|Posted by Barnak on 2017/09/04 16:14:28|
|There's an old Mod that adds a space-marine bot in any map, to assist the player in his map exploration (Zeus bot ?). It could be cool to have something similar with any monster in Quake, that gives the player the ability to create one (or several) pet monster, that would follow him constantly as a companion pet.
The unpredictable reactions from the normal monsters would be hilarious, especially in maps like the Forgotten Sepulcher.
If the pet dies, it would teleport to some new location in the map (the starting place ?) and tries to find back his master. The player may have to help his pet to find his way. The pet could also simply die without be reborn elsewhere, depending on the mod configuration and options (Aaargh ! Fuck you scrags, you killed my pet, damn you ! Die !).
It would be awesome to be followed by a horde of dozens of interpid vorelings pets, that would act as a bunch of mosquitos harrasing the monsters !
Another way to create a pet : During his journey through the Quake Multiverse, the space-marine could have found a way to domesticate the monsters. Find one you like, don't shoot at him, and give him some food (by killing another monster in his vicinity ?). The monster may then become "domesticated" as a pet, until you harm the pet.
That feature would add an unique replayability to any Quake map. Maybe some modification of the Zeus bot could do it ? Or something similar to the Quake3 bots ?
Want a shambler as a companion pet ? Or a zombie lagging far away behind ?
What do you think ?
Idea About Pets In Quake
I think this is a cool idea :
You play a map the normal way, without a pet. Once you're almost done with the map (and killed most monsters), and are about to enter the last slipgate, a pet is surprisingly teleporting at the opposite side of the map (the start place or a random location). A message says your friend is waiting for you before you enter the slipgate, so you have a new exploration mission :
To find your pet (which may or may not be moving around, trying to find you), and help him to find the last slipgate. New monsters could be spawning in the way (or maybe not, depending on the mod configuration/options), so you'll have to protect your pet (which may also be helping you).
This way, the map has a "second life" for exploration. This would be extremelly cool for maps like the Forgotten Sepulcher. Such large maps feel very "empty" and lonely once you killed most monsters and found most secrets. Having a pet as a companion to explore and to help find his way could be great.
The pet may be triggered automatically on some maps designed for it, of may be triggered by the player himslef (using some pet commands in the console). Several pets at once (maybe located at various locations) could also be a cool game style, with some twists and constraints. You then have to unite all your pets together before entering the last slipgate.
This may lead to a whole new playstyle in Quake, especially on large modern maps, and would add much more replay values to any map.
I imagine the pets with some weird (twisted?) and unpredictable behaviors : like a funky and curious bird that have his own attitude, despite his loyalty to you. This may be very difficult to program, though.
The Pet Cuteness...
I also imagine the pets as a kind of cute and small animals (Quake style, though). I think the vorelings (and maybe the scrags) are perfect to be pets.
The little pesky vorelings have a strong attitude. They would look totally awesome (i.e hilarious) if the pet version was showing some little red hearts flowing out gently of their "head/mouth", a bit like the pixelized flames in AD.
(dammit, can't fix the typos in my last message. Sorry about my bad English!)
Sounds Good Barnak
Now go map it.
@Yhe1: I'll have to take a look at his Carved in Flesh release. Hadn't heard of that one before.
Pets Exist - Cujo
#3: yes, Cujo is the pet. As far as I remember it appears in a mod called Killer Quake (http://www.moddb.com/mods/killer-quake-pack), with tons of cool weapons. :D
Is it possible to extract the Cujo pet from that mod and make some new pets ?
Great Ideas Barnak
Looking forward to what you come up with your pet idea.
Well, I am not sure whether the source code is available, but you may ask directly to Howard Roy (the pack owner): you can find his email address (if still valid) in readme file from the pack archive you can still download.
Sor far the pack contains some .pak files, hence I guess it contains some mdl and/or qc file you may be able to use with some authorization (ask Howard)
Download Ling KQP 2.2
Cujo In AD1.6
Weird ! I loaded Cujo in the AD start map as a first test. It's working but the mod is interfering in some way with AD. I'm not sure my starting commands are good :
-hipnotic -game ad1.6 -game cujo
Also, cujo is a puppy (a white cow style dog). It's barfing constantly, and his head is as ugly as my butt. See by yourself (cujo, not my butt, or you'll have real nightmares tonight !) :
It would be furiously hilarious if cujo was a voreling instead.
-game ad1.6 -game cujo
Doing this will only overwrite the AD progs with the Cujo progs, it won't magically combine them.
Then What ?
How to combine properly both mods ?
And I will do it for you.
Knowing Barnak we will end with a Dick pet, penetrating anuses of monsters.
Imagine shambler's death sound when his ass is plugged with a pet dick.
Cujo = White PitBull
.. so it is obviously ugly
There Is A Dragon Pet
from one of the tronyn's mods(iirc), it was called Draco or something
Run the keep beta mod with -game keep +map asset_library, get the horn near the start and run around with your voreling pets killing knights.
I suggest that you extract your pet structure from your mod to make a small independant mod. P-p-p-p-please !?
Pets Working !
Qmaster, I tried your test map and it's working. These vorelings should be stronger, though, since they die too easily.
Also, there are walking too slowly, in a jerking way. They're not behaving the usual way (for pesky and agressive vorelings).
If you teach me the Quake programming, I could help you with this. This is potentially too awesome to miss this feature (I mean vorelings pets in Forgotten Sepulcher and other maps/mods...).
Also, I have several cool ideas about their behavior. Ultimately, the voreling pets could eat the monster's debries on the ground to get stronger, and I even see/ear them burping and farting around, leaving some shit trail on the floor ! ;-)
They should be fast running and jumping around, a bit hard to control like wild and curious cats not exactly obeying their master. They should have a mind of their own, if you see what I mean.
I'm interested to join as a programmer/designer, if someone has the patience to show me how to model and program for Quake (I really don't know where to start this stuff !).
I know Celestia, LaTeX and Mathematica programming, as a reference (for what it's worth, in Quake !). I even know how to use a 3D modeler on Mac OS X, if it could be usefull.
Haha, ya you can set custom health on your pets. The map setup is simple enough:
• monster_ of your choice with Delay spawnflag set
• item_artifact_horn targetting the monster
Target as many or as few monsters as you want.
Separating it out as a separate minimod is difficult since it needs checks within ai_stand, ai_walk, and ai_run which makes it intertwined in a way that is difficult to separate.
Sepulchre pets: doable through save hacking to change a powerup into an item_artifact_horn that targets monsters with Delay set and running with the keep mod. Alternatively you could recompile after adding it into the .map in an editor of your choice.
Adding To Your Existing Projects
You should be able to run almost anything in the Keep mod, so any of your current mapping prijects could be ran inside Keep.
Including maps made for other mods (AD, Quoth, etc...)?
Next question in your own thread - it's a bit of a lot of completely OT for this one.
No Every Thread Must Be About Keep The Biggest Mod Ever
Go Fuck Yourself Anon
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