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RenegadeC Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada |

Posted: Wed Mar 19, 2008 10:16 pm Post subject: Stealth Quake Released! |

Blamo! First release v1.0. Grab it here: High-end Darkplaces version: http://renegadec.digitalfunk.org/Quake%20Mods/StealthDP.rar Text:
http://renegadec.digitalfunk.org/Quake%20Mods/StealthDP.txt
Low-end Winquake version:
http://renegadec.digitalfunk.org/Quake%20Mods/StealthWQ.rar
Text:
http://renegadec.digitalfunk.org/Quake%20Mods/StealthWQ.txt
Screenshot:

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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Wed Mar 19, 2008 10:42 pm Post subject: |

Newsed like a noose. That Youtube I posted starts out slow, but it has some intense moments in it.

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xaGe Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York |

Posted: Wed Mar 19, 2008 11:10 pm Post subject: |

Yay... Had fun playing this with you & the others a few nights ago...

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Monster Joined: 07 Jan 2006 Posts: 94 Location: North Carolina |

Posted: Wed Mar 19, 2008 11:13 pm Post subject: |

One of the most fun mods i've had a chance to play. Lots of fun playing with you and others. One day we'll have a StealthQuake marathon and play through all 4 quake episodes non-stop! Has scared the hell out of me numerous times. Play with the lights out =D. Looks amazing with Darkplaces graphics cranked all the way up and Rygel's high-res textures.

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Thu Mar 20, 2008 12:13 am Post subject: |

Great mod idea! The YouTube trailer was really tense, funny how a well known map can be so scary with background music and shadows everywhere! A suggestion: the rock could do some noise when hitting the ground or the walls, it helps to make the tension to grow up. Also, the monsters behaviour is very previsible, they could stop randomly and "look" around (maybe a behaviour for smarter monsters ?), forcing the player to quickly retreat. Oh, and the player shoes could make noises when walking/running and eventually being noted by a nearby monster! So many ideas to explore...
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/

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CocoT Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum |

Posted: Thu Mar 20, 2008 12:58 am Post subject: |

Wow, awesome stuff, Ren! As you can guess, I love the fact the mod is playable on any map and forces us to explore them in new ways. I think I really do suck at Quake, though, because I have a hard time going very far in each level I tried... hehe. One little question: the video you showed has dark lighting. Is that something that should automatically be done for each map that is loaded? Mine have the normal lighting (still fun, but a little less creepy).
Stealth Quake makes me think of what I am trying to do with InfraRed, but with added monsters, the creepiness of dynamic music (I love that) and, of course, some gameplay differences. It rocks!
_________________
http://www.planetcocot.net/

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RenegadeC Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada |

Posted: Thu Mar 20, 2008 3:54 am Post subject: |

frag.machine wrote:
the rock could do some noise when hitting the ground or the walls, it helps to make the tension to grow up. Also, the monsters behaviour is very previsible, they could stop randomly and "look" around (maybe a behaviour for smarter monsters ?), forcing the player to quickly retreat. Oh, and the player shoes could make noises when walking/running and eventually being noted by a nearby monster! So many ideas to explore...

Eh, most of those features are in. Rocks make sounds that attract the monster every time it bounces, even walking attracts monsters (not very far though. Monsters being even unpredictable makes Stealth Quake even harder, and some maps are pretty damn tough and take 15+ minutes to beat; usually the end level episodes. I had to hack some monster removal for certain levels also as it was just too tough.

CocoT wrote:
the video you showed has dark lighting. Is that something that should automatically be done for each map that is loaded? Mine have the normal lighting (still fun, but a little less creepy).

You should have dark lighting yes and should look identical in the screen shot above I posted, check out your Darkplaces settings and lower game brightness; the game uses lightstyle "f" mainly.
Thanks for the feedback! I managed to beat all 4 episodes and Shub's lair! Really tough, tense, and I'm glad to know it's beatable in it's first release. Expect a dedicated server soon.

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Orion Joined: 12 Jan 2007 Posts: 414 Location: Brazil |

Posted: Thu Mar 20, 2008 4:20 am Post subject: |

Really fun mod. I should familiarize myself in long times to finish a map ande walk slowly on stealth mode. But Ren, you mysteriously stole my idea. You created a mod that I was just planning, haven't even worked on. You were so fast that you created it before me. Part of your mod was stuff I was planning to make, but now not anymore.
Ren, you didn't really stole the idea, but you were quick, and created something I was planning...
Keep it up, great mod! Congrats!
_________________
There's no signature here. Stop looking for one.

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CocoT Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum |

Posted: Thu Mar 20, 2008 2:55 pm Post subject: |

Quote:
You should have dark lighting yes and should look identical in the screen shot above I posted, check out your Darkplaces settings and lower game brightness; the game uses lightstyle "f" mainly.

Thanks! I'll check it out. I wouldn't be surprised if I made changes to my default scenes light level...
_________________
http://www.planetcocot.net/

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RenegadeC Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada |

Posted: Thu Mar 20, 2008 5:24 pm Post subject: |

I've found a bug with torches setting the "LightAffect" flag on the player and sometimes not removing it. The bug causes monsters to see you as if you're under a torch but aren't. There's also minor tweaks. Expect v1.1 shortly.

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Spirit Joined: 20 Nov 2004 Posts: 476 |

Posted: Thu Mar 20, 2008 7:48 pm Post subject: |

I think this mod really lacks some "visibility indicator". I can only guess if or if not I will be seen. First idea would be a darkness bar (like in Thief). Or maybe (but that would be kinda weird) outline the monster's fov like in Commandos.
Those random image "pop-ups" are rather annoying and not fitting in my opinion.
And the soundtrack creates a wild cacophony if you happen to have the Quake soundtrack "installed". No idea how to work around that though.
Apart from that this is a lot of fun! I love the press-to-wall-to-see-around-corner thing!
PS: All lowercase but the pakfile itself, heh.
_________________
Quake Maps

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RenegadeC Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada |

Posted: Thu Mar 20, 2008 8:39 pm Post subject: |

Spirit wrote:
I think this mod really lacks some "visibility indicator". I can only guess if or if not I will be seen. First idea would be a darkness bar (like in Thief). Or maybe (but that would be kinda weird) outline the monster's fov like in Commandos.
Those random image "pop-ups" are rather annoying and not fitting in my opinion.
And the soundtrack creates a wild cacophony if you happen to have the Quake soundtrack "installed". No idea how to work around that though.
Apart from that this is a lot of fun! I love the press-to-wall-to-see-around-corner thing!
PS: All lowercase but the pakfile itself, heh.

Pop-ups occur when looking directly at Lovecraftian Quake monsters (they aren't from this world mind you), I like it as sometimes they pop up at the most tense moments such as a fiend leaping at you.
As for conflicting sound tracks, that's not the mods issue itself.
A stealth bar isn't really needed, just don't get close and have them look at you and stay away from torches. If I did have a stealth bar it'd take away from a bit the mods difficulty (which I think is perfect) as well as the tense factor.
It's ment to be hard at first, once you get the hang of it you'll get sneaking past the entire map and stealth killing like a pro.

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RenegadeC Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada |

Posted: Thu Mar 20, 2008 9:40 pm Post subject: |

Stealth Quake v1.1 Patch Released Extract and overwrite all the files in the /Stealth/ (or /StealthWQ) directory. Darkplaces ver, http://renegadec.digitalfunk.org/Quake%20Mods/StealthDP11.rar WinQuake ver,
http://renegadec.digitalfunk.org/Quake%20Mods/StealthWQ11.rar
VERSION 1.1 CHANGES
-------------------
- Version is now displayed at start up
- Chthon is harder
- Balance tweaks
- Pistols do not remove in E2M6 and E4M7, fixes incompletion bug
- Minor bug fixes
- Updated Readme file
- Intermission fixes
- Fixed collision for Winquake and find() for AI point markers
- Fix LightAffect flag not disabling at times allowing monsters to see you
even though you're hidden
- Fix cycleweapon commands, mainly concerns console Quake players

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Thu Mar 20, 2008 9:48 pm Post subject: |

RenegadeC wrote:

frag.machine wrote:
the rock could do some noise when hitting the ground or the walls, it helps to make the tension to grow up. Also, the monsters behaviour is very previsible, they could stop randomly and "look" around (maybe a behaviour for smarter monsters ?), forcing the player to quickly retreat. Oh, and the player shoes could make noises when walking/running and eventually being noted by a nearby monster! So many ideas to explore...

Eh, most of those features are in. Rocks make sounds that attract the monster every time it bounces, even walking attracts monsters (not very far though. Monsters being even unpredictable makes Stealth Quake even harder, and some maps are pretty damn tough and take 15+ minutes to beat; usually the end level episodes. I had to hack some monster removal for certain levels also as it was just too tough.

Ops, nevermind then. I haven't played yet, those were just some suggestions from watching the demo video. Good job!
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/

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venomus Joined: 24 May 2005 Posts: 44 |

Posted: Tue Apr 01, 2008 2:27 am Post subject: |

Really like the psychological terror concept, but the problem I think is when the 'subliminal' popups are too frequent and predictable. In F.E.A.R. they would appear infrequently and when you were least expecting it, and just before other (but less sudden) disturbing scenes.
Maybe if they would pop just before you bump into a shambler

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