Personally
#196 posted by spy on 2017/10/18 16:12:36
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
#197 posted by spy on 2017/10/18 16:16:52
neh1m4 by damaul
neh1m5 by czg
neh2m2 by czg
neh2m5,6 by bal
#198 posted by yhe1 on 2017/10/18 17:21:31
The monsters and weapons are still good tho, esp Nehahra himself
@spy
#199 posted by Qmaster on 2017/10/18 18:16:02
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
#200 posted by Tronyn on 2017/10/18 21:41:52
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.
#201 posted by Qmaster on 2017/10/19 05:55:53
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
#202 posted by spyatwork on 2017/10/19 08:24:55
the ammo hud icon doesn't match the selected weapon
#203 posted by spyatwork on 2017/10/19 08:27:58
Added willy the spider
kewl, willy the spider's the most underrated(and underused) custom monster ever
How About Adding Metlslime's Werewolf?
#204 posted by generic on 2017/10/22 22:35:54
That happened, right?
Where? Where?
#205 posted by Cocerello on 2017/10/23 10:44:04
What Wolf? Huh?
#206 posted by Qmaster on 2017/10/24 13:51:58
I Tried Searching For It...
#207 posted by generic on 2017/10/24 16:04:21
But no results. So, I must have made it up.
Sorry, 'Slime.
Checklist Updated (see Top Post), FYI
#208 posted by Qmaster on 2017/10/26 04:57:23
Updated FGD: JACK_Keep.fgd
Is there an fgd to def converter?
#209 posted by yhe1 on 2017/10/26 10:40:19
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
#210 posted by Qmaster on 2017/10/26 13:12:29
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:
#212 posted by Qmaster on 2017/10/27 06:14:00
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.
#214 posted by Yhe1 on 2017/10/27 19:10:34
Qmaster, I've put a link to Dr. Shadowborg's mod in this thread. Check it out, it has some good monsters and weapons
#215 posted by Yhe1 on 2017/10/27 22:29:07
You also forgot the cyberdemon from event horizon
#216 posted by Yhe1 on 2017/10/27 23:32:13
also the walker from gmsp1
Particle Field Is Broken
#217 posted by spy on 2017/10/28 15:54:34
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
#218 posted by Qmaster on 2017/10/28 20:28:48
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?
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