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[release] Hellsmash Beta 3

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[release] Hellsmash Beta 3

Postby Dr. Shadowborg » Fri Feb 12, 2010 3:20 am

NOTE TO PSP USERS: A PSP COMPATIBLE VERSION IS PENDING RELEASE SOON. PLEASE WAIT UNTIL THIS VERSION IS AVAILIBLE IF YOU WISH TO PLAY THIS ON PSP.

Thank you.

Now, straight to the links for those who use PC's:

http://tlb.quakedev.com/files/qsrbeta3.zip

Patch
http://tlb.quakedev.com/files/qsrbeta3a.zip

Current Version QuakeC Source:
http://tlb.quakedev.com/files/qsrbeta3a_src.zip

Just extract the patch over wherever you extracted the original qsrbeta3.zip.

This patch should fix:
alias issues on some OS / Engines.
gfx.wad ctf leftover / force belt icon
help0.lmp +reload when it should be reload issue
Improved readme_p1.txt file

Go get 'er! :)

Recommended engines:
* WinQuake
* FitzQuake 0.80 (this is the version I took screenshots with)
* Bengt Jardrup's Win/GLQuake
* GoldQuake (...but that's not quite ready yet. :wink: )
* DirectQ (Latest Version) xaGe said it looked a played good.

Will work under any engine, excepting QuakeWorld engines that do not support standard NQ progs.dats

I recommend any engine WITHOUT model interpolation, or any engine in which you can easily turn it off.

Contents:

*Seven weapons, three items, some monsters. (most have been seen already though.)

*1 start map, 1 fully functional SP / DM map.

Note that there's no waypoints for hse1m1.bsp in deathmatch mode yet. There's probably some other things I've missed in there, but I'm tired of sitting on this thing.

Have fun!

func_msgboard news post:
http://www.celephais.net/board/view_thread.php?id=60408

Screenshots for those who won't try this without screenshots:

http://tlb.quakedev.com/hsmash/shots/hse1m1/fitz0000.jpg
http://tlb.quakedev.com/hsmash/shots/hse1m1/fitz0001.jpg
http://tlb.quakedev.com/hsmash/shots/hse1m1/fitz0002.jpg
http://tlb.quakedev.com/hsmash/shots/hse1m1/fitz0003.jpg
http://tlb.quakedev.com/hsmash/shots/hse1m1/fitz0004.jpg
http://tlb.quakedev.com/hsmash/shots/hse1m1/fitz0005.jpg
http://tlb.quakedev.com/hsmash/shots/hse1m1/fitz0006.jpg
http://tlb.quakedev.com/hsmash/shots/hse1m1/fitz0007.jpg
http://tlb.quakedev.com/hsmash/shots/hse1m1/fitz0008.jpg
http://tlb.quakedev.com/hsmash/shots/hse1m1/fitz0010.jpg
http://tlb.quakedev.com/hsmash/shots/hse1m1/fitz0011.jpg
http://tlb.quakedev.com/hsmash/shots/hse1m1/fitz0012.jpg
Last edited by Dr. Shadowborg on Mon May 31, 2010 9:09 pm, edited 13 times in total.
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Postby Sajt » Fri Feb 12, 2010 6:19 am

Smashing! Hellsmash is the only reason I get up in the morning!

A most impressive work. The map was excellent in an old-school way. I liked the non-linearity a lot, the fact that forking paths all go a long way so that you really have to choose one and stick with it for a while. It beats a lot of maps the "real" mappers are making, even if they have "better brushwork"... (no, you "real real" mappers are still good though!)

My favourite moment was a certain hallway which later on opens up a bunch of froggies, and the lights go dim... the dynamic lights from the projectiles I was firing from the machine gun were quite impressive (I played in a certain software engine, of course. I really need to add punchangle interpolation to GoldQuake).

The balance was maybe a little off, in favour of monsters with machineguns. They can rip you to shreds in a second, which is a GOOD thing (I played on hard). They're like the cultists from Blood - actually dangerous! It's too bad that the other monsters weren't much of a danger. The ceiling turrets were perfect but could have used a bit more health. The chthon wizard's sounds were a little... well... maybe they could be pitch shifted down a little.


A small mistake noted: in the help menu, you say "+reload" when it should be "reload".
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Postby Dr. Shadowborg » Fri Feb 12, 2010 8:28 pm

Sajt wrote:Smashing! Hellsmash is the only reason I get up in the morning!

A most impressive work. The map was excellent in an old-school way. I liked the non-linearity a lot, the fact that forking paths all go a long way so that you really have to choose one and stick with it for a while. It beats a lot of maps the "real" mappers are making, even if they have "better brushwork"... (no, you "real real" mappers are still good though!)

A small mistake noted: in the help menu, you say "+reload" when it should be "reload".


Glad you like it!

+reload = d'oh. I'll remember to fix that later. :oops:

BTW, in DM and SP play I forgot to mention that you can set your player class / skin by using the aliases:

ranger - regular quakeguy / Phil Hartman (default)
drsborg - Dr. Shadowborg
frikac - FrikaC
sajt - sajt
c0burn - c0burn
wazat - wazat
tomaz - tomaz

edit: submitted this as news to func_ we'll see if it actually makes it up there, and if so, whether it manages to stay afloat, or gets trashed into oblivion. :wink:

edit2: I now belatedly realize that while I added the links to the screenshots, and a link to this topic to that news submission, I may have forgotten to add a direct link for download. Damn. :oops:

edit3: It's now up at func_. Thread here:
http://www.celephais.net/board/view_thread.php?id=60408
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Postby Baker » Fri Feb 12, 2010 11:51 pm

Looks great. Can't wait to try it.

By the way, I think it is always a good idea to indicate what kind of engine is required to run a mod nowadays. Even if it is stock Quake as I imagine, people don't automatically assume that.
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Postby Dr. Shadowborg » Sat Feb 13, 2010 12:09 am

Baker wrote:Looks great. Can't wait to try it.

By the way, I think it is always a good idea to indicate what kind of engine is required to run a mod nowadays. Even if it is stock Quake as I imagine, people don't automatically assume that.


Good point, I've updated the original post to reflect that. Future readmes will also include that.
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Postby Sajt » Sat Feb 13, 2010 5:13 am

I noticed that more than the default WinQuake heapsize was needed (I used 32768) and I on one occasion (in coop) managed to run out of edicts (fatal error!) while gibbin' an enforcer. Naturally I should up those limits in GoldQuake...
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Postby c0burn » Sat Feb 13, 2010 8:42 am

Yaaaay. :)
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Postby Teiman » Sat Feb 13, 2010 11:09 am

downloading... :-)
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Postby c0burn » Sat Feb 13, 2010 11:46 am

Did you make all the v_models? They're fantastic.
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Postby Dr. Shadowborg » Sat Feb 13, 2010 4:33 pm

c0burn wrote:Did you make all the v_models? They're fantastic.


I did all the animations, and most of the models are modifications I did (exception being Ceriux, who did the main gunmodel part of the blaster model specifically for this mod) of existing models with some mix 'n match. (for example, the Boomstick and Stakegun were both created from the original id g_shot.mdl with some additional surplus parts from said g_shot.mdl)

Here's a full list of the original models these were derived from for anybody who wants to know what I used:

All animations and partial skin modifications - Dr. Shadowborg

Hand models - Stannum (gloom replacement model I believe)

Blaster - Ceruix (gunmodel)

Machine Gun - Xoltan (made from fiend hunter assault rifle model)

Boomstick - iD Software (made from g_shot.mdl, and additional
surplus parts of g_shot.mdl)

Particle Cannon - Steady (this was actually from the vwep he made for avirox's TF mod I believe, I got permission to make a v_model out of it directly from Steady and avirox)

Stakegun - iD Software / Dr. Shadowborg (This was actually a modification of the boomstick model)

Dynamite / Detonator - Ikka Keranen (airquake dynamite)

SmartGrenades - Dox (the grenademodel from his TF model pack, used to make both the v_model, the grenade, and the grenade canister that drops away when it launches the missile)

Think that's it for the v_models.
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Postby xaGe » Sat Feb 13, 2010 4:49 pm

..This is fantastic! I love it. For me it just fits with the Quake feel & instant classic for me. I finally got the time to play it last night for an hour & it looked & played excellent in DirectQ. I really enjoyed your mapping as well. Thanks! :D
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Postby goldenboy » Sat Feb 13, 2010 5:43 pm

Hey!! Congrats Doc! I'll check this when I'm home, glad there is a release!
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Postby ceriux » Sat Feb 13, 2010 11:31 pm

i press f1 like your readme says and all i get is information about a ring. what are the binds?
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Postby Dr. Shadowborg » Sat Feb 13, 2010 11:33 pm

ceriux wrote:i press f1 like your readme says and all i get is information about a ring. what are the binds?


Try left / right on your keyboard? :wink:

To make it easy though:

reload - reload your current weapon if applicable
+auxfire - Secondary fire. Every Weapon has one.
(use +button3 in engines that support it instead)

useitem - use your current item. For the belt, it chucks it out for overload on the first press. For the Ring, first one turns it on for your firearm type weapons, the second summons the dreaded item_deathball.

dropitem - drops your current item without using it. (future versions will chuck the unused item out for later usage!)

useaida - brings up your help / info computer. Press the key you bind this to again to make it go away. Note that AIDA stores logfiles which may contain essential clues to completing your mission!
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Postby ceriux » Sat Feb 13, 2010 11:46 pm

how do i bind the use key? iv tried bind e use and bind e +button3 neither work.
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