#7 posted by Kell on 2008/03/02 11:44:11
I do not like that reverse weapon cycling is not possible. I am very dependant on it.
This was my biggest frustration. In any arena/horde combat I need to be able to switch between all weapons quickly.
AFAIK this is fixable in any mod: it works in SoA and in Quoth. Plz be to fixing this kthx
I have a whole ton of feedback, but because of how big a problem the mwheeldown binding is I will reserve judgement until I can play the mod with it.
 Willem
#8 posted by Spirit on 2008/03/02 11:55:48
impulse 12: Being able to switch to weapons like 8-7-6-5-4-3-2-1 (mousewheel up or E for me), not only 1-2-3-4-5-6-7-8 (mousewheel down or T for me). It was added in Quake 1.06. http://www.idsoftware.com/documents/v106.txt (#14)
 Yeah...
#9 posted by metlslime on 2008/03/02 12:05:14
there was another recent mod that was missing this feature. I guess you guys were both using an older version of the quakec source as a base.
#10 posted by JneeraZ on 2008/03/02 12:34:48
Huh, i was sure I started with with 1.06 source. Will look info it, thanks!
#11 posted by JneeraZ on 2008/03/02 12:35:52
Where might one find the absolute latest QuakeC source then so that I can diff it against mine?
 Don't Tell Me You Used 1.0 As A Base...
#12 posted by negke on 2008/03/02 12:40:08
Nice little mod anyway. The arenas look neat. I feel a certain urge to contribute some as well - Spirit, let's team up.
I think it would be a bit more rewarding if the game did end at some time (maybe by being able to set the fraglimit, where 1 wave equals 1 frag), or at least display some stats (kills/waves/dmg/etc) when dying. This would create a sense of accomplishment and allow for comparison/competition.
#13 posted by JneeraZ on 2008/03/02 12:42:36
Yeah, I wanted to do a stats screen but I couldn't figure out how to do that once the player was dead. I figure one of those screens with the text slowly appearing would be great for displaying stats and results.
And wait until this editing info screen done. I'm going to make that my main focus today. Maybe we could get some arena packs going! :)
#14 posted by JneeraZ on 2008/03/02 12:57:49
OK, I found a better version of QuakeC 1.06. Grrr. I'll get "impulse 12" into the next release for sure.
 Continued Here
#15 posted by ijed on 2008/03/02 14:17:48
Willem, I wasn't saying I didn't like the mod in the betas thread - I thought you wanted beta feedback.
You're right about the developer mode being turned on - my id1 autoexec. Turned it off and no more messages.
A couple of questions - are the monster spawnpoints fixed? I mean is it possible to activate new ones and remove old ones?
I also notice that a monster never spawned when I stood on a telepad (base map) did you fix this so the player can't telefrag arriving enemies?
Finally - do all items respawn? If I put, say, a quad and only wanted it to appear once would I have to close off its area after collection?
Cheers
 Killtarget
#16 posted by negke on 2008/03/02 14:23:38
#17 posted by JneeraZ on 2008/03/02 14:46:41
ijed
I'm putting together an editing page for my site but some quick answers:
- the spawnpoints are fixed in their location but you can turn them off/on based on wave #
- monsters won't spawn at a spawnpoint that has a living thing too close to it. I opted for this rather than telefragging.
- yes, all items respawn as per DM rules. You could killtarget it though, as neg|ke suggested.
 Hm
#18 posted by ijed on 2008/03/02 15:26:45
Could be good for a decent turtlemapping session.
 Nice
#19 posted by Ankh on 2008/03/02 15:42:11
Very nice idea. I had some good fighting in this one. Does the difficulty level increase all the time? Because I had the impression that after a while it stops at a certain level (played on normal).
Creating maps for this mod should be pretty difficult because you need to ballance them very carefully. In the metal map one can stay at the top level all the time (see the example demo). You can also spawn any number of minions if you like when you keep the last monster from a wave alive.
I noticed one strange problem on the metal part of the map. A knight spawned outside of this part and I had to noclip to find him in order to proceed.
http://shub-hub.com/files/demos_singleplayer/conq1.dz
 Screenies?!?!?!?
#20 posted by RickyT33 on 2008/03/02 15:46:35
Please? Will check out later!!
 Another Lame Demo
#21 posted by Ankh on 2008/03/02 16:18:30
The third map is great, keeps you on your toes.
Until you find the safe spot...
http://shub-hub.com/files/demos_singleplayer/conq2.dz
 Does Not Work
#22 posted by JPL on 2008/03/02 16:44:47
AguirRe's GLQuake tell me that progs.dat is corrupted... wtf ?
#23 posted by Trinca on 2008/03/02 17:06:04
ok i like it! just think it need more speed!!!
even in nightmare spawns are slow!!! more action please!!!
#24 posted by Trinca on 2008/03/02 17:09:27
for exemple like SOE deatmatch mod!
real pure action.
even in these days i play it from time to time :p
#25 posted by JneeraZ on 2008/03/02 19:16:37
"AguirRe's GLQuake tell me that progs.dat is corrupted... wtf ?"
I can't imagine ... anyone?
Ankh
Thanks for the demos! :) Awesome...
#26 posted by JneeraZ on 2008/03/02 19:19:34
Crap, I wanted to view Ankh's demos but .. how does one unpack .DZ file on OSX? Anyone?
#27 posted by Trinca on 2008/03/02 19:21:07
#28 posted by JneeraZ on 2008/03/02 19:32:23
Bah, I guess that doesn't work under Leopard. Can't make it go in the Terminal. I grabbed the source code so maybe I'll try and work up a modern version sometime.
 Good Mod
#29 posted by goldenboy on 2008/03/02 19:57:43
Good fighting training. In the maps, you should make the highest points harder to defend. In the elder arena for example, it's rather effective to make use of higher ground, pick off monsters in the distance with the RL, and use SNG/shaft and GL to clear out immediate threats.
Maybe don't give all weapons at the start?
Randomize the ammo?
Drop bonuses if the player is good? Like go into quad mode when 5 monsters are killed very quickly (Qarnage?), or 3 gibbed in a row? This could be combined with a sound effect, Super Mario like. In fact, why not make it even more arcade like, and give extra lives. Less health, but 1 extra life per completed round.
The minions didn't seem terribly effective, but usable as cannon fodder.
I had to load QArena manually because Linux knows about upper/lower case. :-E
And I also vote for harder early waves. Many people won't spend enough time with this to ever see wave 30.
 Addicted
#30 posted by gb on 2008/03/02 22:47:43
It's very hard to stop playing this. After round 30, it gets really chaotic and "twitchy". In round 44, one of the 8 or so death knight minions got me.
The shaft in the base map was good, because it made me really go backpack hunting :-) endless fun.
It would perhaps be good to make the minions nonsolid. They kept blocking the access to the sng/armor.
#31 posted by JneeraZ on 2008/03/02 22:59:25
I'll definitely refine the minions for the next release. I'll make them not hurt each other, get out of your way, etc. They'll be better!
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