 Re: Crossbow
#15 posted by PM on 2009/12/27 20:43:23
Code for crossbow? Do you mean the 'give' cheats? The 'give' command does not work for weapons because the weapons are not stored in the items and weapon fields. The only way to give weapons in Roman is the standard impulse 9. Crossbow shares impulse 3 with the super shotgun/riot controller (the latter cannot be found in the roman maps). Since some weapons replace others completely, weapon removal impulses were added. Impulse 18 removes the current weapon, and impulse 19 removes all weapons and ammo.
 Re: Dev Stuff
#16 posted by PM on 2009/12/27 20:51:03
As for maps, I can only speak for mine, which is merely the start map. I just looked at Tronyn's roman maps, ripped the textures from roman1, and began building. I experimented with a few patterns, and when I found one I liked, I stuck with it and expanded from there.
In case of the mod/progs, this is just work in progress for Drake, which evolved from Dragons. It is simply a collection of stuff I like in Quake. Since I joined up with Tronyn, it became a combination of my desires and what Tronyn needs or wants for his maps.
In any case, there is a bug in the Roman progs that adds and counts enforcers in dmsp mode when it shouldn't, and there are probably other minor problems lurking around that I did not have time to address before a Christmas release. Soon, I will fix whatever bugs I can, assemble a devkit for roman, and make an entities file.
 "Tronyn. Yes, Neg? I Want To Kill You!"
#17 posted by negke on 2009/12/27 21:05:25
Nevermind the crossbow. Finished it already on Normal. The demos are mostly screwed, because even though I used the quicksave trick to continue recording after dying, I didn't realize I also should've done it after each level change and since I played on Fitz protocol 666, it's impossible to fix the post-changelevel recording with BJP's convdem. Sorry (or hack the tool to make it work).
So this is a cool little mapset. Quite hard, Tronyn-style, but bearable with caution and frequent quicksaving. Strong Doom vibe. The theme is very cool*, a wickedly weird Quakish mix - metal.wad and flesh work well together and the Egyptian bits do the rest. Great architecture and a good sense of grandheur with all the high structures and coloums etc. Some parts seem a little sloppy though: unaligned textures and no proper transitions, for example.
The new and old-new monsters rock, like the fire dogs (somewhat annoying attack though) and the imps. Always good to see the Rogue monsters again.
I found all the secrets (yay) - there could've been way more.
I didn't like the boss fight. The Summoner took me a few tries, but his follow-up (ugly pale model still) was annoying and made me swith to god mode after several attempts. There's simply not enough ammo (not having the crossbow probably added to this) - respawning items would've been better - and the area was a little too tight for my taste.
*It also reminded me once again of the Dry Sorrow scrap, that I already started fiddling around with a couple of times in order to turn it into a full-size SP map... ;)
 Actually...
#18 posted by negke on 2009/12/27 21:59:23
With all the xSOE, ARWOP, Arcanum, whatever stuff out there or in the works, are you going to eventually merge them all into some sort of super mod that we can then play like an mmorpg for the rest of our lives or something like that? I mean, why else include a grappling hook...?
 Heh
#19 posted by Tronyn on 2009/12/27 22:07:52
actually, as a matter of fact, yes :)
#20 posted by PM on 2009/12/27 22:26:29
The grapple is a common feature among mods, and I decided to add it just in case. Plus, the grapple could be useful as an unusual key. That is, you cannot progress to more areas without it. I found the grapple to be a time saver in roman3.
I have much to finish before I can think about working on the merger for real.
 Map 1
#21 posted by ijed on 2009/12/28 01:55:17
That was fun, and it looks like you'll be beating warp for monster counts - 449!
The ice crossbow is cool, but I wasted it completely at the start, later finding out how to use it.
Hell hounds are good as well, but they definately need a new skin, maybe a modified mesh as well.
The level was nicely laid out and fun to roam around, I got lost once, but quickly found the way. The sloping surfaces on the floor got a bit annoying when I or an enemy would get stuck.
Otherwise fun stuff. Had to resist impulse 9 to play with all the new stuff though ;)
 Grappling Hook?
#22 posted by Baker on 2009/12/28 02:55:19
Sounds awesome. What's next, someone using the jetpack or the hoverboard from Slide in a single player map?
 Error Message
#23 posted by geezer on 2009/12/28 03:21:55
I'm getting an error/crash at the Loading screen when running it with Darkplaces.
Host_Error: CL_ParseServerInfo: Server is unrecognized protocol number (666)
Using DP 2009-07-09.
Hope someone can shed some light on this cuz this mod looks totally awesome.
 Re: Error
#24 posted by PM on 2009/12/28 03:57:50
It is the demo1.dem in the pak2.pak that is causing problems in BengtQuake and DarkPlaces. For now, add +map start when running, or just extract everything except demo1.dem from the pak2, then get rid of the pak2.pak.
 Success!
#25 posted by geezer on 2009/12/28 04:06:45
Thank you for your help. Modified shortcut commandline as directed. Worked like a charm :)
This mod is great -- you guys have really outdone yourselves!
 For The Inner Munchkin In Us...
#26 posted by PM on 2009/12/28 05:23:45
Impulse 248 is the Tome of Power cheat. Happy gibbing!
 Demos
#27 posted by negke on 2009/12/28 11:55:43
Oh, whatever. Here are my borked demos. At least they show me get through the first map and then how I fail miserably during the boss battle. http://www.quaketastic.com/upload/files/demos/arwop_negke_skill1.7z
metl: please fix continuous demo recording in the next FQ version (like BJP's engines do). And someone please modify convdem as well - usually continuously recorded demos can be fixed by just joining (-j) them into one (or adding an additional demo snippet at the end if it's just one file). Problem is, convdem only supports protocol 15 and BJP's.
PM: btw. good job to you, too. ;)
 My Skill 0 Shitty Demo
#28 posted by spy on 2009/12/28 16:32:21
http://www.quaketastic.com/upload/files/demos/spy_arwop_skill0.7z
Great pak, Tronyn.
i like all changes of gameplay you've made since the last beta(s).
'm definitely will waiting for your next projects.
as already been said the gameplay is VERY hard and i found out that skill 0/1 is more suitable for me.
thank you Tronyn.
 Played On Normal...
#29 posted by JPL on 2009/12/28 17:03:56
... not finished yet (I just died at third map) but definitely the jewel of this end of 2009 !
I cannot add anything more but what others said: great pack !
#30 posted by gb on 2009/12/28 19:26:17
convdem is closed source (not written by id) and not easy to modify, plus it might be OS-dependant.
I suggest using protocol 15 for demos if you want everybody to watch them, otherwise you should note that engine X is required (in this case Fitzquake 0.85).
 Thanks!
#31 posted by madfox on 2009/12/28 20:38:29
Tronyn and Pm.., for this great recharche of Quake1 !!!
 Yeah
#32 posted by ijed on 2009/12/29 05:04:56
I got screwed over by buying Torchlight . . .
Nice maps, good balenced gameplay.
 Bawww
#33 posted by grahf on 2009/12/29 08:10:24
Fitz .85 beta for mac crashes when immediately after loading roman1.bsp. Can any other Mac users comfirm this? It crashed on the demo once too, and then it didn't.
Darkplaces works, but runs ungodly slow as usual on these crazy wide-open tronyn maps.
 Fitz SDL Beta
Try it with "-nosound" and see if you still have problems [tears out hair]
 Http://tronyn.planetquake.gamespy.com
#35 posted by Baker on 2009/12/29 10:33:32
?
Not in the Quakewiki.net archives. And spirit apparently didn't mirror the site and the archive.org last version was July 2007 which is before the NSOE release.
Grrr ...
 Terrific
#36 posted by Baker on 2009/12/29 11:23:00
Haven't finished it but after 25% done it is just as satisfying as the Masque of the Red Death.
 Nice Work So Far...
#37 posted by metlslime on 2009/12/29 12:28:22
just finished level 1. The architectural style seems somewhat inconsistent but at least it is always interesting. I like the open exploration in the beginning portion of the level, nice to have multiple ways to approach things. Lots of nice touches on the monsters and weapons.
Level 2 appears not to be vised?
 Love It.
#38 posted by Text_Fish on 2009/12/29 12:44:57
I've never seen a grappling hook used so well -- they're usually just a gimmicky little addon but I actually couldn't have survived the end battle without it.
Architecture and layouts were pleasingly Quakey without being pass�.
The end boss monster would have been a bit boring if he weren't in such exciting and versatile surroundings.
The only things that bothered me were that I never really figured out how that red diamond weapon worked, and I don't find Hexen stuff very Quakey so the wizard fella and the crossbow looked a little out of place.
All in all this pack is masterfully balanced and really engaging. It rockets in to my top 5 Quake episodes.
 Tronyn.planetquake.gamespy.com
#39 posted by Spirit on 2009/12/29 13:02:39
I have a backup but not the time. And I cannot share the plain files because I have to check each and everyone for private stuff. IGN exposed directory listings and thus wget got files from some sites that were not supposed to be public...
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