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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Sun Feb 14, 2010 12:22 am Post subject: |
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ceriux wrote: | how do i bind the use key? iv tried bind e use and bind 3 +button3 neither work. |
Well that's wierd. Maybe you overwrote / aren't using the default.cfg?
What engine are you using?
Try sticking this in your autoexec.cfg file in your hellsmash directory.(if you don't have one in the hellsmash directory, you can create one)
// Hellsmash specific Aliases
alias +auxfire "impulse 31" // Secondary fire
alias -auxfire "impulse 32" // Secondary fire off
alias useaida "impulse 82" // Use AIDA
alias useitem "impulse 60" // Use Current Item
alias dropitem "impulse 88" // drop your current item
alias reload "impulse 46" // Reload your gun
// Character skin / model aliases
alias ranger "impulse 89"
alias drsborg "impulse 90"
alias frikac "impulse 91"
alias sajt "impulse 92"
alias c0burn "impulse 93"
alias wazat "impulse 94"
alias tomaz "impulse 95"
// FBX
alias addbot "impulse 100" // add a Frikbot
Then pull down the console, enter all your control bindings using the bind command. _________________ "Roboto suggests Plasma Bazooka." |
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c0burn
Joined: 05 Nov 2004 Posts: 158 Location: Liverpool, England
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Posted: Sun Feb 14, 2010 12:30 am Post subject: |
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Do you have the source for the hand models anywhere I can nab?  |
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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Sun Feb 14, 2010 1:06 am Post subject: |
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c0burn wrote: | Do you have the source for the hand models anywhere I can nab?  |
Yes and no. The hand models were originally ripped from Stannum's Elite Commando Magnum (.md2 format) availible here:
http://www.planetgloom.com/community/?id=1;page=3
I lost my working directory that had those hands converted properly for the quake palette and skin neatly trimmed. I still have an older pre-palettefixed version in .mdl if you want it though.
Alternately you can rip them from one of the models in hellsmash.
ceriux wrote: | im using directq . is that why? |
That's even wierder. xaGe said he used directq and had no problems.
Try this in Darkplaces, winquake, bengt jardrup's win / gl quake or fitzquake and let me know if it still doesn't work. _________________ "Roboto suggests Plasma Bazooka." |
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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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Posted: Sun Feb 14, 2010 1:12 am Post subject: |
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darkplaces doesnt like my computer anymore. since iv installed win7. it runs really slow and choppy. i wish there was a directq version of dp. _________________ QuakeDB - Quake ModDB Group |
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c0burn
Joined: 05 Nov 2004 Posts: 158 Location: Liverpool, England
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Posted: Sun Feb 14, 2010 1:17 am Post subject: |
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Dr. Shadowborg wrote: | c0burn wrote: | Do you have the source for the hand models anywhere I can nab?  |
Yes and no. The hand models were originally ripped from Stannum's Elite Commando Magnum (.md2 format) availible here:
http://www.planetgloom.com/community/?id=1;page=3
I lost my working directory that had those hands converted properly for the quake palette and skin neatly trimmed. I still have an older pre-palettefixed version in .mdl if you want it though.
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That would be fine.  |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Sun Feb 14, 2010 2:36 am Post subject: |
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c0burn here you go:
http://tlb.quakedev.com/files/unsupported/stannumhands.zip
hands2.mdl appears to be a stock, as quark spits it out affair
hands3.mdl appears to be a not so stock version for easier qme manipulation (i.e. each hand's verts / triangles are lumped into a single object apiece.)
ceriux: then try fitzquake or winquake. I really have no idea what could be causing it to not work in directq at this point except maybe windows 7 doing something wierd. _________________ "Roboto suggests Plasma Bazooka." |
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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Sun Feb 14, 2010 4:09 pm Post subject: |
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ceriux wrote: | are there any hellsmash servers up? |
Sadly, no. If I knew how and someone were willing to host it, I would put one up though.
That said, I vaguely recall back during the last qexpo that maybe tastyspleen might be interested. I dunno. _________________ "Roboto suggests Plasma Bazooka." |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Sun Feb 14, 2010 9:48 pm Post subject: |
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Uploaded and updated my original post with a update patch that should hopefully fix the alias issues.
http://tlb.quakedev.com/files/qsrbeta3a.zip _________________ "Roboto suggests Plasma Bazooka." |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Mon Feb 15, 2010 12:49 am Post subject: |
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Some more notes:
- Machinegun definitely seems to do too much damage. I tend to use it solely once I get it. The blaster and shotgun seem to do the right amount of damage.
- I rarely if ever ran out of any type of ammo, except maybe the railgun.
- Clearly you get way too many weapons on this map (or at least too much ammo), but I guess that some would be taken out of this map if more maps were made.
- The bonus items are totally useless because you always have a ton of ammo.
- I saw the pop can in Quake's e1m1, but couldn't figure out how to use it, or even find it in my inventory.
- What's the difference between blaster level 2 and level 3? I'm pretty sure level 2 added the quick-refire, but I didn't easily notice anything different in level 3.
- It was sort of annoying that the keys didn't show up on the hud. Was this necessary?
- You should add a centerprint when you shoot the two consoles at the top of the elevator, saying that some bars have been raised or something. Only on my 10th or so playthrough-attempt did I finally figure out what the buttons did. Although if you want to take a more realistic, centerprint-less approach, I guess that's fine.
- The "computer updated" sound gets annoying at the start of the map if you don't really want to check the logs/objectives again, having played before. The sound seems to play constantly in that area.
- Crate-jumping at the start of a level can get annoying in coop (a punishment for dying?).
- Although I didn't miss any buttons on my first playthrough, they are hard to distinguish from regular computer textures. (I know one had a big red arrow pointing to it, but still.) Perhaps a new button texture is in order?
- As I mentioned before, the turrets need more health. I like how lethal they are, though.
- The Shambler needs to be boosted, he went down really fast with the new guns.
- Some other monsters need an offensive boost, I think. The machinegun guards are the best off, the others rarely do anything. Maybe you could try increasing their reaction time in higher difficulties. And the dual-chainsaw ogre seemed to be totally useless. I never let him near me, so I don't even know what he does. Although later an ogre shot a plasma gun at me, was that a different ogre type?
- I really liked the idea of activating a bunch of turrets in already-visited areas when some security trigger is breached. But it started to seem arbitrary near the end, in the Shambler room IIRC... things got a bit out of hand.
- I didn't really understand the connection between opening the door to the generator room and the forcefield at the beginning being disabled. Is this a "TODO - make player destroy generator"?
- Sometimes you can hear monsters teleport in after a trigger when it ought to be silent to fake the effect of reinforcements arriving from other areas... or are they supposed to be teleporting?
Don't get me wrong though, I love this thing. I've played about a dozen times and won twice (hard/nightmare skill). I also understand that the map and monster balance is still probably a work in progress. So consider these some constructive suggestions.
It actually reminds me of an old mod I tried to make in 2004. The plasma and machinegun turrets and effects are almost eerily identical (except mine weren't ceiling-mounted). Of course, I spent way too much time trying to make the turrets lead their targets but still turn steadily instead of instantly... my priorities were not so great.
If you need anything from me, just ask! _________________ 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. |
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Mon Feb 15, 2010 1:48 am Post subject: |
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Played entire episode 1. Loved the weapons! But I agree with Sajt, some weapons are way overpowered, and the level 3 blaster apparently is no different from level 2. If you don't mind, I'd like to steal some of the models to my nameless mod, due credits of course will be given in documentation. _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Mon Feb 15, 2010 6:00 am Post subject: |
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Thanks for the feedback!
Alot that I want to address here, so first, frag.machine:
Feel free to grab what you need, the only models I can think of that might be a problem are the ones that ceriux had something to do with, but seeing as how he made / is making Dr. Crowbar, I don't expect that it will be that big of a problem.
Now for the Sajt points:
Quote: | - Machinegun definitely seems to do too much damage. I tend to use it solely once I get it. |
This is definately a conundrum, as it is by nature very much a kickass weapon, and it doesn't like having somebody try to cramp it's kickassedness. I'll see what I can do though.
Quote: | - Clearly you get way too many weapons on this map (or at least too much ammo), but I guess that some would be taken out of this map if more maps were made. |
More likely this is caused by too much ammo floating around. (monsters have a tendancy to sometimes drop their guns when they die) And YES, there are plans at this time to make a full episode of hellsmashy goodness. Just gimme a little time to make 'em.
Quote: | - I saw the pop can in Quake's e1m1, but couldn't figure out how to use it, or even find it in my inventory.
- It was sort of annoying that the keys didn't show up on the hud. Was this necessary?
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These two are linked. The help screen sort of explains this in a halfassed kinda way, though not as well as I'd like.
The pop can (SP Drink) basically supplies charges to use your "blast jump" special move. Just press jump again at the apex of your first jump, and it's off to the moon you go!
(Note, you can only have two charges total, and this is what happened to the gold and silver key icons on the hud. I felt the player would appreciate knowing if he can blast jump at any given time more than knowing he had some almost useless key in his pack. You can still check for them though via AIDA's item screen.)
Yes I know this makes absolutely no sense whatsoever, unless you've read that story about MIT's sugar battery. (Yes, I brought up something real to distract from my obvious insanity which has included musical cola bombs in prior versions and plans for the future where you boss fight "General Anders". Yes chairguy.mdl is involved with that last one. And don't forget DJQuake's Soup Machine has yet to appear.)
Quote: | - The "computer updated" sound gets annoying at the start of the map if you don't really want to check the logs/objectives again, having played before. The sound seems to play constantly in that area.
- Crate-jumping at the start of a level can get annoying in coop (a punishment for dying?). |
I'll see about fixing the computer updated crap, and replaced it with some less annoying notification sound or something.
The level doesn't actually support coop yet, but I'll try to see about fixing this too.
Quote: | - Although I didn't miss any buttons on my first playthrough, they are hard to distinguish from regular computer textures. (I know one had a big red arrow pointing to it, but still.) Perhaps a new button texture is in order?
- As I mentioned before, the turrets need more health. I like how lethal they are, though.
- The Shambler needs to be boosted, he went down really fast with the new guns.
- Some other monsters need an offensive boost, I think. The machinegun guards are the best off, the others rarely do anything. Maybe you could try increasing their reaction time in higher difficulties. And the dual-chainsaw ogre seemed to be totally useless. I never let him near me, so I don't even know what he does. Although later an ogre shot a plasma gun at me, was that a different ogre type?
- I really liked the idea of activating a bunch of turrets in already-visited areas when some security trigger is breached. But it started to seem arbitrary near the end, in the Shambler room IIRC... things got a bit out of hand. |
Roger, better button texture.
Turrets I'm not so sure about, it's because they're so lethal that they're weak.
Then again, I've been toying with the idea of doing away with the "not here on skill x" for monsters and just buffing / debuffing depending on skill. ("not here on skill x" would be kept for items though.)
Yes, that's the Ogre Marksman. He fits better in tech maps than his other cousins. You'll meet Flak Ogre and regular ogre later. DoubleChainsaw Ogre will probably get the boot though, I only used him as a place holder for something significantly less pleasant. (* Significantly less pleasant dependant on if I can make what I have planned work)
Quote: | - I didn't really understand the connection between opening the door to the generator room and the forcefield at the beginning being disabled. Is this a "TODO- make player destroy generator"?
- Sometimes you can hear monsters teleport in after a trigger when it ought to be silent to fake the effect of reinforcements arriving from other areas... or are they supposed to be teleporting? |
That's actually a throwback to prior versions of the map where the unpleasantness inside would come out and chase you into the waiting machineguns of enforcers. It should be fixed to be like you say though later.
I need to add silent spawning to fix the second issue.
Anyway, thanks for the feedback, that helps me more than anything with the development process!  _________________ "Roboto suggests Plasma Bazooka." |
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negke
Joined: 16 Apr 2008 Posts: 56
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Posted: Mon Feb 15, 2010 9:32 am Post subject: |
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Sajt wrote: | - Although I didn't miss any buttons on my first playthrough, they are hard to distinguish from regular computer textures. |
Moreover, it's not immediately clear that the other computer terminals, those that open the reactor doors for example, are actual buttons and not just details. I got lost for a few minutes because I had missed one of them (I did press it, but then died a couple of times in that corridor and forgot to press it again after finally managing to get through). A visual hint indicating whether the button is activated would be good. Either in the style of Quake2's terminals with a retracting keyboard, or by having something appear on the computer screen (you could simply make use of func_wall animation here, for instance). |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Mon Feb 15, 2010 7:29 pm Post subject: |
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negke wrote: |
Moreover, it's not immediately clear that the other computer terminals, those that open the reactor doors for example, are actual buttons and not just details. I got lost for a few minutes because I had missed one of them (I did press it, but then died a couple of times in that corridor and forgot to press it again after finally managing to get through). A visual hint indicating whether the button is activated would be good. Either in the style of Quake2's terminals with a retracting keyboard, or by having something appear on the computer screen (you could simply make use of func_wall animation here, for instance). |
Noted and added to the TODO.
BTW, I forgot to mention this in last nights post, but the level 3 blaster does more damage per bolt. It's not a lot of damage (1.5x I believe), but it does do more damage nonetheless. Perhaps making it punch through targets like the particle cannon does, or maybe adding a toggleable overcharge mode when reload is pressed or something... _________________ "Roboto suggests Plasma Bazooka." |
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