No offense to Qrack, but if I was to do a standalone project personally, I would definitely go with DP, as it is very very well suited for standalone (look at Nexuiz and Transfusion for example, DP is an engine, not a Quake client for them, and works well for what they need).
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NewDM: A new look at Quake Deathmatch
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This is quite a tangent from the thread. :d :d
Hey Sniper, instead of running a Quake server that any normal Quake client can connect to, would you instead like to make a total standalone DarkPlaces conversion like AlienTrap :d
Eli -- just fyi, if you are interested in making Quake 3 deathmatch maps for a standalone and free total conversion you might consider the Open Arena or Nexuiz projects, which are both totally free and use Quake3 maps.Last edited by Baker; 06-20-2007, 11:28 AM.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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Exactly!
Yeah, a classic quake DM wouldn't need that much content anyway sense there's only a few weapons and models. IDK if the various remade quake models count but you could just use those or have someone make a bunch of new ones in a similar style.
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Also:
One could also use this interesting gyrobot http://quakematt.quakedev.com/index.php to change movement or weapon aspects in a more interesting way...
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Originally posted by Eli View PostOne could also use this interesting gyrobot http://quakematt.quakedev.com/index.php to change movement or weapon aspects in a more interesting way...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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@Baker, whitehot is opened to the public for all netquake clients due to me wanting everyone's feedback on the constantly changing mod. I want this to reach near perfection.
When I'm done and release newer and better versions of WhiteHot, I'm going to make it DP7 protocol again. It would be great if proquake and qrack could sometime support that protocol.
BTW, how's the ammo/weapon physics for you guys? I haven't received any feedback on the changed SSG, SNG, and LG. Anything else (other than voting and custom maps) I should be aware of? Cmon people don't stop posting feedback!
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OK I know a dead thread when I see one. I'm going to make one more release soon though. It will include:
* A HASTE power up. Will probably replace the NG spawn points with this. Makes you run faster with a smoke trail behind your footsteps. Lasts 30 seconds, respawns in 60 seconds.
* a fix in e2m6. Peg, could you also tell me the info of the exit elevator and the target that triggers the elevator to go down? I'm thinking of making that original barrier open up when the target is hit or the elevator is all the way down.
* The RL at END bug. I'm 99% sure it has to do with id's original code where they switch up self and other through weapon pickup.
* The shmack style of picking up weapons.
* A vote-nextmap option. Sorry Baker but I've received enough complaints about vote-map (or WARP) that I see it as a bad idea.
* Add optional announcer sounds
* Frikabots come to play automatically if there's 2-3 players in the map. That or a voteable option to spawn a bot
If there is no more feedback to be given in this thread then my work here is done. Thanks to everyone who participated in polishing up Quake Deathmatch
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The new hyper-fast SNG isn't that dominant. It balances in well.
the vote-nextmap would work well, it would prevent people from always going to their favorite maps, and let the less used maps go to play. Lately in most of these levels, I've been relying on RL a bit too much (probably more than the mod intends). Maybe lessen the ammo on RL drops a little, or the ammo recieved in RL packs.
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Originally posted by Monster View PostThe new hyper-fast SNG isn't that dominant. It balances in well.
the vote-nextmap would work well, it would prevent people from always going to their favorite maps, and let the less used maps go to play. Lately in most of these levels, I've been relying on RL a bit too much (probably more than the mod intends). Maybe lessen the ammo on RL drops a little, or the ammo recieved in RL packs.
* SSG at close range
* SNG at long range or hallways
* GL at corners
* RL at mid range or at walls near opponent
* LG with good aim
The RL does less damage than the SNG and SSG can potentially do but remember that it only takes 1 rocket to do significant damage while you have to land a number of nails or pellets to do the same damage. I think it's well balanced. If you object then let me know why. I'm not changing the RL damage and I already know that decreasing the rocket count would be a BAD idea.
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Peg, could you also tell me the info of the exit elevator and the target that triggers the elevator to go down? I'm thinking of making that original barrier open up when the target is hit or the elevator is all the way down.
the barrier that closes off the elevator area at the top is triggered by "t31"
the barrier around the exit teleport is opened up by triggering "t87"
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peg rulese|------------------------0---------------
B|---------------0^1----------------1----
G|---------------2------2------0^2-------
D|---------------2-------2--2-------------
A|---------------0------------------------
E|----------------------------------------
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Sniper ,
Some suggestions for the mod newdm ,
Observer mode (eyecam)
The up and down motion when u shoot a gun needs to be fixed.
Ip masking the last 3 digits.My servers for the gamers:
bigfoot.servequake.com / damage.servequake.com
port 26000 EuroQuake
port 26001 EuroQuake Coop
newyork.quakeone.com
Offline ATM
fvf.servequake.com
flanders.servegame.org / flanders.servequake.com
Offline ATM
newdm.servequake.com
port 26010
http://bigfoot.servequake.com (EuroQuake)
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