#26 2021-11-25 19:28:35

triple_agent
Member

Re: Alkaline 1.1: the Thanksgiving update :)

I think language barrier brings a lot of confusion to this conversation.

#27 2021-11-25 20:52:44

Andrew
Member

Re: Alkaline 1.1: the Thanksgiving update :)

I didn't complain. Just added my opinion. I liked the new level with jumping boots. You've done a good job. And I heard you from the first message. Don't be offended. )))

I understand perfectly well what they are writing to me here and I do not impose myself with my proposals. It's probably me writing phrases with mistakes. These are just my suggestions. I repeat again - no offense guys. )))

Last edited by Andrew (2021-11-25 20:56:32)

#28 2021-11-26 04:02:59

triple_agent
Member

Re: Alkaline 1.1: the Thanksgiving update :)

@'Andrew', momentarily it could look like you were offended that they decided not to include your option offers, while you commented on the changelog, regarding visual assets. I think that if you are using some translator machine and are translating from a foreign language to contemporary lingua franca, it would be good to have that information transparently put in your forum description - if some kind of stamp, visible under each post, was available - because it may affect the reception of what you write.

Last edited by triple_agent (2021-11-26 04:22:50)

#29 2021-11-26 07:30:48

Spirit
Administrator

Re: Alkaline 1.1: the Thanksgiving update :)

Guys, all around, stop assuming bad things and start assuming positive intentions. No one benefits from bickering or snide remarks. We all like this game, maybe in different aspects, right?

#30 2021-11-26 15:33:48

Andrew
Member

Re: Alkaline 1.1: the Thanksgiving update :)

I didn't mean to offend anyone at all. Can the administrator delete all messages with our verbal battles? I didn't even think that people could react so painfully to my neutral and harmless criticism and suggestions. I use Yandex Translator to speed up typing and make sure to check its translation.

By the way! The animation of the super nail gun and its model were done great! It's a pity there is not enough smoke from the barrels after shots like in Quake 1.5.

May peace come with you, friends!

Last edited by Andrew (2021-11-26 15:38:14)

#31 2021-11-27 02:31:58

bmFbr
Member

Re: Alkaline 1.1: the Thanksgiving update :)

Andrew wrote:

I didn't mean to offend anyone at all. Can the administrator delete all messages with our verbal battles? I didn't even think that people could react so painfully to my neutral and harmless criticism and suggestions. I use Yandex Translator to speed up typing and make sure to check its translation.

By the way! The animation of the super nail gun and its model were done great! It's a pity there is not enough smoke from the barrels after shots like in Quake 1.5.

May peace come with you, friends!

Ok, no problem. I know it's easy to get the wrong tone in online conversations unfortunately, plus language barrier can also be an issue sometimes.
No hard feelings :)

#32 2021-11-27 16:28:41

Alex Ros
Member

Re: Alkaline 1.1: the Thanksgiving update :)

Too much talkin. You better be playin!
New monsters are pretty cool. Alive mine is my favourite!

qe0SCAs.png

ac48hL1.png

xuxMyj7.png

NJdRwdO.png

Gc4XB2A.png

kYQgTqA.png

#33 2021-11-27 16:30:08

Alex Ros
Member

Re: Alkaline 1.1: the Thanksgiving update :)

Also pulse rifle is much better now. Initially it was not SOOO satisfying

#34 2021-11-28 08:21:17

Andrew
Member

Re: Alkaline 1.1: the Thanksgiving update :)

So everything has been passed for a long time since the release of version 1.0. The new levels of version 1.1 have also already been passed last week. )))
I don't just talk like that, but I speak only after I've gone through everything and made my conclusions.
Maybe I'm wrong, but I've already seen the map "Logistics of Chaos" somewhere before.
But whatever I say or criticize everything is done very well and interestingly!

#35 2021-11-28 18:29:12

h4724
Member

Re: Alkaline 1.1: the Thanksgiving update :)

Andrew wrote:

Maybe I'm wrong, but I've already seen the map "Logistics of Chaos" somewhere before.

Logistics of Chaos, North Central Positronics, and Derelict Freighter are all updated maps originally made for Alkaline Jam. Overengineering Mania was originally made for January Jump Jam in 2020.

#36 2021-11-29 15:34:38

Andrew
Member

Re: Alkaline 1.1: the Thanksgiving update :)

Thanks a lot! I didn't even think about Alkaline Jam! )))

The animation of the rotation of the super nailgun is just cool! And the model has been greatly improved and rounded off. It 's a pity that it doesn't rotate like that in the original game. Of course, if you don't have the original qc files. )))

#37 2021-11-29 16:33:10

qazzaq
Member

Re: Alkaline 1.1: the Thanksgiving update :)

Really liked new dog and cyberknight models. And what I didn’t expect at all was mechanical spyder-kamikaze.
Will a new devkit be released?

#38 2021-11-30 11:05:16

rzh
Guest

Re: Alkaline 1.1: the Thanksgiving update :)

Hey there, I was playing through this on hard and I had a blast, until I reached Tellus Terminus, and apparently I can't proceed because of a bug.
There's this room with Axe Grunts where you're supposed to pick up a chainsaw and more will spawn in before the room descends like an elevator. However, the chainsaw isn't there and not Axe Grunts spawn for me so I can't proceed.
I tried it on nightmare from a fresh start and it's still not there. Not sure what happened.

#39 2021-11-30 13:19:32

qazzaq
Member

Re: Alkaline 1.1: the Thanksgiving update :)

I remember there was a quad that helped to proceed. Played on hard too.
QSS 14.10.21
Playing on last 14.11.21 revision encountered such bugs on my config.

Last edited by qazzaq (2021-11-30 13:21:50)

#40 2021-12-01 00:17:06

Greenwood
Member

Re: Alkaline 1.1: the Thanksgiving update :)

@rzh & qazzaq,

Thank you for reporting that issue regarding zigi's map. It appears to only affect those playing with updated QSS and vkQuake ports that support the new Kex episode. For example, everything regarding that map appears to work just fine in the older vkQuake 1.05.1 edition.

...and yes, qazzaq, we fully intend on releasing an updated version of the dev kit very soon! :)

UPDATE: The latest version of vkQuake (1.12.1) seems to be play zigi's map fine now. :)

Last edited by Greenwood (2021-12-01 11:36:06)

#41 Yesterday 09:14:27

Greenwood
Member

Re: Alkaline 1.1: the Thanksgiving update :)

Alkaline's NEW, updated website! https://alkalinequake.wordpress.com/

#42 Yesterday 11:20:25

Alex Ros
Member

Re: Alkaline 1.1: the Thanksgiving update :)

Looks cool! Better routing and presentation.

#43 Today 12:14:04

Andrew
Member

Re: Alkaline 1.1: the Thanksgiving update :)

Hello everyone!

A wish for future revisions of your mod:
1. Combining all versions of alkaline and jam into one;
2. Fading portals in the starting map at the sequential completion of levels (as in the campaign of the original game) or the appearance of text in front of the portal ("finished") along with the name of the map and its author.

Can you tell me in which qc-file the rotation of the super nail gun is described?

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