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Base Pack
oh wel i love base theme so much that i start making another map just want to ask if is anybody interresing in making a episode? maby with 4 or 5 maps?!?!
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busy with what?

school, actually. ;) just so you know i'm not blowing you guys off for another game. :P 
 
yeeee we love you necros ;) 
Necros... 
... is then he most serious but all of us :P 
Ok So 
I have the quoth source necros sent me...and that's it. My preference now is just to implement the absolute minimum required to make the base pack releaseable, no more. But seeing as I can't code at all, as I see it there are three options:

1. beg HeadThump to step in and finsih off the quoth code

2. beg Preach to step in and finish off the quoth code

3. beg on inside3D for someone to step in and finish off the quoth code


Having had no intention to take control of the base pack project, nor any ability to code whatsoever at any time before or since ever I still find myself in the position of responsibility for getting it all finished. Sigh.

So...

1. what do you guys still need in the code? Last we collaborated, necros implemented forcefields. That's about it.

2. who do you guys want to beg? 
 
just as a heads up, i had a semi complete todo list (my complete one got erased with the hard drive wipe)

Ladders
Forcefields (check particles w/master particle timer)
breakables (go over code, bug fix, add in new breakable models)
finish custom shooter code


ladders are currently like doom3 style (you have to face the ladder or you fall off)
kell (and i agree) think HL style is much better (stuck to ladder until you jump and you fly in the direction you looked when you jumped)

forcefields work (and technically they've always been there, since forcefields as they were in hip were just func_togglewalls with particle effects). i copied the particle effects in the code, but i didn't want to copy all the loads of func_counter and junk that hip had, and so i was in the process of making func_particles to have their own timers. that still needs to be finished

breakables, afair are more or less done, just needs testing, i think.

custom shooter code is likewise pretty much done. just needs some lines so you can specify custom models/sprites and to write up some preset projectile settings for common things (all the monster projectiles). and to give it some basic AI for multiplayer and target choice. (esp. w/regards to homing projectiles)
also needs fine-tuning for func_breakables w/regards to custom shooter projectiles damaging them. (they get a special damage multiplier).

if anyone does decide to help out with the coding, you can email me (once in a while, not all the time though. >_<) with questions regarding the code. i never thought someone else would be finishing it, and i don't have the good habit of commenting my stuff much either. 
Hmm 
I think that just the base pack stuff needs to be tidied up to a state where it is releaseable. Edie, for example is a little rough around the edges, and some of the other new enemies are also not quite polished up to the same standards as the other quoth enemies.

On top of the base pack stuff, I would really love to see the bmodel-less triggers that I was begging for previously. Afaik these are fairly easy to implement and once you've made one it should be trivial to make the rest. Also, I'm not 100% sure, but I think that the func_trap still needs a little bit of work as custom/selectable models and sounds don't yet work :/

I could help out a little bit with the qc, but I certainly can't do it all. Maybe I could implement/fix up the few features I need for my (unrelated) map and pass on the code to headthump or whoever ends up on the case. 
Btw 
I hadn't spotted necros's post before I posted mine. I had written most of it before I went to have lunch :)

Anyway, the triggers I mentioned should be implemented as separate entity types rather than replace the existing triggers. I guess the following would be needed:

trigger_once_nbm
trigger_multiple_nbm
----
trigger_secret_nbm
trigger_teleport_nbm
----
trigger_hurt_nbm
trigger_void_nbm
trigger_monsterjump_nbm
trigger_drolejump_nbm

a simple "2" prefix would also be fine I guess :)

obviously, once and multiple are the most commonly used, so they are the ones that need converting. I would also love to see the secret and teleport triggers have this treatment as some maps have a lot of them, my Quoth map in particular has a lot of currently unmarked secrets, and I can't afford to use bmodels or other trigger methods (trigger secret with item pickup or secret door move) so a bmodelless version would be very handy. 
My Free Time Is Going 
to be really limited this Summer. In a few weeks, when classes let out, I'm involved in a restoration project at a college chapel. After that, visiting family in New Orleans, then friends in Dallas. I wont be without a computer, but my focus will be on other things. 
Small Suggestion 
for the quoth update:
a special flag on triggers (at least _once and _multiple) which removes them in quoth. this way one could add warning messages like "dude, this map has to be played in quoth!" that only appear when accidentally loading the map with the wrong progs, because a lot of people tend to skip this information in text files/forum posts. 
Kell 
And why not just only correct the existing bugs of the preliminary quoth update (that includes new monsters like pyro, ogre_flak, sentinel, eddie, scourge, etc... and some others misc functions ) you/necros sent 6 months ago ?

The bugs I'm talking are Scourge's head model missing, ogre_flak's head grey texture, etc... BTW, if there are other issues, I didn't see it...

I guess it would be enough, as all the mappers involved here would have used only used these new features... and the existing Quoth's.
Note that I'm not maybe aware of the others extra new features, and what it the real status of the quoth update..
I would be happy to help on code side, but I'm not a QC specialist at all (I know nothing like you)...

I'm afraid we will have to wait for a lo,ng time again... :| 
For The Love Of GOD 
Go with d3esque ladders, and not HL2 ones. Please. 
 
I'm afraid we will have to wait for a lo,ng time again... :|

look on the bright side, now you have some time to work on your patience. 
Re: Ok 
1. what do you guys still need in the code?

Gaunt drop.

2. who do you guys want to beg?

Whoever can do it. 
Errr 
look on the bright side, now you have some time to work on your patience

I think I already exceed my quota of patience during these last months, waiting for an hypothetical Quoth update release.... that didn't happened yet...

I don't want to remind the all story, everybody knows it. I know Kell has a good excuse for delaying, and that you were/are really busy with Doom3 maps... but now it's really time to to start thinking of a delivery... just for your credibility guys...

What do you think ? 
Er 
why isn't quoth under gpl or something like that? no one is making money from it.. 
 
oh, i'm sorry, was i getting paid to do this? did we miss our intended release date, and now the publisher is coming to kick my ass?

i am in school now, and frankly, quoth is one of the least of my concerns atm. i'm sorry that i had to dump everything on kell, and that he has to put up with you, JPL. frankly, i've found you rather annoying, and you were one of the reasons i was slow to start working on quoth again, esp when you were broaching the idea of actually decompiling the progs.

do i wish i could do it myself? fuck yes. kell and i work extremly well together, and it's always been a pleasure to help him create quoth content. unfortunatly, real life is just too important. that may not be the case for you, dude, but it is definatly so for me. 
Boom! Headshot! 
 
 
calm down bitches! 
 
JPL. frankly, i've found you rather annoying, and you were one of the reasons i was slow to start working on quoth again

This is rather unfair and nasty... 
 
no-one has been as unfair and nasty as JPL 
 
Uber-enthustiastic and kinda impulsive should suit him better, imho... 
Please Stop Arguing 
JPL, Necros never really jumped at the chance to work on the basepack originally, I think it probably ended up going his way because we all wanted some Quoth enhancements and being one of the original creators he felt obliged. Please don't be so angry at Necros (or any of us who haven't been able to finish our maps for various reasons) because this is just a hobby project for all of us - if we can't work on it for whatever reason then you shouldn't get angry at us. It's not like we signed a contract.

I think we will get this pack out eventually, just be patient and try not to be angry at anyone for not meeting deadlines, as those deadlines were only really there to try and motivate people to get things done. Anyway, the delays on this pack are not stopping you from making other Quake maps or doing other things, so please try and be calm about it. 
I'm Quite Serious 
why isnt quoth source available? i, like everyone else, appreciate the work put into it, but i would really like to know why the code aint free... 
Hey, I'm Not In The Base Pack! 
But I'll pitch in anyhow.

There was from an error of judgement a 'promise' (too loaded) that Quoth2 would be available and much better than Quoth. From what I've read everyone went off half-cocked with the basepack. Sorry, but that's the way it looks.

Why do it in the first place? Because Quoth is good. If it takes a couple of months more than you thought for Quoth2 then you either bite the bullet and consign your map to the waiting folder, or release it under Quoth1 with modified entities.

I'm really looking forward to this pack, I've seen a preview of one map, and it was good. This is a hobby. I'd say most of use put more patience, time, effort, blood, sweat and tears into this ten year old game than most others put into thier hobbies. Talking about uber-nerds there.

But it remains a hobby, something you do for fun. If you're that pissed off that your beautiful geometry isn't getting shown then release it solo. But with a little patience it can shine. 
One Last Thing 
The gauntdrop / cc attack would complete that enemy. I can only guess how many walls would be be hit in trying to implement it, though. 
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