Rogue Weapons
#94 posted by Qmaster on 2017/09/14 16:32:45
Have been overhauled somewhat compared to original Rogue Mission Pack 2.
Original behavior: pick up new ammo type, automatically have ability to switch to the new weapon if the player already has nailgun, grenade launcher, etc.
Keep behavior: only able to use new weapons if you've picked up the new weapon (same as any normal weapon). New weapon models created using dwere's pack as a base. I've yet to add a check for the map name in order to support the old style on original rogue maps if you have them. I also want to add a worldspawn check in case mappers want to use the old style behavior in their maps.
Rogue weapons:
Lava Nailgun
Lava Super Nailgun (or Lava Perforator if you prefer)
Multi-Grenade Launcher (good for fireworks!)
Multi-Rocket Launcher
Plasma Gun (ball of lightning that ground-out shoots lightning at nearby enemies, not to be confused with the Plasma Gun from AD (machine gun plasma with splash damage) or the Plasma Gun from Quoth (blue similar to AD but different appearance).
Fuck Me Sideways!
#95 posted by Mugwump on 2017/09/14 17:26:09
I had a lengthy follow-up to my last post but it vanished into the ether when my stupid phone decided to revert back to the previous page while I was typing... Now I have to rewrite it.
Plasma Gun from Quoth
a.k.a the dildo gun! xD
#96 posted by yhe1 on 2017/09/14 19:25:20
Qmaster, you should also take a look at OUM, that pack also has some worthy custom content
Couple Of Bugs
#97 posted by Text_Fish on 2017/09/20 23:25:29
Loaded up one of my Quoth maps in Keep tonight and ran in to a couple of bugs. 'scuse me if they've already been mentioned, I can't be bothered reading through this entire thread!
1) When climbing a ladder that emerges from water the "floating" effect of the water remained after disembarking the ladder, so I just kept going up. It was very similar to hitting jump when you have "fly" enabled.
2) the "skin" of rubble in my func_breakable was wrong. It spawned chunks of rock instead of techy bits and pieces.
I'm assuming some level of backwards compatibility is the goal here, but feel free to ignore me if that's not the case!
Thanks Text_Fish
#98 posted by Qmaster on 2017/09/21 04:08:34
I think I know what happened with the ladder, I have it set gravity back to the previous gravity before the player entered the ladder but guess that was an oops. For some reason that didn't fix the antigravity belt though.
Which skin are you using for the func_breakable? Yes backwards compatibility is important!
Drake Mod Merge In Progress
#99 posted by Qmaster on 2017/09/21 04:11:43
Thanks again for Cocerello pointing me to the source.
Holy crap Drake is a doosey! Lots of good stuff here. But man oh man is this going to take some time. And here I thought AD was the only mod with a massively overhauled complex and beautiful system. Trying to merge it in cleanly since I want to keep most of what he's done. It's quite brilliant qc in some places actually.
Qmaster
#100 posted by yhe1 on 2017/09/21 05:38:27
Cool, I'll Keep Hunting Bugs As I Go Then.
#101 posted by Text_Fish on 2017/09/21 10:49:45
The func_breakable skin I'm using is "=.=.=.=.Knave rust".
In Happier News
#102 posted by Text_Fish on 2017/09/21 10:50:23
You seem to have fixed an issue I was having with a stuttering lift, so good job there!
3 More
#103 posted by Text_Fish on 2017/09/21 14:49:09
func_postlight nolonger emits light.
info_multispawn doesn't work, although I notice it's not in your feature checklist. Is it planned, axed or replaced by something similar?
monster_sentinel seems to be missing too, now that I look more closely.
And one quick question: Which is the weaker out of Bob and Jim, and do you plan to do any sort of Keep reskin to differentiate them?
Qmasters
#104 posted by Yhe1 on 2017/09/23 01:55:26
Correction
#105 posted by Text_Fish on 2017/09/25 14:08:32
I should have realised at the time that the func_postlight problem must be something to do with the compiler or level editor rather than the mod. Do please ignore.
Some More:
#106 posted by Text_Fish on 2017/09/25 17:34:35
Trigger_changelevel is very unresponsive. I've jumped around inside the trigger for around 6 or 7 seconds waiting for it to trigger at times. The trigger in question is under water, dunno if that's salient.
item_powerup_belt doesn't do anything.
Text_Fish
#107 posted by Qmaster on 2017/09/26 00:22:06
Thanks I'll have to check those bugs out. What engine are you using?
Sentinel and info_multispawn are Quoth 2.2 features and I don't have any of those (yet I hope, asked Preach a long while back but never got a response).
#108 posted by ericw on 2017/09/26 01:23:21
Trigger_changelevel is very unresponsive
Just a guess but it sounds like there might be an "angle" set on the trigger, this can be the cause of annoying bugs where triggers only activate when the player is facing the right direction.
:)
#109 posted by Text_Fish on 2017/09/26 09:07:53
Qmaster
Ah okay, that makes sense. All the Quoths just sort of merge in to one in my head.
I'm using QuakeSpasm.
ericw
Thanks, you were right there is an angle set because I just c&p'd the brush from a func_door! I'll try changing that later.
It seems Quoth 2.2 may have fixed that issue, as it doesn't occur when I run the same map in Quoth rather than Keep.
What?
Sentinels were very distinctly part of Quoth 2.0, along with breakables, Edies, and all the new base content.
Ah
#111 posted by Qmaster on 2017/09/26 13:01:53
Sorry for the confusion. It's Quoth 1 that I was able to decompile. After that newer versions of Quoth protect their progs.dat, same with something_wicked (latest drake), ne_ruins (oh man I want that swinging gate!), and a few other newer releases.
Doesn't mean I might not try to reverse engineer them in Jim or Freddie style like AD did for Bob and Eddie (Yes I have those and redirected any monster_bob's into monster_jims, same with eddies to freddies).
Text,
info_multispawn is built on func_multispawn so I could make that supported. You'll have to let me know when I do if I left out any particular quirks that were added in later versions that I didn't include based on descriptions of it on Preach's (rather wonderful I'll add) Tome.
Christ.
Have you considered, like, mailing necros, instead of making a beeline to the asshole manuever aka decompiling progs?
Stuff like this is making it very hard for me and others to fully support this project.
I Asked Him Already
#113 posted by Qmaster on 2017/09/26 13:58:52
And Preach. Necros gave me a vague response of you'll-figure-it-out. Preach never answered me. Quoth one is Kell's anyways, don't know how to get a hold of him.
Thanks for the benefit of the doubt otp.
#114 posted by Text_Fish on 2017/09/26 14:22:47
Stuff like this is making it very hard for me and others to fully support this project.
A few years ago I would have agreed with you OTP, but it seems like so long since Quoth had a major update that I think it's less of an issue. It's not abandonware per-say, but it certainly seems like the developers don't have much riding on it anymore. Of course Kell, Necros and Preach may wholeheartedly disagree with me, but until they come out and fight their corner I don't see much reason for QMaster to cease and desist as long as he gives full credit wherever necessary.
Preach is actively supporting Quoth, by the way of maintaining the documentation and the launcher, and has hinted about future fixes in the jam 9 thread. Kell, whose previous release hinted on a future release, and who's been willing to discuss Quoth 3 on func in the past, has released a new map for jam 9.
This doesn't spell out "Quoth is dead, it's fine to decompile it" to me.
Science
#116 posted by Qmaster on 2017/09/26 16:28:52
You build on the work of others, learning and developing new ideas by combining old ones. Scientists cite. Artists create. Mods are a bit more blurred between the two but I am attempting to make sure credit is given to all the many authors in as thorough a way possible before 1.0 release.
The goal of this uber mod is to provide mappers the tools they need to build the best maps they can without being limited to a specific set of features in only one mod. To exclude Quoth [Kell, et al] would be like writing a paper on games and never citing the works of Nintendo. Quoth is one of the best mods ever made for Quake and builds on several mods before it but with a wonderful Lovecraftian flavor. I would do a disservice in having an uber mod at all that excluded Quoth. That much is already obvious from several people asking why certain Quoth features are missing.
[Kell, Preach. 2014. Quoth 2.2.Full, https://tomeofpreach.wordpress.com/quoth/ ]
Luckily...
OTP is not the final arbiter of what is right and good in the Quake community. If you've made an attempt with the original authors (as it sounds like you have) then I see no issue with decompiling something that should have been open-source in the first place according to the traditions of the Quake community. Now if there is a readme somewhere that states otherwise I'd say honor it. To me it's odd the source is not available freely already. For as much as Preach likes to help others with tutorials it's pretty baffling.
#118 posted by anonymous user on 2017/09/28 09:57:40
really wish quoth had the enforcers gun, that was more unique than rapid fire rocket launcher that is basically the plasma gun.
sounded cool, ripped things up, and bounced around, more unique than the plasma
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