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BETA: Keep Q1 SP 'Uber Mod' (all Monsters Etc) Devblog.
Latest updates, tidbits, and ramblings. Ask questions here. To avoid the many expected (and encouraged!) "Hey will feature X be included?" questions, the following mods will be subsumed into the collective:
AD - Used as the mod base structure. All added features use AD's specific code types, classes, infighting, etc.
Mission Pack 1 (Hipnotic)
Mission Pack 2 (Rogue)
Rubicon
Quoth 2.1 atm (2.2 is closed source)
Custents
extras_r4
Zerstorer
Kinn (from the Marcher and others)
SOE
And my custom stuff (such as my programmable coordinate func_robot with its special syncronization code for mating up with other robots seemlessly, great for machinery or buildings that assemble themselves)

Yes I have the fix for fish monster count!

Feature list: https://drive.google.com/open?id=0Bxz_tQQ7as4ieGhGVjUtV3Q0VVk

Download v. 0.40, 395mb (OLD VERSION)
https://drive.google.com/file/d/0Bxz_tQQ7as4ib0l4eGFheHNrUU0/view?usp=sharing

UPDATE: Version 0.50 (LATEST VERSION)
https://drive.google.com/file/d/1VAFLWqU94TZZEn4bG7Fd-RHWeQqD1b5q/view?usp=drivesdk
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Qmaster, you said numerous madfox creations are being added to Keep, are those the chasm monsters? 
 
Copper:
Worldspawn will have 'copperoptions' which will behave like spawnflags in that a map can elect to turn on all or just some of the copper features. A certain project may very well be using all of them.

As for madfox creations, all of the non-Chasm ones are or will be included...including new ones not yet in the wild. Chasm mod ones likely to be in a post 1.00 version later.

Monster infighting/AI:
Keep has a custom AI system for all monsters that allows for many ideas (like friendly monsters) from other mods to be possible while defaulting to the vanilla Quake we know and love. When I do get around to adding Chasm enemies, they will be made to use the same system. Likely the issues yhe1 and madfox have ran into are due to not setting classname properly. Keep gets around this by checking classtype using AD's class system...among other things.

Still working on it, but all bosses will be able to be used like a normal monster without any custom setup required, but still have support for special setups. Just drop em in and go. Or even have them patrolling. Did you know some bosses can walk, but their walk never got used? 
 
oh That reminds me, don't forget the Killable Conthon from beyond belief, and the slime version from Koohoo 
Done 
AD already had those. Already included both. 
Cool Mod, Can't Find .fgd 
Where is the .fgd for this mod, though? Can't seem to find it in any of the directories for the life of me. Very interesting tho!

Playthrough of the 'Crypt' Hub:
https://youtu.be/eo8zkLtFN-o 
Keep V1.00.0 Released 
News should be up shortly. If a mod could be so kind as to update top post please.

https://github.com/JosiahJack/Keep/releases/tag/v1.00.0

https://www.slipseer.com/index.php?resources/keep-v1-00-0.242/ 
CONGRATS 
So happy to see this at 1.00! 
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