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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
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Beyond belief has a killable red chathon

Although I think as a iconic quake mod, nehahara has priority, esp the autoshotgun 
 
and those monstrous black spiders from Travail would work really well with the small green ones from AD 
#146 
spamming asshole

fuck you and Quake 2 too

but thanks for the invite 
Yhe1... 
...the Travail spiders were reskinned and re-programmed Willy 
Qmaster 
Thank you for making this! I remember dreaming of a mod that could combine the enemies and weapons from hipnotic and rogue back in the '90s. This does that and so much more. 
Finished Adding Drake Dragons 
The dragons from SOE/Drake have now been added. The only one I'm a little unsure of is the Nightshade...there was something to do with souls that I commented out for the time being.

Please Note: that unless someone takes the time to add decap frames to all other monsters, decapitation will not be ported over.

Drake monsters have something called a purse...not sure if I should include that yet since it's seems wierd to have coins and gems falling off all the enemies. I'm sure it can be added back at some point if someone wants it as a worldspawn option to have enemies drop coins or have an override per enemy.

Now then, who wants the magic wand? 
Drake/SOE Baron Added 
Another boss added...more like 5 bosses since the baron has a lot of variants. 
@Shamblernaut 
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.


So far this has been met with mixed emotions. Some will find it useful I hope. I'm having fun with it regardless.

Thanks! 
Dude 
add my vote of confidence. I'm biased since there's a good chance that I'll directly find what you're doing useful in the near future, but even if that wasn't the case I think that what you're doing is helpful to mappers and modders in general. I've been taken aback by the speed and scope of what you've done.

P.S. the Drake purse feature, was hardly used! If ever! It was RPG-inspired. 
Qmaster 
This is worth it if only to spawn two boss monsters and watch them fight lol 
Latest Version Update: 
Keep version 0.30: keep_v0.30.zip 200mb

I would avoid copying over top of and instead make this a fresh directory. I reorganized some of the qc files' names for clarity. I still need to reorganize ai_explosion.qc since I mercilessly stuffed Drake effects in there as needed.

Changelog:
Fixed a bug where attack frames were incorrect on Mega Enforcers and Ultra Enforcers by changing progs.src order
Fixed a bug in startspawn2 system that always reset it to 0.
Fixed the antigravity belt not working at all.
Added Archer from Drake.
Added Nemesant from Drake.
Added logic_auto from Source Engine.
Added env_global from Source Engine.
Added global state system for triggering events based on events in other maps.
Fixed a bug in globalstate system where states overwrote each other.
Added Ryu Dragons from Drake/SOE: red fire, green acid, blue lightning, white ice, gold fire
Added Wyrm Dragon King boss from Drake/SOE: same skins as Ryu
Added Nightshade Dragon from Drake/SOE
Added Supergrunt/Sarge guy from Kinn Bastion

Keep an out for any bugs that snuck through the Drake merger. 
Added Baron As Well 
 
Added Supergrunt/Sarge Guy From Kinn Bastion 
yay, finally.

Don't forget to add the player killing credit 
 
oh, and thank you for this mod 
 
But does sarge fires nails or the blue things? 
Sarge Shoots The Blue Plasma Balls 
 
 
Any chance to make him fire nails? Plasma from Chaingun doesn't make sense 
 
Also, the Baron you're talking about, is it the nehahra Baron? or the Bane itself? 
 
Plasma from Chaingun doesn't make sense






Nails do? 
 
Really long bullets? 
I Get It. 
I was being facetious because not much makes a whole lot of sense in Quake. ;) 
 
I know, I was joking too 
 
I know, I was joking too. 
Drake FGD 
Does anyone have a drake fgd? Checked the Google and quaddicted but don't see one. 
 
It's not 100% complete but there's one included in here:

http://www.quaketastic.com/files/misc/drakebeta.zip 
Great, Thank You! 
 
 
I have a version of that with models for TB/JACK:
https://www.dropbox.com/s/bzef7hw2b0dsf8v/DrakeWithModels.fgd?dl=1 
Global State System 
I haven't looked at it, but I'm curious. Isn't it generally a pain to transfer data between maps in Quake? Something about buffers.

Are these limits overcome by the mod? 
It's Very Simple 
Uses one float so can store 24 bit states. They can be turned on currently...oh guess I should make it where you can turn them back off. Hmm.

I plan to use it for a 3 map setup where the player has to visit another nap to get a special key, journey back through the first map and finally open a gate at the exit to the 3rd map.

With the state system I can see whether to target to disable the 1st set of monsters and whether to enable the 2nd set and enable the key trigger at the end. Just setting up logic_auto's set to go off if certain state bits are on. 
Any Chance To Make Him Fire Nails? Plasma From Chaingun Doesn't Make S 
nah, the plasma thing is ok, theres already too much the nail shooting monsters 
Nails From Chaingun 
Uh, how about zerstorer chaingun from chaingun? 
 
How about keep it as plasma because

1) it's a >20 poly "weapon" that doesn't look anything like a chaingun

2) plasma looks much cooler and is instantly visible to the player whereas nails and the zerstorer needles are not 
Ah Good Point 
Projectile is always better anyway. 
 
Wait, we're talking about the Q2 enforcer, right? How does his arm not look like a chaingun? 
 
How does his arm not look like a chaingun?

https://static.giantbomb.com/uploads/square_medium/0/4527/1744395-enforcer.gif

How does it not look like anything else than a generic lump of metal with holes? 
Added More Stuff For Next Version 
Willy the spider
Floyd
Sentinel, by popular request (85% reverse engineered; needs spike shooting version and proper strafing) 
Multiple Holes 
Multiple holes tends to imply some kind of multi-barreled weapon, and that tends to imply a gatling or chain gun.

Personally I think plasma would be better though. 
 
Can we get an updated monster list then? 
 
For the sarge, I still think there should be a version faithful to Q2 
Wait Sergeant Is A Guy From Q2? 
Maybe I should delete it now...hmmm no plasma makes him just barely Quakey enough 
May Be You Can Merge Qore Aka Brutal Quake Into You're Mod ! 
I Found The New Exploboxes Very Useful For Puzzles... 
 
The travail spider has a fiend like Jump? 
That Says 
in the website

Travail exploboxes seem like a groundbreaking addition. Please include them. 
Nehahra Src 
maybe you could add some features from Nehahra,

http://www.quaketastic.com/files/misc/Nehahra_extended_for_Darkplaces_20160527.rar

the src doesn't look like your vanilla qc, tho 
Drat The Fuzz 
Was wondering how long it would take before someone mentioned Nehahaha. Maybe I'm one of very few people who didn't like Nehahra.

Travail will be added...most of it already is such as the mega and ultra enforcers. Mixibg func_pushbox and misc_exploboxes shouldn't be too hard either. Hmm...now I wonder if I should do the same for func_breakable. 
 
Maybe I'm one of very few people who didn't like Nehahra.

Not alone. I couldn't get past the cut scenes and voice acting. I respect what they accomplished, but not my cup of tea. I wonder if there's a non-cutscene build? 
Maybe I'm One Of Very Few People Who Didn't Like Nehahra. 
that's why i started converting nehahra maps to make them compatible with AD, but AD lacks of some nehahra's features like trigger_custom, misc_boom etc, to name a few

@dumptruck_ds , to interrupt the cutscenes, just press "1" on your keyboard 
 
Nehahra had some stunning bits of environment design, but it was pretty much style over substance. 
 
@spy 
I think I played it back in the days when I didn't bother with the readme. doh! Question is do people like Nehahra because of the gameplay or the story? 
Personally 
i don't like the gameplay, all of those strafing monsters are driving me nuts
and i still believe that mapping work hadn't been bestest comparing the other works of the very same authors 
There Were Highlights, Though 
neh1m4 by damaul
neh1m5 by czg
neh2m2 by czg
neh2m5,6 by bal 
 
The monsters and weapons are still good tho, esp Nehahra himself 
@spy 
Polyp: will check it out, thanks.
NehADra: sounds cool. Maybe I will at least add some basic neh entities that improve logic, add effects, etc., if that helps you out. The mapper is always right, after all, hence this mod. 
I Actually Really Liked The Nehahra Story 
The gameplay, not so much however. The mapping also seemed inconsistent although obviously there were some epic parts. I actually intend one day to go back and watch The Seal of Nehahra and then play Nehahra (disabling the damn strafing monsters of course).

IT'S PHIL!
Now I've seen everything. 
 
Fixed a bug where selecting the axe when player has no weapons would make the axe model appear.
Fixed a bug where picking up upgrade weapons wouldn't let you switch to it unless you already had the previous weapon.
Fixed a bug that crashed when cycling weapons when the player doesn't have any.
Fixed a bug where monster_polyp used movetype walk instead of fly.
Fixed a bug where monster_polyp was trying to set frame on its gibs to different values.
Added worldspawn choice to use original axe or AD axe (default).
Added willy the spider
Added Floyd
Added Sentinel 
Not So Much An Issue But 
the ammo hud icon doesn't match the selected weapon 
 
Added willy the spider

kewl, willy the spider's the most underrated(and underused) custom monster ever 
How About Adding Metlslime's Werewolf? 
That happened, right? 
Where? Where? 
 
What Wolf? Huh? 
 
I Tried Searching For It... 
But no results. So, I must have made it up.

Sorry, 'Slime. 
Checklist Updated (see Top Post), FYI 
Updated FGD: JACK_Keep.fgd

Is there an fgd to def converter? 
 
Qmaster, I just read your nehahra review on quaddicted lol

Will you be adding the nehahra monsters and weapons still for the historical significance or is it totally out of the question? 
Ya I'll Probably Add Them 
I've already started adding some of the effects from it. Just because I think snakeman and others are....lame...the mapper is still always right. 
@Qmaster 
This is so exciting. Just looking at the list is mind-numbing. I wonder if could simply add fgd support to Radiant? 
Keep Version 0.40: 
Download: keep_v.40.zip [359MB!]
As usual, please make a new folder instead of overwrite (getting close to where this won't be necessary, should probably split the qc source and fgd out into its own devkit). This is getting a bit large now. The progs.dat file is 2459kb. Original progs.dat was only 635kb. Interesting trivia for comparison, the ID team had an internal limit of 1400kb for map .bsp files that they tried to stick to. FGD is in the zip now too.

The Asset Library is also starting to get some areas made more proper. It will be basically like a museum. Still very work-in-progress along with the Readme tome.

Fixed a bug where selecting the axe when player has no weapons would make the axe model appear.
Fixed a bug where picking up upgrade weapons wouldn't let you switch to it unless you already had the previous weapon.
Fixed a bug that crashed when cycling weapons when the player doesn't have any.
Fixed a bug where monster_polyp used movetype walk instead of fly.
Fixed a bug where monster_polyp was trying to set frame on its gibs to different values.
Fixed a bug where snakeman sight sound kept playing (changed CHAN to BODY)
Fixed a bug where virtus would keep raising up 24 units after resurfacing
Added worldspawn choice to use original axe or AD axe (default).
Added Willy the spider
Added Floyd
Added Sentinel
Added misc_gibft
Added misc_smokemaker
Added misc_glitter
Added misc_sparks
Added misc_boom
Added info_particles
Added mapobject_custom (just uses misc_model)
Added a few features of mapobject_custom to misc_model for both such as avelocity
Added env_sprite for custom effects and allows specifying frame anim ranges in .spr's
Added extras_r4 particle emitters
Added extras_r4 particle triggers (e.g. effectors)
Added Hell Hound from Drake
Added Anaconda boss from Anaconda mod. (Note can set spawnflag 2 to prevent intermission)
Added Snakeman.
Added Virtus lava worm. (Note can set spawnflag 2 to prevent intermission)

Ok, did I get everyone's requests? :) 
@Qmaster 
fucking stud... damn I am gonna be up to my ass in Quake this weekend. 
 
Qmaster, I've put a link to Dr. Shadowborg's mod in this thread. Check it out, it has some good monsters and weapons 
 
You also forgot the cyberdemon from event horizon 
 
also the walker from gmsp1 
Particle Field Is Broken 
it doesnt show the particles, just invisible wall

hipnotic particle field
http://quaketastic.com/files/screen_shots/hip.JPG

keep particle field
http://quaketastic.com/files/screen_shots/keep.JPG

notice this ammo icon is borked too 
Ammo Icons 
Will remain borked for the time being. I'll need to delve into the engine code to figure out why running with -rogue crashes the game even though I specifically picked the bit values for ammo and weapons to match rogue bits.

Part field: ok will check it. Might have something to do with the AD particle system. 
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Website copyright © 2002-2017 John Fitzgibbons. All posts are copyright their respective authors.