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Monster Deathmatch update
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Orion



Joined: 12 Jan 2007
Posts: 413
Location: Brazil

PostPosted: Tue Aug 18, 2009 2:46 pm    Post subject: Monster Deathmatch update Reply with quote

Hi, last year I released a mod called MonsterMatch, now renamed to Monster Deathmatch, whre you play DM as a monster instead of a human.

You enter and respawn as a random monster. There are 8 monsters to play. (Previous version was only 5, I added 3 new monsters).

The monsters available are: Death Knight, Knight, Ogre, Shambler, Fiend, Spawn, Vore and Mini Chthon.

Screenshots are here: http://img265.imageshack.us/gal.php?g=screen1h.jpg


You'll need a DarkPlaces server to run, because of the bots. If your machine isn't good to run DP engine, use -dedicated 16, and sv_protocolname QUAKE so you can then connect with any NQ client.

http://www.quaketastic.com/upload/files/multiplayer/mods/monster_dm.zip

EDIT: Two bugs fixed. Patch avialable: http://www.quaketastic.com/upload/files/multiplayer/mods/mondm_patch.zip


Last edited by Orion on Tue Aug 18, 2009 3:55 pm; edited 1 time in total
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scar3crow
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Joined: 18 Jan 2005
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Location: Las Vegas, NV

PostPosted: Tue Aug 18, 2009 3:39 pm    Post subject: Reply with quote

Very cool, I love releases like this. So are there FBX bots in it or? Is there a reason that DP is required for the server side gameplay?
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Orion



Joined: 12 Jan 2007
Posts: 413
Location: Brazil

PostPosted: Tue Aug 18, 2009 3:53 pm    Post subject: Reply with quote

No, it's not FBX, if it were FBX it would be winquake-friendly. Wink
They're OrionBots, all coded by myself. They use some dp-only builtins like spawnclient(), clienttype() and such. But you can connect normally with any nq client if you run a dedicated server.
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scar3crow
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PostPosted: Tue Aug 18, 2009 3:56 pm    Post subject: Reply with quote

Ah okay, DP builtins, alright. Cool, I'll check this out when I get home tonight!
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scar3crow
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PostPosted: Thu Aug 20, 2009 4:54 am    Post subject: Reply with quote

Orion, this mod has made my day. It is thoroughly enjoyable, zany, imaginative, and oldschool. I love it.

Few issues, Mini-Chthon does not seem to have an attack selected on spawn, I have to hammer 1 and 2 a few times before +attack does something. Also, it would be really nice if there was a +meleeattack or similar, to have bound to mouse2 for example, to perform a non resource draining attack, just to make combat more fluid. The bots are really susceptible to the Vore, as you can spam around a corner into a busy area, and rack up the frags. Lastly, the melee attacks are very difficult for me to use, due to the lack of a v_model for them, but that is an expected difficulty.

Great work nonetheless, and I am glad this was released, it was just the thing my Quake spirit needed!
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Orion



Joined: 12 Jan 2007
Posts: 413
Location: Brazil

PostPosted: Thu Aug 20, 2009 9:35 pm    Post subject: Reply with quote

@scar3crow All the monsters start with their melee attack selected (if any). It's the lack of a v_model that make you think the mini Chthon is not attacking. He also has a melee. Wink

And I just put v_models for all the monsters (except Vore and Spawn, because they don't have melee at all).


Get them here (just replace the old pak1.pak with the new one contained in the zip):

http://www.quaketastic.com/upload/files/multiplayer/mods/monsterdm_vmodels.zip
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Trickle



Joined: 26 Mar 2009
Posts: 44

PostPosted: Fri Aug 21, 2009 4:43 am    Post subject: Reply with quote

hey, nice work Orion. I like this!
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Trickle



Joined: 26 Mar 2009
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PostPosted: Fri Aug 21, 2009 5:08 pm    Post subject: Reply with quote

anyway this can work with an engine like Qrack?
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Orion



Joined: 12 Jan 2007
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Location: Brazil

PostPosted: Fri Aug 21, 2009 5:14 pm    Post subject: Reply with quote

If you run a DP dedicated server, yes. Smile
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MeTcHsteekle



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PostPosted: Fri Aug 21, 2009 6:54 pm    Post subject: Reply with quote

hmm does it need darkplaces only for the bots?

like, if you dont use the bots it will run on any client?
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Orion



Joined: 12 Jan 2007
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PostPosted: Fri Aug 21, 2009 7:14 pm    Post subject: Reply with quote

Only if I take out the bots from the code.
Because the bot's AI is handled by StartFrame(). And on StartFrame() it does a clienttype() check to don't give AI to a human player, of course. Wink

clienttype(), spawnclient(), clientcolors, dropclient() and tracebox() are all dp builtins.
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Electro



Joined: 29 Dec 2004
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Location: Brisbane, Australia

PostPosted: Sat Aug 22, 2009 3:51 pm    Post subject: Reply with quote

Or you could add checkextensions() stuff to the code so people just can't add bots if their client doesn't support all the extensions.
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ceriux



Joined: 06 Sep 2008
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PostPosted: Sat Aug 22, 2009 6:43 pm    Post subject: Reply with quote

Im not bitching, but i think the gameplay was a little confusing, i didnt like how i was always spawning as a different monster each time, it should be set by score, or even better chosen by the player. was also thinking bigger monsters should move slower. also i tried playing on teams and that didnt work too well from what i could tell. Also a custom map designed twards the gameplay of the monsters would be cool Very Happy
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MeTcHsteekle



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PostPosted: Sat Aug 22, 2009 11:32 pm    Post subject: Reply with quote

the random monster is part of the unpredictable fun you experienced, if everyone could choose the would all end up as the same monster :O
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ceriux



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PostPosted: Sat Aug 22, 2009 11:45 pm    Post subject: Reply with quote

i dont think so, does everyone play the same class in tf?
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