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Qonquer Released
I released my Q1SP mod, Qonquer, today! Fight waves of monsters in arena style maps with the aid of your minions.

Info and download:
http://www.wantonhubris.com/qonquer/Qonquer.html

Thanks!
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Pak Utility 
I use something called QEU3, under Linux. Command line programs, comes with the source code, so maybe you could make it work? Contains pak, wad etc utils.

Can't you even run Linux programs under OSX? There is xpak (I think thats the name) for X11. Can you run wine (ugh...)? 
 
Command line utilities? DOS? Please. :)

I mean, thanks for the suggestions but I've been command line free for years now and I'm not going back. Heh. 
Apple Snob 
:-P

Baaad, bad command line. How do you compile your maps? Drag and drop?

No, I meant such little things could perhaps be easier to port. Or attach to your map editor. Or somesuch. I mean they are open source. /shrug 
Willem = 
The dissenting Mac user. 
 
"Baaad, bad command line. How do you compile your maps? Drag and drop? "

ToeTag. :)

"No, I meant such little things could perhaps be easier to port. Or attach to your map editor. Or somesuch. I mean they are open source. /shrug"

I'll probably do something eventually along those lines if I have enough need of it. I can read PAK files so there's no reason I couldn't write something to create them. 
 
"The dissenting Mac user."
No, no ... discerning. :) 
Ha! I Knew It! 
ToeTag. :)

The editor is just a compiled batch file with a lot of bells and whistles thrown in. Command line free, my right cheek bottom :) 
 
Hey, am I typing on a command line? Hells no, I'm clicking a button. The way modern man was meant to live. :P 
*nudges Willem* 
http://www.cryptonomicon.com/beginning.html
Get in touch with your inner primate ;)

ToeTag does look good though, I'd love to try it, but I only own PCs. 
Willem 
Monsters who don't chase you aren't much of a threat. :)

not a problems in such a small arena as monsters spawn on both sides of the lava 
Packaging 
But, um...dude. Don't include source code or source maps, provide them as a separate sdk.
Don't put all the content in open folders inside a folder named qonquer inside another folder named qonquer.

The download zip should contain:

qonquer ( a folder, named in lowercase, that players simply extract to c:/quake/ )

Inside that folder there should be:

pak0.pak
qonquer1_1.txt ( it's good to add the version number to this filename, but whatever this file is named it should be the same as the zip )


Kell is right about this. When I downloaded this zip, it was full of all sorts of shit. Redundant folders, random unspecified files with the same name as folders, extra mac bits, .DS_store files. They wouldn't copy over in one lot, I had to find out which bits were extra and leave them out.

Obviously I did it and enjoyed Qonquer but it's an unnecessary hassle given how most Quake mods, well, just work as Kell says. 
 
Alright, I'll try and do better next time. 
Ta. 
I don't mean to be arsey about it, it was just a prominent issue.

The mod itself is great and has plenty of potential. 
 
I don't mean to be arsey about it, it was just a prominent issue.

Yeah, that's why I mentioned it in the first place. It wasn't meant to be a chastisement, it's just that many players don't expect to be involved beyond handling a zip file, and certain conventions have developed over the years.

It's meant as advice, not criticism. 
And 
I mentioned it with the beta release. :) 
NEED 
 
MORE 
 
MAPS 
 
 
GO MAKE SOME THEN! 
 
Bug Report 
I just finished playing a round in Ankh's hate.bsp

After viewing the scoreboard I followed the invitation to "press fire to play again" and spawned in the map with no viewmodel.
I checked at the console: r_drawviewmodel was set to 1
I could see I still had my trusty single-barrel shotgun, so I mouse wheeled up to select it, assuming the mod had simply forgotten to reselect it upon weaponstrip.
It crashed to console.

Also, when viewing from the info_intermission after death, the monsters continue to attack. In a map like hate.bsp where the camera is close to the ground, this gets annoying as the fiends incessantly leap and tear at empty space.
I know this happens in vanilla SP, so perhaps it's a crit of the map more than the mod, but it is an issue worth mentioning because unlike vanilla SP this is going to happen basically every round of Qonquer.

By contrast, the monsters sometimes fall into idleness while I'm still alive. This happens after they kill a minion; their movetogoal widget isn't retargetted at the player. 
Yeah 
I plan to make a small qonquer arena, but I have to pester Willem into letting me hack the ToeTag sources first :-). I want to make a map in the rtz theme. 
 
"By contrast, the monsters sometimes fall into idleness while I'm still alive. This happens after they kill a minion; their movetogoal widget isn't retargetted at the player."

I guess that's true. I didn't account for that. They won't get angry again until they see you. I'll make a note to fix that in the future if I do another release.

SleepwalkR

What do you need ToeTag source code for? I'm not against the idea but I'm wondering what it is that you need it to do. 
Willem 
I was thinking I'd take the work off your hands and add support for changing the key bindings and camera controls.

The controls in ToeTag are very counterintuitive for me, because I'm still used to the QERadiant controls and I would really be able to change them.

Didn't you get my email from a couple of days ago regarding this issue? 
Hmmm 
"By contrast, the monsters sometimes fall into idleness while I'm still alive. This happens after they kill a minion; their movetogoal widget isn't retargetted at the player."


I like that aspect!! 
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