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Orion Joined: 12 Jan 2007 Posts: 413 Location: Brazil |

Posted: Tue Aug 18, 2009 2:46 pm Post subject: Monster Deathmatch update |

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

Posted: Tue Aug 18, 2009 3:39 pm Post subject: |

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? _________________ ...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.

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Orion Joined: 12 Jan 2007 Posts: 413 Location: Brazil |

Posted: Tue Aug 18, 2009 3:53 pm Post subject: |

No, it's not FBX, if it were FBX it would be winquake-friendly. 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 Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Tue Aug 18, 2009 3:56 pm Post subject: |

Ah okay, DP builtins, alright. Cool, I'll check this out when I get home tonight! _________________ ...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.

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

Posted: Thu Aug 20, 2009 4:54 am Post subject: |

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!
_________________
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.

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Orion Joined: 12 Jan 2007 Posts: 413 Location: Brazil |

Posted: Thu Aug 20, 2009 9:35 pm Post subject: |

@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. 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 |

Posted: Fri Aug 21, 2009 4:43 am Post subject: |

hey, nice work Orion. I like this! _________________

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Trickle Joined: 26 Mar 2009 Posts: 44 |

Posted: Fri Aug 21, 2009 5:08 pm Post subject: |

anyway this can work with an engine like Qrack? _________________

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Orion Joined: 12 Jan 2007 Posts: 413 Location: Brazil |

Posted: Fri Aug 21, 2009 5:14 pm Post subject: |

If you run a DP dedicated server, yes.

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MeTcHsteekle Joined: 15 May 2008 Posts: 397 Location: its a secret |

Posted: Fri Aug 21, 2009 6:54 pm Post subject: |

hmm does it need darkplaces only for the bots? like, if you dont use the bots it will run on any client? _________________ bah

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Orion Joined: 12 Jan 2007 Posts: 413 Location: Brazil |

Posted: Fri Aug 21, 2009 7:14 pm Post subject: |

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

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Electro Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia |

Posted: Sat Aug 22, 2009 3:51 pm Post subject: |

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. _________________ Unit reporting! http://www.bendarling.net/

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

Posted: Sat Aug 22, 2009 6:43 pm Post subject: |

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
_________________
QuakeDB - Quake ModDB Group

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MeTcHsteekle Joined: 15 May 2008 Posts: 397 Location: its a secret |

Posted: Sat Aug 22, 2009 11:32 pm Post subject: |

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 _________________ bah

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

Posted: Sat Aug 22, 2009 11:45 pm Post subject: |

i dont think so, does everyone play the same class in tf? _________________ QuakeDB - Quake ModDB Group

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