Topher
#146 posted by Cocerello on 2017/12/31 17:33:34
If you are asking for enemies that are aware of the player since spawn, that exists already. Just trigger them with a trigger_once on the player's spawn.
If you want proper pathing enemies, necros ne_dynamic mod does that, plus some more things.
And
#147 posted by Cocerello on 2017/12/31 17:42:20
Scrags that don't move on z axis with clip brushes. And the player will never notice if he can't reach that height.
Smarter daemons: slopes instead of stairs, abundant use of clip brushes, no low ceilings, complement on axis walls with 45º ones, and a lot less doors or make them as wide as the rooms they connect.
Monsters that jump without monster_jumps can be achieved by making them land on brushes too small for them. This can be repeated with the brushes below them and to the infinite.
Higher Resolution Wizards And Flying Daemons...
#148 posted by Barnak on 2017/12/31 18:08:15
Currently, the Quoth/AD wizards, flying daemons and minotors have a poor resolution mesh. They don't look as good as all the other monsters (especially the default models).
I think they need some love.
#144
#149 posted by mankrip on 2017/12/31 18:39:18
AD has vertically-aware ogres that can aim grenades at anywhere.
Oh, you mean path-aware, not height-aware. I second the notion that they'd become bots.
It could be interesting to have area-specific waypoints to help monsters battle around their intended place without hunting the player through the whole map. When you leave the area, they'd stay back waiting for you. The concept of territorialist monsters is cool indeed.
#150 posted by Kinn on 2017/12/31 19:08:23
r_softwarebanding from FTE in QS and QSS please please please? :}
Muk Finish His Honey Map And Medieval Map And Ikwhite1024 Map The Cunt
#151 posted by Shambler on 2017/12/31 20:35:32
Some New Quake Machinima...
Or, at least, some cool cut scenes like the good ol' Zerstorer or Malice. I miss that cheesy, clunky but utterly charming style of animation. :)
The Marcher Fortress Strikes Back
#153 posted by Redfield on 2017/12/31 22:18:31
I can dream can't I??
Baker
I'm a filthy linux user. Is the argument for external libs not an argument for ease of upgradability?
If my SDL libs are statically linked into the executable, and I want to upgrade to a newer version of SDL, I need to recompile my whole game.
Also on my wishlist for this year is for Baker to incorporate my IRC mod into QS master... Oh wait... Realistic, that's not going to happen with my coding skills XD
If my SDL libs are statically linked into the executable, and I want to upgrade to a newer version of SDL, I need to recompile my whole game.
I think that's the promise, yes. The reality is that never happens in real life settings.
@mankrip
It could be interesting to have area-specific waypoints to help monsters battle around their intended place without hunting the player through the whole map. When you leave the area, they'd stay back waiting for you. The concept of territorialist monsters is cool indeed.
AD has this functionality, although I have not tested it. It's a "tethering" system. Don't have the entity info handle but Simon mentioned it was used in ad_tfuma I believe. It sounded pretty handy.
Dumptruck_ds
#157 posted by mankrip on 2018/01/03 04:49:36
That depends on whether this tethering system works as waypoints (chained paths) to also help the monster navigate the area. Vanilla Quake already had waypoint-style paths for patrolling, so that may be the case.
I've always wanted to do a Quake mod that was basically Left 4 Dead, in that there was a director written in QuakeC that just spawned monsters as needed. I don't know that it would be all that hard ... sort of like Qonquer, but with more intelligence.
#159 posted by PRITCHARD on 2018/01/03 12:24:47
My concern with that kind of mod is that you really lose a lot of what makes Quake work - that being hand crafted encounter design. Having the computer spawn enemies for you to fight means that you can't design combat scenarios that are tailored to the environment the player's fighting in, which takes away a lot of the variety of gameplay.
Quake really isn't a horde combat game.
You could mix it. Hand crafted encounters with director filled areas between set pieces ...
I think it's weird now because AD is the defacto version of Quake we play ... but that means you can't run any other mods alongside it. Hmm....
I think it's weird now because AD is the defacto version of Quake we play'
No, it's just a mod like any other.
I Don't Play AD.
#163 posted by Text_Fish on 2018/01/03 13:26:43
Quoth is still my Quake mod of choice. AD has tried too hard to harmonise (for lack of a better term) Quake's thematic in a fantasy direction, and in doing so has lost what I always really loved about Quake, which is the thematic dissonance. Easy example: I like seeing sci-fi health boxes in a medieval castle.
I have played some AD and it's very well made, but to me it will never be Quake, because unlike Quoth it changed Quake rather than simply adding to it.
Anyway, back on topic, Warren I have also dreamed of a Quake/L4D mashup for a long time. I envisage the director choosing between some pre-crafted encounters (and scaling them) in response to the players actions. You would also need to add a few new enemies, such as fast grunts with melee weapons and mini-bosses that have to be attacked from multple directions, etc.
AD
Was never meant as a replacement or even an upgrade. AD is it’s own thing, there will still be new maps for quoth and other mods.
AD is definitely the most polished mod though, I’m proud to have been a part of the team
#165 posted by anonymous user on 2018/01/04 15:55:59
Rubicon 2 style AD episode is my wet dream
^
That would be rather lovely. :)
Quoth Vs. AD
I'm glad we have both to choose from. I tend to learn toward AD but I do enjoy Quoth. I have only made one map for each and I have to say the entity state system for AD and the DelaySpawn spawn flags for Quoth gives mappers so many more options with encounters that you could really simulate the LFD gameplay Warren is talking about.
Quoth Vs. AD
I'm glad we have both to choose from. I tend to learn toward AD but I do enjoy Quoth. I have only made one map for each and I have to say the entity state system for AD and the DelaySpawn spawn flags for Quoth gives mappers so many more options with encounters that you could really simulate the LFD gameplay Warren is talking about.
+1 For Spike FX In Official Quakespasm Release
#169 posted by Butane on 2018/01/06 21:16:21
I'd really like to see this happen as well. Ever since The Forgotten Sepulcher I'm always trying to play the latest releases (and older) with these effects. Would be nice to just have a toggle option in menu instead of moving files to the AD folder and risk breaking stuff lol
Hopefully if this DOES become a thing they include all the cool effects (armor, items etc) borrowed from the AD mod.
Noticed there's not many Quakespasm videos (let alone spike) on YouTube so I recorded some coop gameplay yesterday with a friend playing QS spiked https://youtu.be/hxcbEliwpxQ
Don't Play Quoth Or AD
#170 posted by kaffikopp on 2018/01/06 21:36:54
ID1 for life.
I'd like to see more rule 34 ranger art.
Seriously though, just more maps is fine, and 2017 was already great for that.
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