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Monster Deathmatch update

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Monster Deathmatch update

Postby Orion » Tue Aug 18, 2009 2:46 pm

Hi, last year I released a mod called MonsterMatch, now renamed to Monster Deathmatch, whre you play DM as a monster instead of a human.

You enter and respawn as a random monster. There are 8 monsters to play. (Previous version was only 5, I added 3 new monsters).

The monsters available are: Death Knight, Knight, Ogre, Shambler, Fiend, Spawn, Vore and Mini Chthon.

Screenshots are here: http://img265.imageshack.us/gal.php?g=screen1h.jpg


You'll need a DarkPlaces server to run, because of the bots. If your machine isn't good to run DP engine, use -dedicated 16, and sv_protocolname QUAKE so you can then connect with any NQ client.

http://www.quaketastic.com/upload/files/multiplayer/mods/monster_dm.zip

EDIT: Two bugs fixed. Patch avialable: http://www.quaketastic.com/upload/files/multiplayer/mods/mondm_patch.zip
Last edited by Orion on Tue Aug 18, 2009 3:55 pm, edited 1 time in total.
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Postby scar3crow » Tue Aug 18, 2009 3:39 pm

Very cool, I love releases like this. So are there FBX bots in it or? Is there a reason that DP is required for the server side gameplay?
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Postby Orion » Tue Aug 18, 2009 3:53 pm

No, it's not FBX, if it were FBX it would be winquake-friendly. :wink:
They're OrionBots, all coded by myself. They use some dp-only builtins like spawnclient(), clienttype() and such. But you can connect normally with any nq client if you run a dedicated server.
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Postby scar3crow » Tue Aug 18, 2009 3:56 pm

Ah okay, DP builtins, alright. Cool, I'll check this out when I get home tonight!
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Postby scar3crow » Thu Aug 20, 2009 4:54 am

Orion, this mod has made my day. It is thoroughly enjoyable, zany, imaginative, and oldschool. I love it.

Few issues, Mini-Chthon does not seem to have an attack selected on spawn, I have to hammer 1 and 2 a few times before +attack does something. Also, it would be really nice if there was a +meleeattack or similar, to have bound to mouse2 for example, to perform a non resource draining attack, just to make combat more fluid. The bots are really susceptible to the Vore, as you can spam around a corner into a busy area, and rack up the frags. Lastly, the melee attacks are very difficult for me to use, due to the lack of a v_model for them, but that is an expected difficulty.

Great work nonetheless, and I am glad this was released, it was just the thing my Quake spirit needed!
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Postby Orion » Thu Aug 20, 2009 9:35 pm

@scar3crow All the monsters start with their melee attack selected (if any). It's the lack of a v_model that make you think the mini Chthon is not attacking. He also has a melee. :wink:

And I just put v_models for all the monsters (except Vore and Spawn, because they don't have melee at all).


Get them here (just replace the old pak1.pak with the new one contained in the zip):

http://www.quaketastic.com/upload/files/multiplayer/mods/monsterdm_vmodels.zip
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Postby Trickle » Fri Aug 21, 2009 4:43 am

hey, nice work Orion. I like this!
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Postby Trickle » Fri Aug 21, 2009 5:08 pm

anyway this can work with an engine like Qrack?
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Postby Orion » Fri Aug 21, 2009 5:14 pm

If you run a DP dedicated server, yes. :)
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Postby MeTcHsteekle » Fri Aug 21, 2009 6:54 pm

hmm does it need darkplaces only for the bots?

like, if you dont use the bots it will run on any client?
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Postby Orion » Fri Aug 21, 2009 7:14 pm

Only if I take out the bots from the code.
Because the bot's AI is handled by StartFrame(). And on StartFrame() it does a clienttype() check to don't give AI to a human player, of course. :wink:

clienttype(), spawnclient(), clientcolors, dropclient() and tracebox() are all dp builtins.
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Postby Electro » Sat Aug 22, 2009 3:51 pm

Or you could add checkextensions() stuff to the code so people just can't add bots if their client doesn't support all the extensions.
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Postby ceriux » Sat Aug 22, 2009 6:43 pm

Im not bitching, but i think the gameplay was a little confusing, i didnt like how i was always spawning as a different monster each time, it should be set by score, or even better chosen by the player. was also thinking bigger monsters should move slower. also i tried playing on teams and that didnt work too well from what i could tell. Also a custom map designed twards the gameplay of the monsters would be cool :D
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Postby MeTcHsteekle » Sat Aug 22, 2009 11:32 pm

the random monster is part of the unpredictable fun you experienced, if everyone could choose the would all end up as the same monster :O
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Postby ceriux » Sat Aug 22, 2009 11:45 pm

i dont think so, does everyone play the same class in tf?
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