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  • SuperCoop

    This is the first pre release for SuperCoop:
    >>>DOWNLOAD<<<(1.14M)
    If this package is working fine then I'll upload it to the ShubHub today.

    The package is Beta 2, Beta 1 was not a public release, it was for a freinds home network.

    The focus of the patch is cooperative gameplay, but it's not at all limited to that. The retuned weapons are just as much fun in deathmatch and the monsters can be enjoyed in single player or deathmatch. The game is still very much Quake, it's still all about shotguns and Fiends but it has been tailored to provide a more intense, prolonged state of frenzy than the original.

    There is a lot of other peoples work in here, including some old skool classics from CDRom.com. I'm adopting a pretty relaxed attitude to IP with this, basicly if it's not nailed down I'll use it, and make sure the author (by whatever name they are known) gets a name check in the credits. Much of the code has not been used as is but as a basis for my own alterations, the source is included in this RAR and is heavily commented by myself and mostly includes the original authors comments too.

    Heres the readme:

    ===================
    SUPER COOP +beta 2+
    ===================

    Designed for fast-paced cooperative play, also featuring monsters in deathmatch mode, and (obviously) Frikbot X.

    WARNING! This patch does not contain invisible exploding dogs. If you see one please report the matter to a
    psychiatric profesional.

    Instalation and playing in windows:
    Extract to c:\quake or whatever directory you play quake from. Then just go to run in the windows start menu and paste in:
    c:\quake\quake.exe -game supercoop . if you are using a diferent direcory or prefer a diferent game engine chage the command line
    as apropriate.

    Changes since beta 1:
    ^ Limited Weapons game variable added. Basicaly each player can carry 2 guns, 1 light and one heavy (shotgun, double
    shotgun and nailgun are the light weapons super nailgun, grenade launcher, rocket launcher and lightning gun are
    heavy weapons.)
    ^Shotgun slightly more powerful.
    ^Cleaned up the code for various minor typo's left by Id.
    ^Wasteboxes respawn now! No reasonable person can imagine how proud I am of this accomplishment!
    ^You can sneak if moving slow enough.

    Weapon and Item Balance:
    }Have changed amounts of ammo available for each weapon.
    (36 Shells, 250 Nails, 20 Rockets, 100 Cells)
    }Slower, more powerful shotguns (by about 50%), with bigger spread.They also shoot through corpses
    (specifically newly created ones), giving them better crowd control characteristics.
    }Nails are now Armour Piercing (by 75%), Velocity is up and they have a bit of trajectory to them. (So aim high at range)
    }Pentagram of Protection now quarters damage (before armour) rather than avoiding it completeley.
    Quad damage therefore cancels out the Pentagram exactly.

    Monsters:
    >Cranked Monsters (Patrik Martin) Best to just check cranked_readme.txt in the docs folder some of
    the monsters have been tweaked in mostly minor ways. Scrags don't warp away from shot gun blasts,
    Vores have some FX added to their cloaking ability etc.
    >Zombies can now be dismembered by axes or shredded by sustained fire.
    >Knights, Deathknights, Enforcers and some Grunts have armour (balanced by reduced health) so try the
    nail-guns on them.

    Misc & Other:
    >Falling and drowning ignore armour (sadly so do lava and slime, will fix this when I can).
    >Teamplay protects armour as well as health.

    Cosmetics:
    =New sound and model for Double Shotgun.
    =New sound for shotgun (from Doom!)
    =Footstep SFX. (Not entiely cosmetic, can be used to hunt and kill other players.)
    =BloodFix: Buttons no longer bleed when you shoot them.
    =Monsters get obituaries too now.

    Settings:
    >coop 1: Respawning cooperative gameplay (players, monsters and equipment).
    >coop 2: Old style coop (whether weapons stay is controlled by the "teamplay" variable now though).
    >deathmatch 3: deathmatch with respawning monsters, (otherwise the same as deathmatch 1).
    >skill 3: Nightmare mode with respawning monsters, (also selected by the nightmare teleporter on the start map).
    >teamplay 1/3: now protects allies armour as well as their health.
    >teamplay 1/2: weapons now stay as in deathmatch 2, but keys are removed from the map when picked up and placed in backpacks
    when the player dies.
    >teamplay 3/4: Limited Weapons (choose one each from 2-4 and 5-8 ). Armour affects speed in this mode.

    Controls:
    >impulse 30: Toggle chase Cam (more for debuging than gameplay, will be used to provide
    some fun FX at some point).
    >impulse 20: Drop backpack. Drops all unneeded ammo.
    >impulse 21: Drop weapon. Drops your selected weapon, needed for teamplay 3/4.
    >impulse 22: Drop armour. Drops your current armour, also needed for teamplay 3/4.

    Config Files:
    Use exec xxx.cfg in the console to load each config file.
    *drop.cfg: F drops armour, G drops gun, H drops back-pack.
    *bot.cfg: creates addbot, removebot and botcam aliases (for Frikbot)
    *sniper.cfg: improved zoom. Edit the file (with notepad or something) if you don't use mouse sensitivity 13 or fov 90
    *cam.cfg: binds B,U,J,K & L to chasecam controls. (not autoexec incase you use the keys for
    other things) B is toggle, the others are settings.
    *exec.cfg: execs all the other .cfgs

    To do (and daft ideas) list:
    +Limited weapons (Qalo?) mode. still a few things to do here. (Pick up super health instead of a heavy weapon
    to play as a medic? Fine tune move speeds for different armour types)
    +Limited Lives (Last Man Standing; on Deathmatch 4 + 5 and Coop 3, Deathmatch 5 will have non-
    respawning monsters and weapons, deathmatch 4 will be without monsters) Lives will be determined by fraglimit, defaulting to 1 if no
    limit is set.
    +make frikbots understand coop and teamplay 3 & 4 better.
    +find a proper model for the shotgun (ground and view preferably.)
    +port for Tenebrae.
    +debug CSpike code (nothing major here).
    +shell casings for shotguns, possibly nailguns too.
    +Gibbable corpses (if I can do it without them getting in the way too much).
    +Alt Fire (Maybe)
    +Reloading (limited clip size)
    +Monster Weapons (chainsaw and blaster for players, to be taken from monsters backpacks)
    +Nail Rifle, a sniper rifle style deal with zoom and headshots (hopefuly).
    +Hand Grenades (throw a grenade, if you don't have a launcher, as in QII). If I can I'll make it so that you can put them in items
    like ammo, health and armour as a booby trap.
    +Biosuit enables WMD mode (DU nails add armour save to damage taken, flamethrower, clusterbombs)

    Known Bugs that I haven't fixed yet:
    -Obituaries for dogs a bit wrong.
    -You sometimes get stuck at the top of some of the slopes, for a moment. Jump to escape. This has been happening for a long time,
    and no, I don't know why.
    -Lava and slime ignore armour just now.

    CREDITS
    Patrick Martin: Respawning Monsters, Cranked Monsters and Doom Shotgun code. Pure genius!
    Ryan "Fika" C Smith: The all conquoring Frik Bot (not to mention FrikGui the QC compiler I'm using)
    Monster: FrikBot waypoints for single player maps.
    Charlie Zimmerman: CSpike10 (riccochet spikes and nailbombs, written in but not active yet.)
    Rob Albin: Chasecam code.
    Noctrun: Clean QC code.
    Electro: Quake 1 Arena from whence the shotgun model.
    David Norton: SAS Quake Patch. (double shotgun .MDL)
    Brett "Vuh" Wagner and Darksnow: Footsteps.
    CeeJay: BloodFix.
    Doom: Shotgun sound.
    Quake III: Super-Shotgun sound.
    TED Notepad: For being a lot like MS Notepad but also being an actual text editor.
    http://www.gamers.org/pub/idgames2/quakec/ : an invaluable resource for oldskool QC patches. (a CDRom.com mirror.)
    Qoetia B4 == 1.93Mb

    Expo Booth '08
    !AXATAXA! == 355.24 Kb Want to take on Quake with only your axe?
    Hunting shamblers since 1996.

  • #2
    We're going to play this together some time soon

    Comment


    • #3
      Originally posted by Canadian*Sniper View Post
      We're going to play this together some time soon
      Cool, look forward to getting a game together. I haven't looked in to running a server before, but I'm sure it won't be hard to get a game set up.
      Qoetia B4 == 1.93Mb

      Expo Booth '08
      !AXATAXA! == 355.24 Kb Want to take on Quake with only your axe?
      Hunting shamblers since 1996.

      Comment


      • #4
        Questions about bots/deathmatch 3:

        1. Can FrikBots be added as extra coop players? I have never been into bots that much except for offline practice so I don't know too much how FrikBots and cooperative play works or if you meant it was for the game logic for the monsters in deathmatch 3.

        2. In deathmatch 3, have you considered giving individual players +1 frags for each monster they kill?
        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

        Comment


        • #5
          Originally posted by Baker View Post
          Questions about bots/deathmatch 3:

          1. Can FrikBots be added as extra coop players? I have never been into bots that much except for offline practice so I don't know too much how FrikBots and cooperative play works or if you meant it was for the game logic for the monsters in deathmatch 3.
          Yes. Just now they act a bit dumb, particularly regarding picking up health and ammo. (They tend not to take anything unless you push them on to it) It may be that there is a variant of Frik already available that solves this problem, regardless I need to go in to the bot code at some point and when I do coop and possibly general teamplay behaviour will be worked on. The AI for monsters in deathmatch is the same as usual Quake, they are mainly there to make noise and blow up.

          Originally posted by Baker View Post
          2. In deathmatch 3, have you considered giving individual players +1 frags for each monster they kill?
          Yes. Probably not a whole frag for everything I was thinking something along the lines of awarding points for monsters in coop based on their initial health / 100 (0.3 for a grunt 6 for a shambler) and something similar in deathmatch but with an extra bonus for monsters that have killed players.
          Qoetia B4 == 1.93Mb

          Expo Booth '08
          !AXATAXA! == 355.24 Kb Want to take on Quake with only your axe?
          Hunting shamblers since 1996.

          Comment


          • #6
            In RQuake (another coop mod that I'm involved with), the monsters give 1-4 points, depending on how dangerous they are. Monsters having bonuses for killing players is something that wouldn't work in RQuake, though that might have something to do with the fact that the shambler has 900 health and can quite easily kill multiple players before it goes down...
            16:03:04 <gb> when I put in a sng, I think I might need nails
            16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve

            Comment


            • #7
              "
              c:\quake\quake.exe -game supercoop . if you are using a diferent direcory or prefer a diferent game engine chage the command line
              as apropriate.

              "

              by this, do you mean that you can play this under qrack/joequake, etc?

              Comment


              • #8
                c:\quake\joequake-gl.exe -game supercoop

                c:\quake\glqrack.exe -game supercoop

                Supercoop works with any standard Quake engine.
                Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                Comment


                • #9
                  I'm going to host SuperCoop all day today if I can just to see how it plays. I'll make the protocol QUAKE so anyone can join. But you're going to have to IM or PM me for the server ip. Cheers.

                  Comment


                  • #10
                    Server is up. Two complaints. Fix this:


                    And it's a mod that requires the client to have. If it didn't have the mdl files then clients without the mod could play. (unless you use darkplaces then you can play no matter what ).

                    anyways the server is up. Just message me for the ip and obvious port. You need to dl the mod to play

                    edit:

                    Phenom crashed during a level change :/

                    I was standing where a shambler teleports into the map and it said "A Shambler was telefragged by a Shambler"

                    edit:

                    the only mdl in the mod is "g_shot1.mdl". That's not needed as I've only seen grunts drop them and it's ugly Please get rid of it. That's the only thing keeping others from playing without the mod.
                    Last edited by Canadian*Sniper; 04-18-2007, 03:56 PM.

                    Comment


                    • #11
                      If there's one thing I have to say about skill 3, is that it's HARD. It's incredibly overwhelming for just Phenom and I. In e1m8 phenom lost the key and it wouldn't respawn. So we had to fend for ourselves with the constantly respawning monsters. THIS IS HARD!

                      And I love it Best coop i've ever played!

                      Comment


                      • #12
                        does this work with QW ?

                        Comment


                        • #13
                          Originally posted by Canadian*Sniper View Post
                          Server is up. Two complaints. Fix this:
                          O.K, I think I know a better way to do that anyway, I'll try to implement that soon.
                          Originally posted by Canadian*Sniper View Post
                          And it's a mod that requires the client to have. If it didn't have the mdl files then clients without the mod could play. (unless you use darkplaces then you can play no matter what ).
                          I will include a SuperCoop Lite with the next beta to fix this.

                          Originally posted by Canadian*Sniper View Post
                          Phenom crashed during a level change :/

                          I was standing where a shambler teleports into the map and it said "A Shambler was telefragged by a Shambler"
                          *Draws a blank* What level was it on?

                          Originally posted by Canadian*Sniper View Post
                          the only mdl in the mod is "g_shot1.mdl". That's not needed as I've only seen grunts drop them and it's ugly Please get rid of it. That's the only thing keeping others from playing without the mod.
                          That mdl is essentialy a place holder untill I can find a better in world model for the basic shotgun, which is necessary for the limited weapons game mode. (Allows players to drop the shotgun so they can pick up something else.) SuperCoop lite will have to do without limited weapons mode.

                          Originally posted by Canadian*Sniper View Post
                          In e1m8 phenom lost the key and it wouldn't respawn. So we had to fend for ourselves with the constantly respawning monsters.
                          Oh yeah, that's an issue that I need to a) mention in the readme and b) find a way to actually fix.

                          Many thanks for the feedback, espescially:
                          Originally posted by Canadian*Sniper View Post
                          And I love it :d Best coop i've ever played!
                          Hopefuly it'll get better as it goes on!
                          Qoetia B4 == 1.93Mb

                          Expo Booth '08
                          !AXATAXA! == 355.24 Kb Want to take on Quake with only your axe?
                          Hunting shamblers since 1996.

                          Comment


                          • #14
                            Originally posted by sassa View Post
                            does this work with QW ?
                            No. I haven't worked with QW before, and I don't think QW has monsters (or perhaps even coop mode at all.) I can probably do a port, but that would very much be "at some point."
                            I think that ProQuake does everything QW does (and then some) and it runs SuperCoop (and all other non-engine mods) fine.
                            Qoetia B4 == 1.93Mb

                            Expo Booth '08
                            !AXATAXA! == 355.24 Kb Want to take on Quake with only your axe?
                            Hunting shamblers since 1996.

                            Comment


                            • #15
                              Originally posted by Senban View Post
                              *Draws a blank* What level was it on?
                              Any level. Happened to ORL as well. Of course it could have been a server issue on my part and I'll investigate into that.

                              Few things I'd like to add:

                              - I love the Scrag/Enforcer ai. So annoying yet challenging
                              - Chthon needs a huge fix. It thinks we're 500 feet below him. Phenom and I were literally slapping Chthon on the head calling it a "derrrr retard" heh, Chthon's retarded son.

                              Comment

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