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Conquest is up on moddb
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Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Fri Oct 10, 2008 10:53 pm    Post subject: Conquest is up on moddb Reply with quote

Yea, you guys have seen this already. I know this mod confused the hell out of some people here, and it's kinda hard, but I hope someone will get some enjoyment out of it. I'm especially interested in getting this out there for those of you who haven't seen it yet (before my website went down etc).

Here's the download linky. I recommend you play this in the Darkplaces engine. If another engine supports its features then fine, but understand things may not look or work as intended since each engine is different.

Introduction Hook

Conquest takes place 10 years After Quake (AQ). Shubby was defeated, and people weren't expecting another demon invasion anytime soon. So, you can imagine the surprised looks on their faces when the demons came pouring back into our world and began slaughtering us all.

After a few years, the multiple requests for military protection from the demon raids began to make their way through the bureaucratic chain of command. Outraged at the massive loss of life, LT. Commander James Blue Gonner immediately filled out a request for the form he needed to fill out to request a senate hearing. Within 6 months - a monumentous record at the time and a testament to the urgency of the matter - he appeared before the council and managed to convince them to allocate five thousand dollars and even a couple soldiers to deal with the situation, effective in 12 months, authorization pending.

Later the project was scrapped to free up funding for a neighborhood improvement bill. The senators then voted to give themselves a raise.

Tired of waiting for the bureaucratic buffoons to act, Gonner decided to handle things himself. He filled out a Notice of Away Without Leave (NOAWOL Form 11-13) and a Request to Go Nuts and Blast The Hell out of Some Frigg'n Demons (MIL Form 88-11.32 RTGNABTHOOSFD), but they were both denied by his superior officer, who didn't like him.

In the mean time, you, a lowly peasant computer programmer who is out of work, have wandered into a small town on the fringe of demon territory, trusty shotgun in hand...

Gameplay basics

Basically, you stop at the town between each level. Press the B key in front of those glowing spots and you can buy new weapons and armor etc with your gold. You can also buy outside of town, but there's a slight markup applied to all sales to cover for travel expenses and sales managers' new yacht payments.

Weapons

You can carry up to 5 weapons (weapon slots 1-5), and empty slots will select the axe. There are some weapons (like the li'l ripper) that can be used even when they're out of ammo, so you don't always need to keep a slot empty for the axe. You can buy ammo from the shop, but it's often better to just pick up more in the levels.

Note that there's no limit to how many of one weapon you have. You can literally fill all 5 slots with rocket launchers, and the game will handle this just fine. It will even keep them all separately stocked with ammo. The problem with this, however, is that some enemies have really good shielding against heavy-hitting weapons like rockets (see below), so it's best to have a variety of weapon types.

Basically, make sure you have at least 1 rapid-fire weapon (machinegun, pistol, plasma rifle, etc) and 1 heavy-hitting weapon (like rockets, stake gun, etc) with you at all times and you'll be able to handle most enemies' shields. Some weapons, like the e-rifle, provide both heavy and rapid (primary and alt fire). In fact, the e-rifle comes highly recommended as a first weapon purchase.

Check the readme for the different weapon descriptions.

Weapon Mods

Once you've purchased a weapon, you can often apply one of several mods to it that modify how it works. For example, the machinegun can be modded to a super-rapid-fire machinegun, heavy machinegun, or omega machinegun. Grenades can be modded to be cluster grenades or napalms. When you want to change mods, you don't have to sell and re-mod the weapon. Just apply a new mod to the same weapon, and the old mod gets replaced with the new.

Shielding

You can also have up to 3 layers of shielding. Shields protect the player from damage, and this is *very* important in Conquest. Healing boxes don't heal for much, and enemies do a lot of damage, so it's important to protect yourself. Some shields take damage, but they recharge over time. You do not.

Because you can have up to 3 layers, you can mix and match shielding types and come up with some very potent combinations. Layer 1 is the innermost layer, closest to your body. Layer 3 is the outermost layer, the first that an attack will hit, and layer 2 sits between the two layers. The price and quality of your shields can matter a lot, but so does the order of your shielding! For example, if you have this setup:

Example 1:
3) +5 precision (-6 to all attack damage)
2) Standard Yellow (-60% reduction, shield takes medium damage)
1) Standard Green (-30% reduction, shield takes low damage)

then the damage you take and the damage dealt to your shields is very different from this setup:

Example 2:
3) Standard Green (-30% reduction, shield takes low damage)
2) Standard Yellow (-60% reduction, shield takes medium damage)
1) +5 precision (-6 to all attack damage)

Example 1 will block rapid-fire very well, and lower the amount of damage your standard shielding takes. However, a medium or heavy damage hit (like a rocket or railgun attack) will blaze right past that -6 reduction without much loss, and will deal a lot more damage to your other shield layers, and worse, deal lots of damage to the player.

In Example 2, the standard shielding always gets hit first, and will reduce with time (though it recharges itself). However, by putting green first we protect the yellow shielding from taking the full brunt of the attack. Even better, by the time the damage reaches the precision shielding, that -6 reduction is much more effective and the player will take much less damage than in example 2. This makes the combo do very well against both rapid-fire and heavy hits for protecting the player. The main draw-back is that lots of rapid-fire attacks will wear down your standard shielding just as easily as heavy.

So, depending on where your priorities lie, you might choose to layer one way or another. If shielding is more effective at protecting the player when it's on the inside and/or protected by other shielding, then it goes on the inside. Other shielding might be much better on the outer layers.

Check out the readme for the descriptions of the different shield types.

Monsters

There are a number of cool monsters in this mod that I'm quite proud of, like the railgun mech, drone, elemental hell knight, and horror. Note that some of these guys deal a lot of damage, and even the mundane enemies (like scrags) can inflict status effects like poison. Beware of that.

As said earlier, make sure you have a weapon that deals rapid fire damage, and another that deals heavy damage, and that'll get you past most enemies' defenses with ease. It's also a good idea to have a weapon that deals energy damage and another that deals solid hits.

All monsters have shields, even the rottweilers. In fact, the rottweilers are pretty nasty since they don't respond to pain very much. Shoot them down fast. Very Happy

Also take special care that your shields are able to protect you. You either need to be able to dodge or endure any kind of attack, and you can't always dodge. Very Happy Some enemies deal heavy attacks, others rapid, others deal middle-of-the-road medium damage or status effects.

Other Features

Fake pausing
When you enter a shop, the game "pauses". This is the old "freeze the world without pausing the game" code I wrote way back when. It allows the QC menu to operate while no enemies or attacks can hurt you. I personally think this is pretty damn cool. I also had a feature a while ago (disabled it later) that let you hold the shift key to pause the game and display your weapon list, to give you time to ponder and pick one.

Town
You go to town every time you complete a level (except start.bsp). I don't remember, but I think you can sell a weapon back for the same price you bought it if you're in town (minus ammo spent). I was considering adding a firing range to the town with dummy enemies to shoot at just for this purpose.

FRIK_FILE save games
Your character is saved using frik_file, since there's just too much information to be passing from level to level to use parms. I was proud when I got this all working perfectly. ^_^

Feedback

I crave feedback! Gimme!

I'd love to hear what you think of the mod and its individual elements. I hope you can find the time to give it a decent chance. I especially recommend you go see the hell knights, horrors, and defense mechs. They're damn cool. And try some of the more expensive weapons (use the money cheat if necessary, impulse 253) like the plasma arc.

Have fun!
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ceriux



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

PostPosted: Fri Oct 10, 2008 11:33 pm    Post subject: Reply with quote

i downloaded it, but couldnt figure it out, but now that iv read your post im checking it out again right now! Very Happy

u should make NPC's that stand in the shops though ! that would be cool!
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Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Fri Oct 10, 2008 11:48 pm    Post subject: Reply with quote

Good point. I had meant to do that at some point but never got around to it. At this point even a non-solid quakeguy model that played the stand anims would be better than nothing. I should do that if I release an update.

Thanks!
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ceriux



Joined: 06 Sep 2008
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Location: Florida, USA

PostPosted: Sat Oct 11, 2008 12:23 am    Post subject: Reply with quote

if you dont plan on updating it, you should release the source, Very Happy i had something similar planned with my mod! basically you would be able to return to the old barred up house and buy/sell survial items you found while playing out side of the house when you were in the city/naborhood and all that . i just didnt think it was possible being as i havnt really gotten into coding till now.
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Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Sat Oct 11, 2008 1:28 am    Post subject: Reply with quote

Well, source is included in the download (conquest/src), and either frikqcc or fteqcc should compile it just fine. I hope it helps you out!
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ceriux



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PostPosted: Sat Oct 11, 2008 2:03 am    Post subject: Reply with quote

oh! wow didnt know that. ill have to check it out !

oh something i noticed, when i have armor or pick it up, it slowly drops from what ever number its at to 0. is that supposed to happen?
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MeTcHsteekle



Joined: 15 May 2008
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PostPosted: Sat Oct 11, 2008 4:22 am    Post subject: Reply with quote

i noticed u like the jagged streams of lightning hehe Very Happy

so how do u get thise is it that math libray qc file (mathlib.qc?)

is that for dp only or will it work wit other clients

//why wont fire fox let me log in on inside3d? i type it all in right, it slowly loads... BUT NOTHING HAPPENS it just sits on the log in screen Evil or Very Mad Confused
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Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Sat Oct 11, 2008 6:05 am    Post subject: Reply with quote

ceriux:
The armor items you pick up are meant to be very temporary. Your shielding that you buy from the shop is what you should be using, and "armor" has been reduced to a short-term boost (like a megahealth, which soon rots back down to normal levels). I'm thinking it may be even better to just replace armor with gold, like I did with weapon pickups.

MeTcHsteekle:
This is the same lightning code as in Ace of Nails, as you may have noticed. I suspect the version in Conquest is more developed, if they're different at all. It turns out Conquest even uses the Bezier lightning stream for some of its weapons (so yay, that confirms that it works). Conquest stores its spark lightning code in src/lp/spark.qc, and it's pretty self-contained.

To port it into a different mod, you probably only need to replace the parts where it deals damage. Conquest uses a system of my own devising that I'm actually very pleased with, but that is confusing for other modders. Sad Hopefully it's an easy fix though.

Replace code like this:
Code:

      if(trace_ent.takedamage)
      {
         HIT_DAMAGE = damg;
         HIT_ORG = trace_endpos - dir*8;
         HIT_ENT = trace_ent;
         HIT_ATTACKER = sparkattacker;
         HIT_INFLICTOR = self;
         //HIT_SPECIAL = S_ENERGY;
         WeaponHit(DefaultHit, DefaultMiss);
         if(trace_ent.solid == SOLID_BSP || sparkbehavior & SPARK_ONETARGET || trace_ent == sparktarget)
            return; // shouldn't continue on to other targets
      }


with code like this:
Code:
      if(trace_ent.takedamage)
      {
         T_Damage(trace_ent, self, sparkattacker, damg);

         if(trace_ent.solid == SOLID_BSP || sparkbehavior & SPARK_ONETARGET || trace_ent == sparktarget)
            return; // shouldn't continue on to other targets
      }

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ceriux



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PostPosted: Sat Oct 11, 2008 6:27 am    Post subject: Reply with quote

iv bought armor from the shops, it doesnt show up.
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Wazat



Joined: 15 Oct 2004
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PostPosted: Sat Oct 11, 2008 7:07 am    Post subject: Reply with quote

You'll only see your shielding when you get attacked (it flashes color in that direction). It doesn't display anywhere else except when you're looking at it in the shop menus. Sorry for the confusion. Smile Also, the part of the hud that usually displays shells, nails and rockets now displays your 3 shield layers' HP (so for example, if your standard shielding takes a huge beating you can see that it's about to fail).

The mod really needs an inventory menu so you can look at your stuff. And proper hud displays.

And a scan action so that you can check out an enemy's shielding and stats. Many features I never got to would have helped playability a lot. Confused
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Lardarse



Joined: 05 Nov 2005
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PostPosted: Sat Oct 11, 2008 3:37 pm    Post subject: Reply with quote

Wazat wrote:
The armor items you pick up are meant to be very temporary. Your shielding that you buy from the shop is what you should be using, and "armor" has been reduced to a short-term boost (like a megahealth, which soon rots back down to normal levels). I'm thinking it may be even better to just replace armor with gold, like I did with weapon pickups.

I'd be tempted to make it health instead. Or maybe a powerup that offers some %age protection for 30 seconds (and then you can use that display to show how long there is left on it).
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Wazat



Joined: 15 Oct 2004
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PostPosted: Sat Oct 11, 2008 7:14 pm    Post subject: Reply with quote

I like that idea. Basically it's a glowing temp shield that offers 25%, 50% or 80% protection for 30 or so seconds (depending on color), and the armor value indicator just shows the powerup time.

Personally I think powerups like quad damage could use a timer display as well so you can plan ahead to make that last finishing shot before it runs out. Very Happy
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MeTcHsteekle



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PostPosted: Sat Oct 11, 2008 9:48 pm    Post subject: Reply with quote

i vaugly remeber using an old mh quake build at one point that had a count down for quad,pent, and slime suit

i cant remeber wich one it was, got it from the shubhub, and then lost it :/
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ceriux



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PostPosted: Sat Oct 11, 2008 10:34 pm    Post subject: Reply with quote

the one thats there now has it.
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MeTcHsteekle



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PostPosted: Mon Oct 13, 2008 12:50 am    Post subject: Reply with quote

i cant get reckless es MHquake to run, ill post the error later :S

anyways, where do u get the models Wazat?? you always seem to be able to find the coolest ones Surprised
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