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hondobondo



Joined: 26 Sep 2006
Posts: 102

PostPosted: Sun May 09, 2010 9:52 pm    Post subject: yeah Reply with quote

Dark$oul71 wrote:
@frag.machine:
a nice map ! Thanks...

Just a few comments:
- I find a map a bit too dark. Could have a higher light level.

- It could be a bit bigger. Generally I rather like to play the more open maps with wider areas. Esp. with the weapons of mass destruction *ggg*

- You could add a tunnel with a big cave in between which connects both ends of the canyon

While tighter maps are also cool to play in SDQuake I think that bigger maps suit more the higher skill levels. Both for the big mass of enemies as well as for the more powerful weapons. Not shure if you have ever played it but compare it to Serious Sam or Painkiller.

@hondobondo:
Have you had a chance to modify weapons.qc in regard to avoid close quarter nuking ?

For the "wilhelm scream" I like this one from the Dark Knight:
http://www.youtube.com/watch?v=QGGArPVeG_Q

BTW: SDQuake seems to have a bug when you are in observer mode. When I play with bots, die too often and then run around in observer mode I still seem to pick up items. At least the items vanish and I hear the pickup sound when I run over it.

Yesterday I experienced another strange behaviour:
I was in observer mode and had around 6 bots still alive in the level. The bots seemed to follow me as observer and were, well, passiv. Although there were tons of monsters still around they didnīt kill them.

Any ideas on this ?


it could be that the bots are observers also. their default behavior is to follow human clients. i fixed it so that they should be using the eyes model if they are dead. btw, latest patch is uploaded and should be ready tomorrow!
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hondobondo



Joined: 26 Sep 2006
Posts: 102

PostPosted: Sun May 09, 2010 10:00 pm    Post subject: nice FM Reply with quote

very nice map. but yeah, a little cramped. i like irregular geometry. i'm so lazy i just create cubes. good job
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Mon May 10, 2010 1:08 am    Post subject: Reply with quote

Here goes the second one, hopefully there's enough room for all tastes. Very Happy
Again, feedback is welcome. I am working in the first one, maybe tomorrow I'll have something to show.
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Mon May 10, 2010 1:15 am    Post subject: Reply with quote

Some bug reporting, now: whenever I get the robot artifact, I end up with the jet pack also, when it wears off. Is that an expected thing ?
Also, the magic buzzsaw sometimes tries to kill an invisible entity called "shambler_control". Actually, the magic buzzsaw, the helper robots and PVS drones need some new AI, because they always try to destroy each other. :/
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Dark$oul71



Joined: 05 Dec 2009
Posts: 55

PostPosted: Mon May 10, 2010 6:06 am    Post subject: Reply with quote

@hondobondo:
Cool, I will check out the new patch ! BTW: Did you include my modified code ? I mean the one with the lowercased references.

@frag.machine:
Thnx, I will testplay this evening !
In regard to the helper bots I agree...
It also happens sometimes that helper bot of bots fire at you.

In the first place I would be happy if I can play without close quater nuking though Cool

Edit: SDQuake Patch 2.7:
http://www.moddb.com/mods/bondos-superduper-quake-25/downloads/superduper-quake-patch-27

Quote:
20100508 BOTS CANNOT USE WMDS: VORTEX/DOOMSDAY/ORBITAL/NAPALM/NUKE/WORLD ENDER/DEATHSHEAD



Thanks hondobondo !
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Dark$oul71



Joined: 05 Dec 2009
Posts: 55

PostPosted: Tue May 11, 2010 8:11 am    Post subject: Reply with quote

Ok, short update:
Since I was too tired yesterday, I gave the new SQD version a quick try in the morning (is this what they call breakfast fragging ? ).

@frag.machine:
I like the new map ! Plays nicely. If you add a small fort in the middle (may be as variation for a third map ?) I think this give pretty much the "standard" SDQuake gameplay.

@hondobondo:
Thanks for the fix. In the first place removing WMD from the bots arsenal seems to help although I died a few times within frag.machine's bigger map being killed by bots (either by the obliterator, photon beam or another strong weapon). Rolling Eyes

Maybe it makes sense as a general countermeasure to have a friendly fire flag as option ? Idea

Personally I like to play big maps with lots of bots (e.g. > 4 bots) and wouldn't have a big problems with the bots nuking around if I do not die.

What do you think ?

Edit:
Oh yes, one short question: Is it normal that the sound lizshoot.wav is missing ?

It's precached inside weapons.qc:
Code:

precache_sound ("lizard/lizshoot.wav");


I've seen the error message that this file is missing multiple times during gaming.

My SDQuake folder seems to miss this file. To my best knowledge I grabbed SDQuake 2.5 and installed all updates available afterwards.
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Tue May 11, 2010 12:35 pm    Post subject: Reply with quote

I am still thinking about what to do with the first map. I guess I'll eventually scrap it and try another layout, using the same theme.
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Dark$oul71



Joined: 05 Dec 2009
Posts: 55

PostPosted: Tue May 11, 2010 4:35 pm    Post subject: Reply with quote

frag.machine wrote:
I am still thinking about what to do with the first map. I guess I'll eventually scrap it and try another layout, using the same theme.

Hm, well I wouldnīt scrape it completely...
It plays quite nice doesnīt it ? A least I like it.

It just could be a bit brighter. Very Happy

BTW: Which editor did you use ? My first and only editor experiences for Quake was the Deathmatch maker but unfortunately I misplaced the CD. If there is an easy leveleditor to make maps for Quake I might try by myself to do some more "box like" maps. I enjoyed making maps for Doom although things were easier back then Rolling Eyes
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Tue May 11, 2010 4:43 pm    Post subject: Reply with quote

Well, since I am a n00b maper, I use an ancient version of QuArK (4.07). Yeah, I know, <put_our_favorite_map_editor_here> is better. But I am too used (and too lazy) to change that.
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ceriux



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

PostPosted: Wed May 12, 2010 8:53 pm    Post subject: Reply with quote

try worldcraft its simple you can search up any half-life 1 mapping tutorial and it more than likely will also help to teach you how to map with worldcraft and quake.
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hondobondo



Joined: 26 Sep 2006
Posts: 102

PostPosted: Sun May 23, 2010 10:48 pm    Post subject: ... Reply with quote

frag.machine wrote:
Some bug reporting, now: whenever I get the robot artifact, I end up with the jet pack also, when it wears off. Is that an expected thing ?

yeah that's a weird one.
frag.machine wrote:

Also, the magic buzzsaw sometimes tries to kill an invisible entity called "shambler_control". Actually, the magic buzzsaw, the helper robots and PVS drones need some new AI, because they always try to destroy each other. :/

another weird one. that's somewhere in rhelper.qc in weapons
these two are really weird bugs that i haven't spent a lot of time on because they shouldn't happen at all, so i don't even know where to start to fix them
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hondobondo



Joined: 26 Sep 2006
Posts: 102

PostPosted: Sun May 23, 2010 10:52 pm    Post subject: Reply with quote

Dark$oul71 wrote:
Maybe it makes sense as a general countermeasure to have a friendly fire flag as option ? Idea

good idea
Dark$oul71 wrote:
Edit:
Oh yes, one short question: Is it normal that the sound lizshoot.wav is missing ?

It's precached inside weapons.qc:
Code:

precache_sound ("lizard/lizshoot.wav");


I've seen the error message that this file is missing multiple times during gaming.

My SDQuake folder seems to miss this file. To my best knowledge I grabbed SDQuake 2.5 and installed all updates available afterwards.

yeah you shouldn't need that file. just delete that line and run qcc.bat
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hondobondo



Joined: 26 Sep 2006
Posts: 102

PostPosted: Sun May 23, 2010 10:59 pm    Post subject: EXCELLENT Reply with quote

frag.machine wrote:
Here goes the second one, hopefully there's enough room for all tastes. Very Happy
Again, feedback is welcome. I am working in the first one, maybe tomorrow I'll have something to show.


that will definitely go in the next update
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hondobondo



Joined: 26 Sep 2006
Posts: 102

PostPosted: Wed Jun 09, 2010 6:26 pm    Post subject: hey frag Reply with quote

before i put fmsdq02 in the next update i need you to raise the DM spawns in the center of the map. the monsters spawn with their legs stuck in the floor. thanks
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Wed Jun 09, 2010 7:13 pm    Post subject: Reply with quote

Okay, I'll check it when I arrive at home.
Also, I got another map ready to test, I'll upload it later too.

EDIT: sorry for the delay...
Here they are: fmsdq02 (fixed plus some small improvements) and fmsdq03 (new map).

Feedback is welcome.
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