Inside3D!
     

[beta release] Return to Nameless City
Goto page 1, 2  Next
 
Post new topic   Reply to topic    Inside3d Forums Forum Index -> General Discussion
View previous topic :: View next topic  
Author Message
Scrama



Joined: 28 Aug 2009
Posts: 20
Location: Siberia, Omsk

PostPosted: Sat Feb 13, 2010 7:20 am    Post subject: [beta release] Return to Nameless City Reply with quote

Good news, everyone!

My mod (many years in lazy development, ha-ha) became a public beta, so you can try it and kill me with rotten tomatoes.

What is it?

Main features:
* Tweaked physics
* Balanced weapons
* Tweaked monsters
* Customizeable gameplay
* Frikbots

Where can I get it?

Contents:
* New bsp-models (progs required it)
* One test map + demo (rtnc.dem)
* Two stolen models
* Lot of stolen sounds
* FGD, so you can... you know

You can play singleplayer/coop/deathmatch.

All suggestions are welcome!
Back to top
View user's profile Send private message
r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Sat Feb 13, 2010 7:24 am    Post subject: Reply with quote

im too drunk to reply, but I like your icon Very Happy
Back to top
View user's profile Send private message
Team Xlink



Joined: 25 Jun 2009
Posts: 320

PostPosted: Sat Feb 13, 2010 7:27 am    Post subject: Reply with quote

r00k wrote:
im to drunk too reply, but I like your icon Very Happy


That was funny.

As for the mod, it is nice and fun.
_________________
Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!
Back to top
View user's profile Send private message
Scrama



Joined: 28 Aug 2009
Posts: 20
Location: Siberia, Omsk

PostPosted: Sat Feb 13, 2010 7:38 am    Post subject: Reply with quote

> but I like your icon
Winged Doom aka Omsk Crow =)
Back to top
View user's profile Send private message
Teiman



Joined: 03 Jun 2007
Posts: 309

PostPosted: Sat Feb 13, 2010 11:10 am    Post subject: Reply with quote

Meee meee... (/me downloading)
Back to top
View user's profile Send private message
ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Sat Feb 13, 2010 8:44 pm    Post subject: Reply with quote

r00k wrote:
im too drunk to reply, but I like your icon Very Happy


I was drunk last night/this morning too =D
_________________
QuakeDB - Quake ModDB Group
Back to top
View user's profile Send private message Yahoo Messenger
Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Sun Feb 14, 2010 11:58 am    Post subject: Reply with quote

ceriux wrote:
r00k wrote:
im too drunk to reply, but I like your icon Very Happy


I was drunk last night/this morning too =D


I just returned from the club from my maid's of honour anniversary. But I'm not drunk. It was just whiskey.
_________________
My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake
Back to top
View user's profile Send private message Visit poster's website
Scrama



Joined: 28 Aug 2009
Posts: 20
Location: Siberia, Omsk

PostPosted: Sun Feb 21, 2010 6:28 am    Post subject: Reply with quote

"I think the biggest Russian stereotype out there is Russians being complete alcoholics. If you look at Russian men they are always drunk."

Well... I'm shoked with comments, guys.
Back to top
View user's profile Send private message
qbism



Joined: 04 Nov 2004
Posts: 82

PostPosted: Tue Feb 23, 2010 2:34 am    Post subject: Reply with quote

Monday, back to work... first impressions playing bots:
- Starting with nails good, especially for bots, really picks up the pace.
- Rapid prox good. Needs a little more HP.
- Double jump wall climbing awesome!
- Fixme- spawn points don't cycle? Bots spawn on top of each other.
- Swimming is nice.
- Suggest add Impulse 100, the typical addbot.

I'll let someone else say "qc source??"
_________________
http://qbism.com
Back to top
View user's profile Send private message Visit poster's website
Scrama



Joined: 28 Aug 2009
Posts: 20
Location: Siberia, Omsk

PostPosted: Tue Feb 23, 2010 4:29 am    Post subject: Reply with quote

qbism, thanx!
> - Fixme- spawn points don't cycle? Bots spawn on top of each other.
spawn system in testing mode, now I picking up a farest point from other players, out of direct sight (is it right in english? hmmm). there is a bug in beta - wrong distance selection.
> - Double jump wall climbing awesome!
try a nail-climb, like q3 plasma-climb it is good too )
> Suggest add Impulse 100, the typical addbot.
Ok
> I'll let someone else say "qc source??"
with release
Back to top
View user's profile Send private message
Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Wed Feb 24, 2010 8:20 am    Post subject: Reply with quote

I didn't play with bots or anything, but I realized that after you come out of a teleporter, for some reason your next jump is really big.
_________________
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
Back to top
View user's profile Send private message
goldenboy



Joined: 05 Sep 2008
Posts: 310
Location: Kiel

PostPosted: Sat Feb 27, 2010 4:34 pm    Post subject: Reply with quote

Scrama, I'd be interested in how you did the autosaving in singleplayer. I think this is a really neat feature; I didn't know you could do this from QC.
_________________
ReMakeQuake
The Realm of Blog Magic
Back to top
View user's profile Send private message
Dr. Shadowborg
Inside3D Staff


Joined: 16 Oct 2004
Posts: 726

PostPosted: Sat Feb 27, 2010 4:56 pm    Post subject: Reply with quote

goldenboy wrote:
Scrama, I'd be interested in how you did the autosaving in singleplayer. I think this is a really neat feature; I didn't know you could do this from QC.


Fairly simple using a stuffcmd / localcmd I would imagine. (see default.cfg for how quake does the quicksave)
_________________
"Roboto suggests Plasma Bazooka."
Back to top
View user's profile Send private message
goldenboy



Joined: 05 Sep 2008
Posts: 310
Location: Kiel

PostPosted: Sat Feb 27, 2010 9:09 pm    Post subject: Reply with quote

*facepalm* Yeah. Er, thanks.
_________________
ReMakeQuake
The Realm of Blog Magic
Back to top
View user's profile Send private message
Dr. Shadowborg
Inside3D Staff


Joined: 16 Oct 2004
Posts: 726

PostPosted: Sat Feb 27, 2010 10:13 pm    Post subject: Reply with quote

goldenboy wrote:
*facepalm* Yeah. Er, thanks.


What?

Closer inspection reveals that it only autosaves when you pick up a key. Therefore in mix 'n matched quakec / english:

Assumption: you add checks against this for multiplayer (coop and deathmatch, you don't want it saving during these modes)

On key pickup: Set global game_autosaved = TRUE; then stuffcmd(self, "save auto\n"); and or localcmd("save auto\n");

Upon death, and this is the tricky / brilliant part: inside respawn() in client.qc do a check to see if(game_autosaved == TRUE) and if so, localcmd("load auto\n"). If game_autosave is false, then just localcmd("restart\n").

Since game_autosaved is a global and doesn't stay constant between level changes (no parmXX assigned), you don't have to worry about reloading from the prior level.

It really is quite elegant, and you could even add a trigger_checkpoint entity for custom maps you make that would automatically use this same method.

Good one here, Scrama! Very Happy
_________________
"Roboto suggests Plasma Bazooka."
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Inside3d Forums Forum Index -> General Discussion All times are GMT
Goto page 1, 2  Next
Page 1 of 2

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2004 phpBB Group