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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)
Quoth 2.1 atm (2.2 is closed source)
Kinn (from the Marcher and others)
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:

Download v. 0.40, 395mb (OLD VERSION)

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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. 
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: 
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. 
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:

Can you offer any advice for this issue? Thanks 
Can A Mod Update The OP 
With the link from #256 please? It's causing some confusion out in the wild.

It's this one: 
updated the OP.

I'm confused because the original version was 4.0 and the new version is 0.5 -- seems like the numbers should go up not down. 
I think "4.0" was a typo. That file says it is version 0.4. 
okay updated to fix the typo 
I have a lot of work and polish to do still. I've been busy finishing Citadel first, but this will see a lot of work very soon. Especially since .....well, I can't say yet. Tis secret. 
Hey Qmaster, when you resume working on Keep Mod, can you import in Madfox's chasm monsters. See if the mong with infight normally with your other monsters. Maybe you can discover the source of that infight bug 
I think it is better to wait untill I finished the dev_kit chasm_qc. Xaeg has made a .fgd file already, while it is still full of untweaked ends. 
Well, I think you will finish before citadel anyway 
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