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Stealth Quake Released!
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RenegadeC



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

PostPosted: Tue Apr 01, 2008 3:38 am    Post subject: Reply with quote

venomus wrote:
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 Smile


Eh, did you play it? or did you watch the Youtube? The youtube is out of date.

I can tell when someone hasn't actually played the mod thanks to the out of date youtube vid (which is a whole lot), in the latest it doesn't happen often; although the upcoming v1.2 fixes it more
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CocoT



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

PostPosted: Tue Apr 01, 2008 3:43 am    Post subject: Reply with quote

Ren, I love the way you implemented that cool new status bar, at the bottom of the screen.
I particularly like that sound tool that enables me to turn the volume up and down. Really nifty. I also really enjoy that "pause" option. I always thought pressing escape was boring.
Oh, and that timer is great, now I know exactly how much time I've been playing your mod.
On the downside, I don't feel like I'm interacting much with what is going on in your mod... It almost feels like it's a movie or something...

...

Oh n0, I'm becoming FrikaC-style sarcastic! Wink
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venomus



Joined: 24 May 2005
Posts: 44

PostPosted: Tue Apr 01, 2008 10:38 am    Post subject: Reply with quote

BTW, I didn't know before that only certain monsters trigger the effects. Just found out its a lot better on the regular Quake levels than the one I first tried it on (yourdead.bsp) which is basically a large box filled with every type of monster.
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RenegadeC



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

PostPosted: Tue Apr 01, 2008 4:11 pm    Post subject: Reply with quote

CocoT wrote:
Ren, I love the way you implemented that cool new status bar, at the bottom of the screen.
I particularly like that sound tool that enables me to turn the volume up and down. Really nifty. I also really enjoy that "pause" option. I always thought pressing escape was boring.
Oh, and that timer is great, now I know exactly how much time I've been playing your mod.
On the downside, I don't feel like I'm interacting much with what is going on in your mod... It almost feels like it's a movie or something...

...

Oh n0, I'm becoming FrikaC-style sarcastic! Wink


April.... fools...?
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RenegadeC



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

PostPosted: Tue Apr 01, 2008 4:11 pm    Post subject: Reply with quote

venomus wrote:
BTW, I didn't know before that only certain monsters trigger the effects. Just found out its a lot better on the regular Quake levels than the one I first tried it on (yourdead.bsp) which is basically a large box filled with every type of monster.


Yep, it's been balanced for Quake levels mainly although custom maps also are supported.
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RenegadeC



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

PostPosted: Sun Apr 06, 2008 12:28 am    Post subject: Reply with quote

Version 1.2 of Stealth Quake has been released, this is more than likely the final release and is a major upgrade from previous versions which are no longer available; the changelog is below.

If you currently have v1.0/v1.1 of Stealth Quake installed you can get the PATCH here -
Darkplaces:
http://renegadec.digitalfunk.org/Quake%20Mods/StealthDP12.rar
1.6 Megabytes

WinQuake:
http://renegadec.digitalfunk.org/Quake%20Mods/StealthWQ12.rar
455 Kilobytes

Otherwise simply grab the full download here which has been patched already:
Darkplaces:
http://renegadec.digitalfunk.org/Quake%20Mods/StealthDP.rar
32 Megabytes

WinQuake:
http://renegadec.digitalfunk.org/Quake%20Mods/StealthWQ.rar
5 Megabytes

-------------------
VERSION 1.2 CHANGES
-------------------

- Image flashes no longer occur on non-lovecraftian creatures
- Updated findradius(); to searchradius(); in several instances
allowing the WinQuake and Darkplaces version to behave more alike
- Jump button no longer respawns player, only fire as told in death description
- Self-talk only occurs during idle time
- Proper death animation is now played when rock is selected
- Additional sound ques properly cleared on death
- More frags now indicate who died the most, or betrayed the team most (team kills)
- Sneaking speed is less framerate dependant
- Fixed restarting of a level even if a player is still alive
- Players entering a game with 0 lives left are now made observers instead of players
- Rare instance of player allowed to throw rocks / shoot the pistol while in camera mode fixed
- Camera is improved
- Players who are targetted by an enemy can no longer stealth kill that monster,
yet another player still can (thus allowing another player to save a friend)
this also mean you're not able to perform a running stealth kill (considered a
minor exploit)
- Stealth kill 'vision' widened, you must hit their back a bit more accurately now
- Brand new roaming AI, based on some of The Ascension of Vigil code as well as general AI improvements
- More sounds added to help the atmosphere
- Balance tweaks that help prevent speed running, as well as making more logical gameplay sense
- Fixed FOV not being reset when falling out of a Shamblers vision in certain circumstances
- The death music track now plays for observers
- Observers can now restart the round by pressing fire when everyone is dead and out of lives
- Wall tucking properly narrows a monsters vision cone making it even more effective than sneaking
- Fixed a bug where if a monster killed a player, they'd always move towards the player unless
distracted
- Kill command works, doesn't take away from the lives pool
- Crosshair turns off when walltucking and renables when not
- Upgraded models for the pistol and bullets
- If the player is killed by certain attacks they're now gibbed
- DP Only: Client side prediction is turned on when not sneaking, helps running away / lag
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ShoTro



Joined: 18 Mar 2008
Posts: 61
Location: Virginia, USA

PostPosted: Mon Apr 07, 2008 2:19 pm    Post subject: Reply with quote

Woohoo!!! Finally :-p

Actually, what has it been? A week, that is pretty quick. Thanks for the diligence.
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RenegadeC



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

PostPosted: Mon Apr 07, 2008 2:52 pm    Post subject: Reply with quote

ShoTro wrote:
Woohoo!!! Finally :-p

Actually, what has it been? A week, that is pretty quick. Thanks for the diligence.


Welcome, hope you enjoy the upgrades I've added; it plays really well now.
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