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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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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. 
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