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Scrama

Joined: 28 Aug 2009 Posts: 20 Location: Siberia, Omsk
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Posted: Sat Feb 13, 2010 7:20 am Post subject: [beta release] Return to Nameless City |
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Good news, everyone!
My mod (many years in lazy development, ha-ha) became a public beta, so you can try it and kill me with rotten tomatoes.
What is it?
Main features:
* Tweaked physics
* Balanced weapons
* Tweaked monsters
* Customizeable gameplay
* Frikbots
Where can I get it?
Contents:
* New bsp-models (progs required it)
* One test map + demo (rtnc.dem)
* Two stolen models
* Lot of stolen sounds
* FGD, so you can... you know
You can play singleplayer/coop/deathmatch.
All suggestions are welcome! |
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Sat Feb 13, 2010 7:24 am Post subject: |
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im too drunk to reply, but I like your icon  |
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Team Xlink
Joined: 25 Jun 2009 Posts: 320
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Posted: Sat Feb 13, 2010 7:27 am Post subject: |
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r00k wrote: | im to drunk too reply, but I like your icon  |
That was funny.
As for the mod, it is nice and fun. _________________
Anonymous wrote: | if it works, it works. if it doesn't, HAHAHA! |
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Scrama

Joined: 28 Aug 2009 Posts: 20 Location: Siberia, Omsk
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Posted: Sat Feb 13, 2010 7:38 am Post subject: |
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> but I like your icon
Winged Doom aka Omsk Crow =) |
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Teiman
Joined: 03 Jun 2007 Posts: 309
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Posted: Sat Feb 13, 2010 11:10 am Post subject: |
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Meee meee... (/me downloading) |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Sat Feb 13, 2010 8:44 pm Post subject: |
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r00k wrote: | im too drunk to reply, but I like your icon  |
I was drunk last night/this morning too =D _________________ QuakeDB - Quake ModDB Group |
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Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
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Posted: Sun Feb 14, 2010 11:58 am Post subject: |
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ceriux wrote: | r00k wrote: | im too drunk to reply, but I like your icon  |
I was drunk last night/this morning too =D |
I just returned from the club from my maid's of honour anniversary. But I'm not drunk. It was just whiskey. _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake |
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Scrama

Joined: 28 Aug 2009 Posts: 20 Location: Siberia, Omsk
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Posted: Sun Feb 21, 2010 6:28 am Post subject: |
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"I think the biggest Russian stereotype out there is Russians being complete alcoholics. If you look at Russian men they are always drunk."
Well... I'm shoked with comments, guys. |
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qbism

Joined: 04 Nov 2004 Posts: 82
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Posted: Tue Feb 23, 2010 2:34 am Post subject: |
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Monday, back to work... first impressions playing bots:
- Starting with nails good, especially for bots, really picks up the pace.
- Rapid prox good. Needs a little more HP.
- Double jump wall climbing awesome!
- Fixme- spawn points don't cycle? Bots spawn on top of each other.
- Swimming is nice.
- Suggest add Impulse 100, the typical addbot.
I'll let someone else say "qc source??" _________________ http://qbism.com |
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Scrama

Joined: 28 Aug 2009 Posts: 20 Location: Siberia, Omsk
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Posted: Tue Feb 23, 2010 4:29 am Post subject: |
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qbism, thanx!
> - Fixme- spawn points don't cycle? Bots spawn on top of each other.
spawn system in testing mode, now I picking up a farest point from other players, out of direct sight (is it right in english? hmmm). there is a bug in beta - wrong distance selection.
> - Double jump wall climbing awesome!
try a nail-climb, like q3 plasma-climb it is good too )
> Suggest add Impulse 100, the typical addbot.
Ok
> I'll let someone else say "qc source??"
with release |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Wed Feb 24, 2010 8:20 am Post subject: |
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I didn't play with bots or anything, but I realized that after you come out of a teleporter, for some reason your next jump is really big. _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe. |
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goldenboy

Joined: 05 Sep 2008 Posts: 310 Location: Kiel
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Posted: Sat Feb 27, 2010 4:34 pm Post subject: |
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Scrama, I'd be interested in how you did the autosaving in singleplayer. I think this is a really neat feature; I didn't know you could do this from QC. _________________ ReMakeQuake
The Realm of Blog Magic |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Sat Feb 27, 2010 4:56 pm Post subject: |
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goldenboy wrote: | Scrama, I'd be interested in how you did the autosaving in singleplayer. I think this is a really neat feature; I didn't know you could do this from QC. |
Fairly simple using a stuffcmd / localcmd I would imagine. (see default.cfg for how quake does the quicksave) _________________ "Roboto suggests Plasma Bazooka." |
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goldenboy

Joined: 05 Sep 2008 Posts: 310 Location: Kiel
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Posted: Sat Feb 27, 2010 9:09 pm Post subject: |
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*facepalm* Yeah. Er, thanks. _________________ ReMakeQuake
The Realm of Blog Magic |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Sat Feb 27, 2010 10:13 pm Post subject: |
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goldenboy wrote: | *facepalm* Yeah. Er, thanks. |
What?
Closer inspection reveals that it only autosaves when you pick up a key. Therefore in mix 'n matched quakec / english:
Assumption: you add checks against this for multiplayer (coop and deathmatch, you don't want it saving during these modes)
On key pickup: Set global game_autosaved = TRUE; then stuffcmd(self, "save auto\n"); and or localcmd("save auto\n");
Upon death, and this is the tricky / brilliant part: inside respawn() in client.qc do a check to see if(game_autosaved == TRUE) and if so, localcmd("load auto\n"). If game_autosave is false, then just localcmd("restart\n").
Since game_autosaved is a global and doesn't stay constant between level changes (no parmXX assigned), you don't have to worry about reloading from the prior level.
It really is quite elegant, and you could even add a trigger_checkpoint entity for custom maps you make that would automatically use this same method.
Good one here, Scrama!  _________________ "Roboto suggests Plasma Bazooka." |
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