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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. 4.0, 395mb): https://drive.google.com/file/d/0Bxz_tQQ7as4ib0l4eGFheHNrUU0/view?usp=sharing
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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. 
@qmaster 
Wassup with this mod? 
@qmaster 
Wassup with this mod? 
I Still Poke Around Fron Time To Time 
And add features when people request them, but for the most part I'm focussing on another project.

The goal is to provide the most complete set of features to mappers. As it is in beta, I can't 100% guarantee that it is bug free. Please feel free to use it and if you encounter any problems when testing your maps, let me know and I can fix it soon as I can. 
I Will Return Later This Year To Make This More Complete 
 
@qmaster 
Great news. I was hoping to do a video on it in the near term as I do love what it offers. Just wanted to make sure it's still supported. No pressure but relieved to hear it is! 
It Will Be Getting Plenty More Testing From Me This Summer 
such an awesome and long-overdue project 
Finally 
Got around to adding the wand. 
Notes About Keep 
1.Most of the monsters share the Death Knights death message,or just show the player name.
2.When I tested, game keep -rogue worked perfectly.No ammo icons borked,but the Nipah virus outbreak in my native Kerala(especially in Kannur and Kozhikode districts where most of my family are in.Fuck!) Is making me so worried I can't remember stuff.I may need to test again. 
Notes 2 
3.I test with QuakeSpasm-Spiked 0.93.0
4.Qmaster,kindly upgrade to AD 1.7 P1, it's more convenient since death messages are in each monster file now.And other stuff.
5.I'm gonna read your code and write an axeman by myself,but based on your Keep code.Is it ok? Or should I credit you? 
 
1. I haven't tidied up the death message code yet. Thanks for the reminder.
2. Should be mostly ok on -rogue for ammo icons, but of course without implementing a csqc of some sort it will be an incomplete hud. I plan to keep messing with that, but it isn't a main focus since it doesn't really detract from gameplay much.
3. I use that one and Mark V. Occassionally I'll test in DP or FTE.
4. AD 1.71 is on my todo list.
5. That's fine but the axeman originally came from SOE. ;) 
Probably A Stupid Question But... 
Where is the download for this? I looked at the OP but only found the link to the spreadsheet thingy. :) 
Teh Latest Version 
is 4.0 
 
Thanks! 
I don't have update privileges to edit the top post. Could someone please add that in? 
 
updated 
Qmaster 
I know bout the Axeman,what else do you think a guy does with too much free time and too many replays of mods?
2 GB of my game stuff is Quake and Half Life source code.Including mods. 
Thank You :) 
 
Only 2GB? And A Ton Of Free Time? 
I dunno, maybe make a mod where you mix all the mods together, something crazy like that.


Thanks mh, also thanks for listing the file size. I like to warn people before they devote that much data or time esp. if you have horrible internet. 
Well 
2 GB is just my backup of half life and our dear Quaek.Made it as a defense against dad's deletion drive.He think it's useless,but I know better.
My HL folder is 36 GB and Quake 1 is just 6.

I'm making a mod now and for testing and improving my QC I made some enemies.
I finished a rocket grunt and grenade grunt.
Gonna add a defender soon.Then a weapon.

I'm piggybacking off RRP here. 
Sorreh For Triple Post 
What about Ol'Riot Controller? 
A Great Resource 
Just wanted to say that your work on this mod has made it a valuable resource. Although in point of fact I did not use the mod for the current project I'm working on, it was very interesting to look at the source files and see how things work. It looks like a lot of stuff has changed to make everything function together.

I ended up finding what I needed in the Rogue progs which was much simpler to work with for a damn fool like me.

One day I wish someone would make a map featuring the Baron again... 
Thanks! 
Ya someday I hope my readme ends up being an encyclopedia of sorts for Quake entities and a lot of the best mods.

I've been taking a break from this for now to finish another large project but do want to get back at this. I need to finish adding the wand from Drake and finish making each mod it's own folder so that any content I make or modify will be in a keep specific folder and that anything borrowed from a mod can be clear so that credit goes where credit is due. 
Qmaster 
What's your other project? 
Citadel - The System Shock Fan Remake 
Ooooh, 
I've heard about this one. I had no idea it was you. Cool! 
Update To Be In V0.50... 
Spent most of today working on this again in between getting firewood.

•Reorganized all model files into their respective sub folder for each mod. Did this mostly due to some naming conflicts but also as a way to show where things come from/give credit indirectly.
•Fixed wand bugs
•Fixed bug with Mjolnir frames
•Increased Mjolnir range to match Axe
•Fixed weapon cycling forward and reverse skipping some weapons and going in different orders.
•Added some Drake powerups: Boots of Levitation (flying when you press jump), Twin Shot (halves nail usage, gives full nails (Keep bonus, also affects lava nails!)), Shotgun optimizer (increases rate of fire, gives full shells), Berserker Helm (1.25x melee damage, heals player on melee hit)

Never seen these powerups in the wild myself but hey they are there.

Almost finished subsuming Drake mod. It's huge! 
Dude, Sweet 
I have not mapped in more than a month and I am basically going into withdrawal lol, but it is very exciting to see that this mod is continually updated and I am super looking forward to delving into it as I return to work on my "when it's done" episode. I'm thankful you added the Drake powerups, I think new gameplay possibilities can be explored by tossing the player the Boots of Levitation or Grappling Hook for example, and as for the Berserker Helm I didn't even know about it but it sounds awesome! I always liked the Necromancer's Gauntlets in Heretic. 
Great News 
this is going to be fun to play and map for. 
 
Grapple added. Not 100% sure I have it right. If you switch weapons after making it up to your hook point you can stay there and chill out, blast unsuspecting baddies. I don't know if that's normal by but combine that with the crossbow's lack of agro and happy hunting. 
 
Added chain lightning gun. Forgot how ridiculously overpowered it is. Not sure if it dethrones the laser cannon though.

Any other fan favorites? I think I have the sprocket on my list. 
Airfist 
From Painkeep don't recall if that's included. 
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