compiler? 
 
reloading

Yeah. Whilst you're at it, every download should come with a free box of flesh eating worms to put under your eyelids. 
Fuck 
reloading 
No, No Reloading 
Slipstorage suit to store infinite items plus bullet hosing and every weapon becomes a bottomless clip tool of destruction.

Story devices: Use misc_book, refer to ad_paradise for examples of reading non-books.

CSQC: Uh ya so....only if there isn't a better way of handling gfx.wad extensions than using something like -quoth, -hipnotic, -rogue, etc. We can worry about developing a simple method of assigning gfx.wad textures to weapon slots in qc later. 
I Like The Idea Of This Thing... In Theory. 
I'm sure some people will use it. Good luck with getting everything working together bug-free... that's going to be a pain in the ass.

Balancing the thing is going to be a harder pain in the ass still... Unless you're going to leave it unbalanced and leave it to the mapper to balance things.

I really do struggle to understand why you would want to do this. I mean, to each their own and stuff...

This is a mammoth and pretty much thankless task. Good luck. 
Qmaster 
are you going to implement the sarge from kinn bastion map to your mod? 
 
sarge from Bastion can work, but needs a more quakey skin, and shoot nails instead of the blue things 
Well ... 
if you plan on gathering all the famous enemies around i would add Willy the Spider and the snakeman as they are iconic for early Quake maps even though i don't consider them much good.

Also, i think it would be good to add more bosses, which lack a lot in Quake maps, so i recommend this anaconda https://www.quaddicted.com/reviews/anaconda.html and the lava worm here https://www.quaddicted.com/reviews/virtus.html. I've checked and they say nothing against about using or copying the content on them so you are safe.

Also, if Vondur don't mind you could add his killable green chton from Koohoo, just to have a killable one at hand. 
Mangababe! 
 
Willy The What?? 
I remember snakeman vaguely. I found the monster pack you are referring to here under monpack.zip:
ftp://ftp.fu-berlin.de/pc/games/idgames2/quakec/monsters/
(Put here for my ref later)

Seems to have a lot of..."interesting" monsters. Hmm, maybe I don't want ALL monsters... 
I Supposed So 
it was a just in case situation as you are putting what it looks all the main mods, why not some others that while bad are well known.
The bosses are a different thing, apart from what you have put in already i think they are some of the best bosses i have seen till now in Quake and we need more bosses: while the anaconda has the issue of half its model can't be hit it is an awesome looking one and good to fight against and some mappers will find the way to overcome its downsides, and the lava worm is an actually good and well done boss and could do wonders with the lavamen from DoE acting as its minions. If you want to try it, it is in the last level of the Virtus episode (get some ammo, noclip to it and enjoy).

Willy the spider is a normal looking spider, with the width and length of an ogre, a good model, it uses the sound from the shalraths and a single hell_knight's projectile. A bit nonthreatening but it is common for maps in 1997 and 1998, some people maybe will use it for laughs and it won't harm the pack being there. You can see it here, for example https://www.quaddicted.com/reviews/housp.html

The snakemen is used well here, for example, if you are curious https://www.quaddicted.com/reviews/alk05.html

Never knew about that pack, i know about those two enemies from the many maps they are in, but it is something to take into account for mapping. 
Added To The List. 
 
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