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  • #31
    I'm guessing that he saw the old code, and then changed 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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    • #32
      Make keys spawn in one of the monsters randomly that will keep it fresh
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      • #33
        Originally posted by Canadian*Sniper View Post
        just look at the original progs.dat and see how coop multiplayer mode allows players to take the key but the key entity doesn't disapear
        If you don't set teamplay (or set it to 0) you get the normal quake key behaviour. The logic behind having someone carry the key is that it gives the team a (bit of) focus. It also somewhat mitigates the difficulty of the monsters by allowing the team to advance with the key.
        Basicaly it's a great idea untill it falls in lava.

        Originally posted by Lardarse View Post
        I'm guessing that he saw the old code, and then changed it...
        Thats exactly what happened.

        Originally posted by Phenom View Post
        Make keys spawn in one of the monsters randomly that will keep it fresh
        Waaaaaaaaaaaaaaaaaaaaaaaay too easy.
        Qoetia B4 == 1.93Mb

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        • #34
          Originally Posted by Phenom View Post
          Make keys spawn in one of the monsters randomly that will keep it fresh
          Waaaaaaaaaaaaaaaaaaaaaaaay too easy.
          Well what about adding a Shambler/Vore/Group of baddies to the end of every level that holds the key? that will add a "Boss fight" to every level
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          • #35
            Originally posted by Phenom View Post
            Well what about adding a Shambler/Vore/Group of baddies to the end of every level that holds the key? that will add a "Boss fight" to every level
            How about a Spawn that has a blast radius of 5 miles doing 5000 damage

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            • #36
              [QUOTE=Senban;25876]If you don't set teamplay (or set it to 0) you get the normal quake key behaviour. The logic behind having someone carry the key is that it gives the team a (bit of) focus. It also somewhat mitigates the difficulty of the monsters by allowing the team to advance with the key.
              Basicaly it's a great idea untill it falls in lava.




              with coop, teamplay generally loses focus because of the conveyorbelt of newspawned players (people who died) running from the start to catch up with the battleFront. now that supercoop has monsters spawning behind the Front, the conveyorbelt is interupted and newspawned players are divided from their team by (sometimes) a lot of gibbing. while i like this project ALOT, it is going to need some balancechanges to see it's full potential.

              did anyone have an opinion on my last post, with dead players spawning at their corpses to keep teams together, and a form of 'unit HP'? silly? unrealistic?

              peace,

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              • #37
                I like SuperCoop the way it is. Just needs a few fixes here and there to be complete.

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                • #38
                  Originally posted by kaeser View Post
                  did anyone have an opinion on my last post, with dead players spawning at their corpses to keep teams together, and a form of 'unit HP'? silly? unrealistic?
                  I like the idea. Quite similar to Halo's coop mode. (XBox only unfortunately, that never made it to the PC version). There are certain issues with what you've suggested as it stands, I don't particularly like the idea of reducing the other players health when a player respawns, for one thing it's likely to create a bit of friction in situations where you have a noob playing with folks who've been hunting shamblers since 1996. On the other hand giving the player an average of the standing players health might work. A "wave respawn" might also work well (the first player to die starts a global count, say 10 seconds when that 10 seconds is up all dead players can respawn at once.) This might work on it's own, and it would probably work well with a spawn to team member style of gameplay.
                  The problem here is that I've got quite a lot to be getting on with as it is, both IRL and in developing SuperCoop, so it'll be a while before I start working seriously on this issue, although one thing that I am plannning on working on soon will be to change the way mega-health works in teamplay games, turning it in to a "weapon" (from a controls and coding point of view) that is used to heal teammates. It will also be able to "resusitate" dead players who have yet to respawn (I have a feeling thats going to bring with it a hellish amount of debugging). This will come in to it's own when I get Last Man Standing mode implemented and players have limited respawns (typically none, but I plan to use the fraglimit cvar as the number of lives each player gets.) All these things should encourage a degree of cooperation.
                  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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                  • #39
                    Originally posted by Canadian*Sniper View Post
                    I like SuperCoop the way it is. Just needs a few fixes here and there to be complete.
                    My current plan is to release 2.5 as soon as I fix the issues with lost key's and scrolling to empty empty weapons issues.
                    I'm not getting any traction on the shambler crash you mentioned before, so that'll have to wait. Including a server side only build won't be difficult at all so that'll be there too. Chthon will be fixed and possibly even upgraded if I can make him act sensibly once he is.

                    Anything else you can think of?
                    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


                    • #40
                      i understand completely! i just suggested it to improve the 'coop' part. like i said, i'm really enjoying supercoop. i've never played halo, so i didn't realize.

                      when you said using a health as a weapon, were you suggesting a 'healer' group member?! lol

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                      • #41
                        Originally posted by kaeser View Post
                        when you said using a health as a weapon, were you suggesting a 'healer' group member?! lol
                        Exactly that, the mega-health will count as a heavy weapon in teamplay 3/4, or just be another pickup in teamplay 1/2. Players carrying the mega-health will treat 15/25 point health boxes as ammo.
                        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


                        • #42
                          brilliant!

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                          • #43
                            Originally posted by Senban View Post
                            I'm not getting any traction on the shambler crash you mentioned before, so that'll have to wait.
                            Shambler crash? The only thing I can think of what you mean is when you stand where a shambler appears and you telefrag it, getting the message "A shambler was telefragged by a shambler". There was no crash in that.

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                            • #44
                              Oh... I thought you were saying that the level changed while you were telefragging a shambler and Phenom crashed! Well that's that bug fixed.
                              Goofy obituaries I can live with for just now and random crashes while loading I'm almost certain won't be caused by progs.dat info, I think that would almost always be a crash in the engine.
                              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


                              • #45
                                could have been me using a darkplaces server using the quake protocol

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