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  • #16
    What would we do without people like you, who like to work with Quake-content and create something ?

    Imagine: all engine devs, mappers, modders, modelers and painters would quit...

    Once we only have users without creators, the end is near.
    Some people dont seem to understand this.

    Comment


    • #17
      Originally posted by Seven View Post
      What would we do without people like you, who like to work with Quake-content and create something ?

      Imagine: all engine devs, mappers, modders, modelers and painters would quit...

      Once we only have users without creators, the end is near.
      Some people dont seem to understand this.
      I have a food for thought imagine in 'What if?' series ;



      What if....
      All capable Engine authors / Map Makers / Mod Makers / Custom Content creators / QuakeC coders / Etc created (Insert Collaborative Project Here)


      !
      Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

      Comment


      • #18
        If it would happen they can make anything, unfortunately it very difficult it happens because they will start arguing on meaningless stuff like copyrights.
        Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

        Comment


        • #19
          Guys... I am thinking to a ``horde mode'' where a never-ending flow of monsters enter the level. What do you think?
          Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

          Comment


          • #20
            Hello ezzetabi,

            Be careful with this idea.
            Keep in mind that most monsters are spawned in idle status.
            That means that you need some kind of strategy where to place the new ones as long as the old ones are still there. Otherwise the place is already occupied.
            Even positioning them directly besides the old ones will lead to "stick in walls" issues.

            Or do you want to spawn a new only if the old one moves away ?

            I would suggest to look into mission pack 2 source and read through teleporting code from the overlord. It uses an interesting code for finding free space and teleports there only if unoccupied. Maybe you can use this for your idea ?
            This would also fit nicely into your E1M7 mod.

            Good luck,
            Seven

            Comment


            • #21
              sounds like a cool idea ezzetabi. reminds me of skulltags 'invasion' mode.
              where you get increasingly harder hordes of enemies thrown at you in waves


              perhaps you could make a mod similar to that for quake?
              that would be really cool, i love skulltags invasion mode
              Last edited by talisa; 09-30-2012, 01:23 PM.
              .
              are you curious about what all there is out there in terms of HD content for quake?
              > then make sure to check out my 'definitive' HD replacement content thread! <
              everything that is out there for quake and both mission-packs, compiled into one massive thread

              Comment


              • #22
                The version 0 I implemented as test works as follow:

                - select a random enemy from the level (so you cannot get monster that are not present and the uncommon ones are more difficult to get),
                - select a random deathmatch starting spot,
                - spawn a new monster of the type of the selected monster and place it in the starting spot (eventually telefragging other monsters in the place or being telefragged if the player is in the spot),
                - mark it as a roaming monster (in iq roaming monster try to reach random places),
                - wait 3-6 seconds,
                - repeat.


                It is REALLY intense. I need some kind of limit and I would like to use it in the quest mode.

                I recall how the quest mode works... in quest mode the maps are the deathmatch ones and you need to kill 75% of the monster on the level to be allowed to leave, but since in Nightmare monsters do respawn the needed number of kills is the starting number of monsters. And once the 100% is reached monsters do not respawn anymore. Ideas?
                Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

                Comment


                • #23
                  Originally posted by Seven View Post
                  I would suggest to look into mission pack 2 source and read through teleporting code from the overlord. It uses an interesting code for finding free space and teleports there only if unoccupied.
                  Is the source of rogue available? I tried googleing, but I cannot find it. :S
                  Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

                  Comment


                  • #24
                    if you download sevens smc for rogue, he included the source code from rogue in it
                    .
                    are you curious about what all there is out there in terms of HD content for quake?
                    > then make sure to check out my 'definitive' HD replacement content thread! <
                    everything that is out there for quake and both mission-packs, compiled into one massive thread

                    Comment


                    • #25
                      I made the ``horde mode'' I think it is quite fun. I will try to update it after i read rogue code.

                      While in Quest mode you play (possibly in coop) against stronger monsters but in the usual number, in Horde you play against weaker monsters (75% of usual life, min 50) but they continue to arrive. Both in Quest and Horde after a while the level is cured and players are allowed to leave.
                      Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

                      Comment


                      • #26
                        Originally posted by ezzetabi View Post
                        The version 0 I implemented as test works as follow:

                        - select a random enemy from the level (so you cannot get monster that are not present and the uncommon ones are more difficult to get),
                        - select a random deathmatch starting spot,
                        - spawn a new monster of the type of the selected monster and place it in the starting spot (eventually telefragging other monsters in the place or being telefragged if the player is in the spot),
                        - mark it as a roaming monster (in iq roaming monster try to reach random places),
                        - wait 3-6 seconds,
                        - repeat.


                        It is REALLY intense. I need some kind of limit and I would like to use it in the quest mode.

                        I recall how the quest mode works... in quest mode the maps are the deathmatch ones and you need to kill 75% of the monster on the level to be allowed to leave, but since in Nightmare monsters do respawn the needed number of kills is the starting number of monsters. And once the 100% is reached monsters do not respawn anymore. Ideas?
                        Might be difficult, for example in E1M1 you could just kill the Grunt over and over and then be allowed to leave the level.
                        e|------------------------0---------------
                        B|---------------0^1----------------1----
                        G|---------------2------2------0^2-------
                        D|---------------2-------2--2-------------
                        A|---------------0------------------------
                        E|----------------------------------------

                        Comment


                        • #27
                          It is true, but I point to the fact that people like to have fun during play...
                          Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

                          Comment


                          • #28
                            Horde mode can be considered playable!

                            Try it with:
                            quake.exe +horde +skill 2 +map e1m2

                            (of course you can use another skill or another map...)


                            EDIT:
                            come on splitterface! I did it for you
                            Last edited by ezzetabi; 10-03-2012, 11:24 AM.
                            Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

                            Comment


                            • #29
                              I made a gameplay video of iq in Horde mode in the map e1m1:

                              iq horde mode e1m1 (Quake mod)

                              Enjoy.
                              Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

                              Comment


                              • #30
                                ill give it a try later
                                .
                                are you curious about what all there is out there in terms of HD content for quake?
                                > then make sure to check out my 'definitive' HD replacement content thread! <
                                everything that is out there for quake and both mission-packs, compiled into one massive thread

                                Comment

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