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  • New Version 1.1 Released!!!



    Well here is it, 'The Cosmetic Upgrade' because it has so many visual additions. New particles, new models, new skins, new textures, new tutorial, more main story, new stealth books, new menu/help system and a few changes to the layout of some maps!

    V1.1 Download Link (16.5Mb File Size)
    V1.1 Readme File

    Comment


    • Thanks sock.
      Downloading......

      Edit:
      Tried it a short time with Darkplaces. Can�t find any bugs. The new effects looking good.
      Perhaps I don�t tried it long enough, but it seems Darkplaces works fine.........

      Any one with other experiences ???
      Last edited by webangel; 12-30-2012, 03:05 PM.

      Comment


      • Originally posted by webangel View Post
        Tried it a short time with Darkplaces. Can�t find any bugs.
        Awesome, I did not test this MOD with Darkplaces because all of the art assets are vanilla Quake standard. I know this forum is mostly DP users so it is cool to know my MOD works fine. All of the QC scripts are designed to work on Fitz engines so I assume they should work fine in DP. I certainly don't use anything specific to DP in my scripts, I just love the pixel vision of the original game!

        Comment


        • I wrote a couple of articles about some of the features for the MOD In the Shadows:

          Discussing the new AI systems with screenshots from in-game and editor:
          http://www.moddb.com/mods/its/features/looking-smart


          Talking about exploration and how it can integrate with the storyline:
          http://www.moddb.com/mods/its/featur...ion-is-the-key


          EDIT: Fixed broken links
          Last edited by sock; 01-01-2013, 05:36 PM.

          Comment


          • Originally posted by sock View Post
            Awesome, I did not test this MOD with Darkplaces because all of the art assets are vanilla Quake standard. I know this forum is mostly DP users so it is cool to know my MOD works fine. All of the QC scripts are designed to work on Fitz engines so I assume they should work fine in DP. I certainly don't use anything specific to DP in my scripts, I just love the pixel vision of the original game!
            Dont forget about DirectQ, works perfect too!
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

            Comment


            • I have been busy the last couple of days creating promotional videos of the stealth gameplay. The previous videos were looking really old compared to the latest stuff. So here is some stealth hints, tips and sudden deaths to keep everyone wanting to play the mod and give feedback!

              [ame="http://www.youtube.com/watch?v=oxbWypUlQQg"]In the Shadows - S1M1 : Shadow Gate[/ame][ame="http://www.youtube.com/watch?v=Ei-Ys-9WlGk"]Start - Training area[/ame]

              EDIT: Typos
              Last edited by sock; 01-09-2013, 03:36 PM.

              Comment


              • The last one in the set of gameplay videos showing hints, tips and sudden death moments.

                [ame=http://www.youtube.com/watch?v=jApMw5hcKBk]In The Shadows - CastleofShadows - YouTube[/ame]

                It took me ages to plan the routes, enemy encounters and then finally syncing it all to music to make the right impact. Some of the sequences I probably played 50+ times to get the perfect demo but it was worth it in the end. I played a lot with poison bolts in the gameplay videos and it turned out to be a lot of fun, I might try a poison bolt only mode (no axe) and see how it works out.

                Anyway thanks everyone for the feedback so far it has been awesome. It is a shame some regulars here did not reply but I am sure they have their reasons. Time to get back to making stuff and not constantly posting in this thread talking to myself!

                Comment


                • looks awesome so far! qrack will support this mod in the next release just need to cvar some gfx to make it look default as you have made it. for example my hud doesnt adhere to the texture filter. i wanna make ANY eyecandy match the pixelated look as the rest of the mod. i spent all day working on compatibility and got a chance to play the mod several times during testing; im quite excited about future releases!
                  Last edited by R00k; 01-09-2013, 08:39 PM.
                  www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                  Comment


                  • Wow!!!
                    WARNING
                    May be too intense for some viewers.
                    Stress Relief Device
                    ....BANG HEAD HERE....
                    ---------------------------
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                    .
                    .
                    .
                    .--------------------------

                    Comment


                    • That Castle of Shadows video is awesome! Best one yet.

                      Please promise that you aren't about to go drive trucks with seven and Bluntz.
                      http://www.nextgenquake.com

                      Comment


                      • @R00k, when you get a version that works please let me have a copy so I can test it and then add it to the next release as an engine for people to try the mod with. You don't have to convert the HUD if you don't want too, it looked fine from the screenshots I saw.

                        @MadGypsy, I use to work on the road for a long time, Eating Breakfast at a greasy spoon was the best thing in the world! I miss truck stop breakfast!

                        Keep on Truckin everyone!

                        Comment


                        • edit: im having issues with ALPHA blended brush models. the alias models work fine, like the amulet's pent that lays on the floor it correctly fades away, but the amulet wall etc do not.
                          Hopefully i'll get this working soon.
                          Another note, that "grate" texture over the Quad is totally invisible. The start map teleporter textures are missing too...

                          But, the mod runs fine in Qrack. So, there's no issues with the mod itself.
                          Last edited by R00k; 01-15-2013, 04:31 PM.
                          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                          Comment


                          • @r00k, The Amulet floor pent is a model so it will alpha fade correctly. I originally wanted to use a sprite but they cannot be faded and part of the feature was it to slowly disappeared from sight. Not sure what you mean by "grate" texture on the Quad, which map? which location? got a screenshot?

                            The start map teleporter is a func_wall entity so it should be there. Does Qrack treat func entities different if they have a liquid texture applied to them?

                            Been busy replacing/upgrading existing Quake models to reduce the various skin problems, here is some new keys and runes.

                            Comment


                            • Hello sock,

                              I would like to take the opportunity to write some lines.

                              As far as I know this has never happen before...
                              ... it has never happen before that a person like you created such a incredible mod, which made many engine devs modify their engines to be able to support it.
                              This is self speaking

                              You have what it takes to make amazing game mods.
                              Browsing your homepage shows your big portfolio of things that you already have done.

                              It is nothing but luck for this small Quake 1 community that you became interested in this game and started creating your mod.

                              Your maps, models and textures... they all share the same style and that makes them fit perfectly together.

                              In the end, I can only say: Thank you.

                              It is also very good and important that the old guru�s of Quake (like Necros and friends) support you and your mod, which makes it even more beautiful.

                              Comment


                              • Originally posted by sock View Post
                                @r00k, The Amulet floor pent is a model so it will alpha fade correctly. I originally wanted to use a sprite but they cannot be faded and part of the feature was it to slowly disappeared from sight. Not sure what you mean by "grate" texture on the Quad, which map? which location? got a screenshot?

                                The start map teleporter is a func_wall entity so it should be there. Does Qrack treat func entities different if they have a liquid texture applied to them?
                                ...
                                test with this...
                                http://www.quakeone.com/qrack/dev/qrackBETA_v2.013.zip

                                im sure there will be a couple bugs. i have to up the -mem to 128 for the mod to work, with the extended engine limits. I havent totally added all the dynamic memory allocations for things that exceed standard quake. But at least the mod works.
                                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                                Comment

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