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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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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. 
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