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NewDM: A new look at Quake Deathmatch

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  • 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).
    Inside3d - Because you can't be Outside 3D!

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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 Post
            One could also use this interesting gyrobot http://quakematt.quakedev.com/index.php to change movement or weapon aspects in a more interesting way...
            I have always wanted to see Gyro physics in a mod running on a server. Much potential.
            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 again!

              For sure, this whole idea has potential, I'm done for art and levels if anyone thinks this is a tight plan.

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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 Post
                      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.
                      The mod simply made the SNG and SSG a lot more powerful. So if you choose to use the RL then there's no problem for that. The solution I noticed from many posts and feedback had nothing to do with ammo limit. I simply made the SSG and SNG powerful. Each weapon has their time to shine is different situations. Examples:
                      * 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 elevator is triggered by a shootable button on the roof behind the pillar (trigger target "t32" to get the same effect)

                        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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                        • you're the best peg

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                          • peg rules
                            e|------------------------0---------------
                            B|---------------0^1----------------1----
                            G|---------------2------2------0^2-------
                            D|---------------2-------2--2-------------
                            A|---------------0------------------------
                            E|----------------------------------------

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                            • Polarite was nice to setup a euroquake server hosting NewDM. flanders.servegame.org now hosts NewDM. Might want to update the servers list

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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)
                                sigpic

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