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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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Who's Floyd? 
 
 
Please have an arena mode where two monsters can fight each others 
Monsters Fighting Like Chickens ? 
Would be cool to do some bets, like chickens combats. 
Did A Little Digging For Floyd (???) 
Found that Rubicon Rumble Pack is the latest version of Rubicon, not Rubicon 2 and has new enemies. Who knew? Looks like I'll finally have to play that. Never really cared much for that texture set.

I'll try my best to Keep releases sequentially versioned unlike some other mods. (Incidentally, version 0.1 is included in Terracity though isn't advertised. I don't even remember how many features I had at that point. That's why I keep referring to version 0.2 release, coming soon this week.) 
Rogue Weapons 
Not sure how interested people are in this part, the Rogue weapons are redundant mostly, but I've made seperate pickup items for each using dwere's weapons as a base and re-skinning them.

Still need to add legacy support with a worldspawn flag to enable rogue-style automatic multi/lava/plasma weapons just from picking up ammo.

On a related note, flak ogre and centroid have both normal and lavanail variants. Need to add a toggle spawnflag for the flak ogre to either have default 5 spray pattern or randomized burst.

Also, I'm still debating how to handle the lightning gun "upgrade" to the AD plasma gun. Still considering havibg the chainlightning gun but 4 weapons on number 8 would be maybe too much. 
 
Depending on the number of weapons that are in the mod now, it might be better to just get users to add more numbers to their keyboard :p

Seriously though, how difficult is it to bind specific weapons to custom keys in your mod? Quake doesn't use many keys, so you could easily bind a few guns to letter keys or something like that if you're an end user not interested in pressing 8 three times over... 
Dont Frighten The Kid With Real Design Goals 
 
I Already Thought Of That 
Each weapon has it's own special impulse command already that you can bind yourself. I'm wanting to make it as user friendly as possible. 
Would It Be Possible 
to cycle through all the weapon variants using mwheel? IIRC none of the MPs/mods do that and we have to manually press the corresponding key. Not good in the heat of the battle. 
Umm 
From my experience, most FPS pro players manually switch between weapons using their dedicated keys because it's faster than the mousewheel. 
 
Well I'm not a pro player and it's faster for me to use mwheel than having to look at the keyboard for the appropriate key. 
I Used MW As Well 
and a next weapon button and the keyboard shortcuts. With this mod you are going to run out of keys though. One solutions: HL1 style toggles so you tap 2 twice for super shotgun tap 5 twice for grenade launcher and then RL. 
Weapon Selections 
Mouse wheel supported (and cycle up down buttons, same functions)

So Far:
1: Axe, upgrades to Shadow Axe
2: Shotgun
3: Double barrel shotgun, upgrades to triple barrel Widowmaker (might add quad shotty too)
4: Nailgun | Lava Nailgun
5: Perforator | Lava Super Nailgun
6: Grenade Launcher | Multi-Grenade Launcher | Proximity Gun
7: Rocket Launcher | Multi-Rocket Launcher
8: Thunderbolt, upgrades to Plasma Gun | Plasma Lightning Gun
9: Laser Cannon | Crossbow (defaults to poison bolts if you have poison ammo)
0: Mjolnir

@dumptruck: the weapon toggles are similar already to HL1 except without the hud and without requiring confirmation click. 
 
Where is nehahra's autoshotgun? 
 
Mouse wheel supported
Awesome, thanks! 
Sorry For Double-posting, 
but in the monsters department, would you consider adding the hydra from Seven's SMC? I know it's originally a Hexen monster, not a Quake one, but I love fighting these pesky fuckers and they bring a much welcome variety in underwater combat. There are other monsters in the SMC but I don't think they're even remotely as necessary as the hydra. 
 
one thing that i like is how the SNL shoots in the drake mod. instead of shooting two nails it shoots nails two times faster

also, i remember a teleporting scrag, don't wich mod... 
I Didn't Know Saturday Night Live 
was featured in Drake...

Scrags (as well as fiends, maybe some other monsters) do have a teleporting option in the SMC. 
 
Another monster worth collecting is the cyberdemon found in the event horizon map. 
Keep Em Coming! 
I had considered doubling the nail output of the perforator. I'll add it as a worldspawn option.

Please note that if you don't see your feature request in the release this week, you can expect it in a future update.

Almost done fixing some gamebreaking bugs in my old episode, then release! Readme will be incomplete but still interesting. Archive map will come later. I want people to be able to start unleashing full mapping freedom as soon as I can. 
 
this mod also has a couple of good custom weapons and monsters:

http://forums.insideqc.com/viewtopic.php?f=16&t=5372 
Remaqe Quake II - Electric Boogaloo 
 
Ouch, Not Even Enough Dignity To Post Under A Name For That One 
 
Ultra & Mega Enforcers 
From lunsp1 have now been added. 
Just Got Done With A Test Play 
Play thru of my old mod done...a few small stuck monsters to fix, a couple arrows ad lights to add to help wayfinding and it's done! :) 
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