 Me Too Qmaster!
#622 posted by mjb on 2016/02/23 13:02:16
The additional tools are great! I am trying to use the textbook entity in a unique way. Also already have a secret tied to breakables and plan on having monsters utilize them to shake up the player. ;)
Furthermore, things like trigger_entity state on and off can really help create interesting logic in a map.
 New People
#623 posted by adib on 2016/02/23 14:11:10
Have to keep coming. Quaddicted, Custom Gamer, this new coop server, this kind of things play a big role in this.
 New Blood
#624 posted by sock on 2016/02/23 14:21:40
Please, don't stop making stuff for this awesome game Quake1
Step away from the crack pipe!?! ;)
A big point of AD was to give the community a bunch of cool new options for future projects.
Fifth's comment is perfect, its time for new people to get into Quake and create content. Embrace the new maps and support/help/give feedback to new authors, this is how communities grow, new blood!
 OTP You're The One Seeing Boobs...
#625 posted by Skiffy on 2016/02/23 15:54:47
There is no boobs on the Vore you perv. Go map or something.
OTP doesn't map, he trolls... it's his raison d'etre.
 Go Fap
#627 posted by adib on 2016/02/23 16:00:17
 Credits
#628 posted by parubaru on 2016/02/23 16:44:11
First, technical questions about the readme file:
1.Shouldn't ericw be given credit for engine support?
2.Shouldn't all authors be referred to by full real name, nickname, or both (instead of abbreviated real names in some cases) ?
3.Shouldn't the map names (not only the bsp file names) be included?
4.Shouldn't all the monsters' name be mentioned?
5.Shouldn't it read 'The Marcher Fortress' instead of 'Marchers Fortress'?
----------------------------------------------------------------------
Where is the written credit for the idea, the thought, the inspiration?
I consider the detailed 'mod resource credits' an important part of the release. I credit sock for the work of putting this list together.
I think it still lacks something.
Let's take an example by looking at some references:
mon_minotaur.mdl by Raven Software, additional gibs/head models by SimonOC
mon_spider.mdl by Raven Software, new animation and green skin by SimonOC
mon_gargoyle.mdl by Raven Software, additional gibs cut from main model
Inspiration for the new gib system, Marchers Fortress by BenW
nofire, secret3 and demonwind sounds from Marchers Fortress by BenW
I think there is something actually very important missing: the connection
between the monster models, The Marcher Fortress and the AD mod.
To give credit to sock for giving credit, let's quote him from the thread:
Fun Fact : Marcher was one of the original inspirations for AD, the gib system and use of H2 models is the reason they exist in AD!
This is what I thought proper credit for inspiration would be like.
Another example: let's look at the rocketeer, defender and eliminator.
It seems obvious that they were inspired by and based on Quoth monsters of the same name.
Yet the only related written reference to Quoth I have found is:
Bob, Drole, Gaunt, Voreling and some enforcer/soldier sound effects from Quoth MOD
At this point, please let me quote my own posts from the thread:
a credit list at least as long as the ad_v1_42p2_readme file.
a proper credits section with all the authors whose work served as inspiration
Now this seems to me an unreasonable expectation on my part for which I apologize. I just WISH such a document was accompanying the mod.
I realize giving credit to every author for 'inspiration' could be extremely difficult if not impossible.
This helps to explain the bullet points list of used assets: code material, models, textures, sounds, skyboxes. A source of dissatisfaction for me was this format, because the above grouping means assets from the same particular mod or author get separated.
Finally, while I continue to feel dissatisfied with the credits, it is my own personal view. A personal view probably based on my misconception about what is considered proper credits, and credits for inspiration.
 Awful Posts All Of You.
 @onetruepurple
#630 posted by parubaru on 2016/02/23 16:49:00
This post, while a bit harsh, certainly has a point.
I actually thought the credits for AD to be excessive to be honest. If Sock spent evening more time on the documentation then the mod would have suffered.
I can't speak for the team but as someone who gave up a lot of my free time last year to help with the mod I'm pretty bummed out by the amount of negativity and nitpicking. Mostly because it's unjustified for such a quality release.
Out of all the communities Quake has some of the worst trolls. And usually it's the trolls who don't even produce content.
I actually thought the credits for AD to be excessive to be honest. If Sock spent evening more time on the documentation then the mod would have suffered.
I can't speak for the team but as someone who gave up a lot of my free time last year to help with the mod I'm pretty bummed out by the amount of negativity and nitpicking. Mostly because it's unjustified for such a quality release.
Out of all the communities Quake has some of the worst trolls. And usually it's the trolls who don't even produce content.
 Parubaru
#633 posted by Kinn on 2016/02/23 17:04:00
1) Drop it.
2) Stop talking about sock's crediting of Marcher as if I'm not here. It has been credited fine. Sock is a cool guy, I have a good rapport with him, I have had access to AD during the development of the mod, and if there was anything in there that I didn't like, I would have said something during the many weeks of exposure I have had to the mod and readme before you even knew that the mod existed.
 Also
#634 posted by Kinn on 2016/02/23 17:08:11
Because I really hate to see this thread hijacked, I suggest we take any future conversation about parubaru and his little audit to this thread here:
http://www.celephais.net/board/view_thread.php?id=60297
#635 posted by skacky on 2016/02/23 17:19:46
Parubaru really loves to fuck flies in the ass it seems.
 Time To Submit A Patch
#636 posted by Jonathan on 2016/02/23 17:38:23
I think parabaru should submit a diff/patch with the suggested expanding of the credits at this point, which the AD team could consider. I.e. actions not words. Or action-words.
#637 posted by parubaru_is_a_cunt on 2016/02/23 17:42:39
I think parabaru should submit a diff/patch with the suggested expanding of the credits at this point
or maybe he should just find a nice bridge and jump off it.
 Back On Topic
#638 posted by mjb on 2016/02/23 17:43:45
Question regarding AD tools:
Is there a way to have a Quoth-style (info_mapgate) for AD? I know there are playerstart2 keys that can match with a change_level trigger but that is for positioning it looks like.
Basically, looking if it is possible with current AD tools to have a portal to another level close once you complete the map...when regarding a hub map.
I see the "opinion counter to mine = trolling" mindset is full back and alive on this website.
 Sheesh
Sorry I don't understand conflict good enough to join poop throwing party, but I wonder...
why remake raven monsters when you can make new ones?
I mean, you still would have to make models, textures and animations. All that just to have "clean" content.
 As Well As
"Only content producers can have an opinion", right from the times of web 1.0. Hasn't ijed completely rebuked this bullshit in a post from like two weeks ago?
 DW
#642 posted by Kinn on 2016/02/23 17:55:58
Skiffy has mentioned already he is interested in replacing the H2 models with new "quakey" designs. I don't think anyone here is advocating "remakes" of the H2 monsters.
 HD Packs
#643 posted by Icaro on 2016/02/23 18:03:49
 Sweet.
 #639
#645 posted by anonymous user on 2016/02/23 18:07:56
But this place has always been a beacon of social competence, mutual respect, objective civilized discourse and understanding
 Rune Triggers
#646 posted by sock on 2016/02/23 19:22:41
looking if its possible with current AD tools to have a portal to another level close once you complete the map...when regarding a hub map.
Quake uses (4) runes to make changes between maps. You can use func_episodegate or func_bossgate for stuff that can open/close based on runes collected when the map is started. There is also trigger_rune which can be triggered after the map has started, there is an example of this in the AD start map below the skill pillars.
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