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"Para-nightmare" Mode To Extend A Map's Life... 
You play a map, kill all monsters and find the exit. But before leaving the map, you want more from it. You move back to explore the map but there's no monsters left. You then feels a strong "solitude" atmosphere while moving around and try to find the secrtets you missed.

I'm wondering if there's an option or a way to brink back all the monsters programmed in the map when you finished it, or to make the monsters to reappear one by one after their death (with some time delay).


This option could bring more life to the map, by allowing the player to explore it in the reverse way (from the exit to the start place, if there's no dead-end or permanently closed door).

So is there a way to do this? 
Barnak: 
It would have to be a feature added to a mod.

Or, perhaps the map itself could have extra scripting to respawn enemies, in some mods that might already make that possible (like, maybe AD or progs_dump.) 
Could Be Done 
easily with Quoth and some func entities, but would need the map to have it as a feature, like Metlslime wrote. 
1 Year ! 
Fucking Shite 
Don't waste a few bytes of forum data posting such drivel on here. 
YouTube 
I made a video featuring my first Quake map from early 1997. Thought it would be fun to share. Made it with Quest. Fun to look back! 
Oops Hit Submit Too Fast 
#31846 
The moment at 2:35 is great 
Hey Dumpytruck 
Nice blast from the past.
Better not talk shit about Quest though - I've made quite a few not-entirely-bad maps with it! 
@negke 
Oh no way I enjoyed Quest and I am actually working on a new map in Quest 2.4 for that video (Quest 2 Beta 1 in the console). 
Oh 
#31801: RMQ originated directly from Fitz 0.85, not QS. 
OTP: 
Okay good to know, I must have misunderstood long ago 
I‘m Not Sure About That 
Isn‘t the RMQ engine platform independent? I vaguely remember that it was either based on my SDL port or on QS, which also derives from the SDL port of Fitz. I want to say I helped out with the bindings to the GL functions at some point, but I might also be wrong. 
SDL 
So the engine comes with the SDL dlls. That indicates that I remember correctly (but it doesn't prove it).

Looking further, here's a link to RMQ's gl_vidsdl.c file, containing copyright notices from Ozkan Sezer (szo), who is QuakeSpasm's maintainer. I think that proves that it's based on QS.

https://svn.icculus.org/*checkout*/remakequake/engine/Stable/2010-07-19%20RMQ%20Engine%20MSVC/RMQ%20Engine%20MSVC/gl_vidsdl.c?revision=2271&content-type=text%2Fplain 
Addendum 
gl_sdl.c seems to be the only file that has a copyright notice from QS (but I haven't checked all of them). Other files contain copyright notices from me, so it might also be based on the SDL port, and then someone copied only gl_sdl.c from QS. 
 
It was a fork of an earlier version of QuakeSpasm, can't remember which, but at the time QuakeSpasm really was just an SDL port of FitzQuake with additional bugfixes. 
Ah 
That explains it. 
Rege 
hello 
I'm 
going to try and run the RMQ Winter 11 demo on an XP machine. I seem to remember it working perfectly at one point. When I try and run the demo now it doesn't run IIRC. 
Why 
just use windows 10 
Already 
nt 
Fuck Off Mfx 
 
No U 
 
Speed Mapping Progs 
I published the custom Speed Mapping progs to GitHub here: https://github.com/quake-mapping-community/smp

More info:

Speed Mapping progs (SMP)
Version 2021.1 by dumptruck_ds

INSTALLATION:

Use this like any other Quake mod by unzipping the "smp" folder into your Quake directory. Then launch Quake with the -game parameter on the command line. e.g C:\Quake -game smp

This is a simple progs.dat file intended for use as a base for speedmapping events. It's a modified version of the id1 progs except for the following features or fixes:

2021/4/8
* Fixed fish count bug (monsters.qc)
* Fixed fish collision timing (fish.qc)
* Fixed door unlock sound (doors.qc)
* Added Preach's monster teleporting flag
(spawnflag 8 to trigger spawn a targeted monster)
* Added "trigger spawn" spawnflag to smp.fgd

The fgd file is the same as the default included with TrenchBroom with an added spawnflag for "trigger spawned" monsters. The source code is included. 
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