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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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@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.