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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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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. 
 
Nehahra autoshotgun 
 
all the guns from perquake 
 
Added the Drake Laser Blaster which replaces the singlebarrel shotgun. Made a new item model based off the enforcer gun dropped from enforcers in AD. Changed the sound and projectile to match the enforcer's laser so it feels like you are enforcing it now. Tweaked damage to more or less match the shotgun
Pros: Higher damage per second, ricochets, one focused projectile rather than spread pellets
Cons: Consumes ammo at a rate 8% higher than the shotgun due to higher rate of fire, slower projectile velocity, individual laser does slightly less damage than one full shotgun blast to the face 
 
Oh and it uses shells. Kinda wierd but I suppose it makes sense (maybe??) since cells are so rare. 
 
Added in remaining AD 1.7 features, including the mapvar system. Had to consolidate the parms with some trickery bits magic but managed to fit all the special storage of data in the 16 parms.
Adding deathstrings to all enemies, e.g. " was blown away by a Wind Baron\n", or " was electrified by an Eel\n".
Version 0.50 to be released soon... tidying up the fgd and making sure most things refer to the correct models for display in-editor. Been busy testing a lot so several bugs have been squashed. Still, after reorganizing the .mdl folder I'm leary I've missed adding in the new folder path in some precache calls. 
 
Oh and I also added worldspawn values for giving the player a set amount of bolts, poison bolts, lava nails, multi-rockets, and plasma in addition to all the normal ammo...not that it will get used much but that's up to you mappers, not me. 
 
Version 0.50

There are a few known bugs with some corpses not gibbing by the shadowaxe but the are minimal compared to the ones I fixed. Please test and let me know if there are problems:
https://drive.google.com/file/d/1VAFLWqU94TZZEn4bG7Fd-RHWeQqD1b5q/view?usp=drivesdk 
Progress For The Eventual V0.60... 
Fixed centroid strafing bug when dodging nails causing it to get stuck jittering back and forth
Fixed bug with earthquake, point entity, ya poorly named...
Renamed earthquake (from rogue) to info_earthquake
Fixed bug where dead monsters would jump on trigger_monsterjump's
Fixed bug with monster_wraith that prevented setting minion_maxcount on scorpion spawning wraiths
Added spawnflag for monster_wraith to have it ONLY use the spike attack when not using minions
Fixed bug where func_togglewall sometimes failed to work at all due to wierd origin setting, changed to setmodel to "" and back.
Added ability to use lava nails on monster_scourge
Fixed bug where monster_ogre_flak that used lava nails dropped regular nails in backpack
Fixed bug where lava nailgun or supernailgun would not switch to unless you had nailgun as well

Still haven't figured out the func_particlefield thing. I need to trace down the func_oncount/func_counter entities from hipnotic...might be something screwy with those not firing but even still if I fire the particle field manually with a trigger it only spawns particles along a 16x16x256 unit size beam instead of the brush.

I haven't forgotten about PerQuake or the air fist. 
Excited 
I think this is a fantastic idea, so mappers can combine elements from here and there to make a wider variety of maps without being limited to the one mod pack, just as you said in your mission statement!

Awesome. :)

Definitely keen to try my hand at another map some time, using this mod.

When would you recommend jumping in to do that?

Is v.40 a reasonable version to use for a map?

Or better to wait for v1.0?

Any overall idea of timelines for reaching 1.0?

All the best! 
 
Chainsaw from Zerstorer (also present in Drake) is missing: it was done on purpose or it will be added in a future version? 
 
You should also look through the madfox maps, there are some good monsters there. 
 
If I can suggest some monsters:

- Blud (AoP first boss)
- Juggernaught (AoP and Travail)
- Legond (AoP final boss)
- Sha'vile (Shambler variant similar to Doom Archvile, present in Soe/Drake)
- Uberscrag (Travail boss)
- Vomitus (Scrapped Q1 monsters, present in Nehahra and in Drake with a different color) 
 
Qmaster, when you merged the monsters from different mods together, did you have to do anything to get the infighting working properly? Like define targets Madfox and I are trying to resolve an issue with the Chasm mod where the enforcer does not retaliate against certain chasm monsters. The thread is here:

http://www.celephais.net/board/view_thread.php?id=61776&start=77

Can you offer any advice for this issue? Thanks 
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