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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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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? 
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