The bug with Chthon is fixed, it's something that was happening with a lot of monsters projectiles, and I hadn't tested e1m7 yet. (In comparrison to the 100's of times I've been through e1m1
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Qoetia B4 == 1.93Mb

Expo Booth '08
!AXATAXA! == 355.24 Kb Want to take on Quake with only your axe?
Hunting shamblers since 1996.
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Coop works fine with QW!Originally posted by Senban View PostNo. 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.
I have installed 3 servers with coop
qw.jollen.se:27510 pak0 pak1 maps
qw.jollen.se:27511 mp1
qw.jollen.se:27512 mp2
all are located in Sweden
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Really until more public accessibility to the qwprogs.dat source with monsters is made, you can't really expect anyone to do much with monsters/coop in Quakeworld. I remember all the hoops I had to go thru to make the Undergate compatible with FuhQuake and EZQuake, and although it was definitely worth it, I was only able to do it because I knew to ask in the right place and Oldman helped me get the stuff I needed.
As a secondary note, it seems like the Quakeworld QuakeC differences from vanilla Quake are poorly documented or hard to find. That's just my perception based on looking around in various places -- some QuakeC that worked fine and perfectly in vanilla Quake didn't work for Quakeworld, I managed to deal with it but it was a bit of trial and error.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 ...
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anyone else have this problem?
using coop1 teamplay3/4:
once i use all the ammunition in a weapon, i can't drop it and pick up a full weapon nearby. i'm left with an axe, with plenty of shotguns floating nearby. i can drop it until i use up the last nail, but not afterwards.
also, would be nice if the teamplay types were in a menu for singleplayer.
X�
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You should always be able to drop your selected weapon (unless it's the axe), you should also be able to select weapons which have no ammo, although you need to select them directly, you can't scroll through to empty weapons (yet). If that dosn't explain it I'll need to playtest it till I can find the bug. The most important thing for me to know is, was it a persistant problem, or did it only come up occasionaly?Originally posted by kaeser View Postanyone else have this problem?
using coop1 teamplay3/4:
once i use all the ammunition in a weapon, i can't drop it and pick up a full weapon nearby. i'm left with an axe, with plenty of shotguns floating nearby. i can drop it until i use up the last nail, but not afterwards.
I don't think I can alter the front-end menu system without going in to the engine code, and quite frankly I'm not going to be going in to competition with Qrack or Darkplaces. On the other hand a menu system as seen in Team Fortress may appear at some point, although it won't become a priority untill I've implemented a few more features here. (last man standing is something I really want to get working)Originally posted by kaeser View Postalso, would be nice if the teamplay types were in a menu for singleplayer.
X�Qoetia B4 == 1.93Mb

Expo Booth '08
!AXATAXA! == 355.24 Kb Want to take on Quake with only your axe?
Hunting shamblers since 1996.
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Potential idea for the lost key fix:
When the key is dropped, and the item is dropped by the dead player, set nextthink on the item that is thrown out (I haven't played this yet, so I don't know if it is a backpack or the actual key) to time + 60; then set think to a function that will remove the key from the item and respawn the key.
You may also want to consider not being able to pick up another player's backpack, because it can be an issue in coop. you may also want to consider the key being dropped seperately from the player's backpack. But like I said, I haven't tried this mod yet.
Baker: I don't know anything about QuakeWorld QC. You might want to ask on Inside3D about that.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
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The problem I'm having is letting the key know that it's time to respawn. The find function should do it for me (until someone makes a map with more than one key of each colour in it).Originally posted by Lardarse View PostPotential idea for the lost key fix:
When the key is dropped, and the item is dropped by the dead player, set nextthink on the item that is thrown out (I haven't played this yet, so I don't know if it is a backpack or the actual key) to time + 60; then set think to a function that will remove the key from the item and respawn the key.
You may also want to consider not being able to pick up another player's backpack, because it can be an issue in coop. you may also want to consider the key being dropped seperately from the player's backpack. But like I said, I haven't tried this mod yet.
Baker: I don't know anything about QuakeWorld QC. You might want to ask on Inside3D about that.Qoetia B4 == 1.93Mb

Expo Booth '08
!AXATAXA! == 355.24 Kb Want to take on Quake with only your axe?
Hunting shamblers since 1996.
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Make monsters try and grab the key. I'm sure they want out of that level just as bad as I do!
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The actual dropped key has nextthink set to time + 60, and it also has a pointer to the key that needs to respawn. Then, when the key thinks again (after a minute), it pokes the original key entity to respawn, and then disappears.Originally posted by Senban View PostThe problem I'm having is letting the key know that it's time to respawn. The find function should do it for me (until someone makes a map with more than one key of each colour in it).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
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Clarification: in key_touch() add the following:
Then you just need to make the key re-appear by setting nextthink to time, then it will respawn on the next frame.Code:self.think = SUB_regen;
I could go into more detail about how to make the key remember which key it came from, but that would have to wait for when I'm more awake...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
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We'll put that down as a maybe.Originally posted by Phenom View PostMake monsters try and grab the key. I'm sure they want out of that level just as bad as I do!
Hopefuly that'll be enough, even for my coding skill's, but I'll PM you if not.Originally posted by Lardarse View PostThe actual dropped key has nextthink set to time + 60, and it also has a pointer to the key that needs to respawn. Then, when the key thinks again (after a minute), it pokes the original key entity to respawn, and then disappears.
Clarification: in key_touch() add the following:
Then you just need to make the key re-appear by setting nextthink to time, then it will respawn on the next frame.Code:self.think = SUB_regen;
I could go into more detail about how to make the key remember which key it came from, but that would have to wait for when I'm more awake...
Cool, thats a relief. The scroll function will be fixed soon. Shouldn't take too much work.Originally posted by kaeser View Postsenban, yeah, that covers it. was using mouse3 to scroll to them previously.
cheers,
-zenQoetia B4 == 1.93Mb

Expo Booth '08
!AXATAXA! == 355.24 Kb Want to take on Quake with only your axe?
Hunting shamblers since 1996.
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I'll try to join sometime
Looks really cool and I'm glad you could use the waypoints
I tried the bots on a coop game just on a listen server. They do act very stupid but could probably tweaked to be sure killing machines. Maybe you could try the ZEUS bot in the mean time... They might work better
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this is looking really fantastic!
one thing i'm noticing is that 'conveyorbelt' of people spawning back at the beginning, and running back to the 'front' of the battle. this isn't really cooperative play, so i'd like to suggest this for game balance:
when you die, you respawn with your team, but you get an equal amount of health from them all.
example:
3 man team. one has 60HP, one has 30HP, and one has 0 (dies).
deadplayer spawns back with the team at his corpse with a third of each player's health ie. (60/3 + 30/3).
this leaves the 60HP player with (60 - 60/3) = 40HP
the 30HPplayer with (30 - 30/3) = 20HP
and the newspawnedplayer with (60/3 + 30/3) = 30HP
if there were 8 people in a team, newspawnedplayer would get 1/8th of each players health...
clearly, this sucks the team down with more and more deaths. but everyone is working as a team in one spot, until enough deaths bring everyone to the beginning again....
just an idea that i think would promote 'cooperative' play.
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