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[beta release] Return to Nameless City

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[beta release] Return to Nameless City

Postby Scrama » Sat Feb 13, 2010 7:20 am

Good news, everyone!

My mod (many years in lazy development, ha-ha) became a public beta, so you can try it and kill me with rotten tomatoes.

What is it?

Main features:
* Tweaked physics
* Balanced weapons
* Tweaked monsters
* Customizeable gameplay
* Frikbots

Where can I get it?

Contents:
* New bsp-models (progs required it)
* One test map + demo (rtnc.dem)
* Two stolen models
* Lot of stolen sounds
* FGD, so you can... you know

You can play singleplayer/coop/deathmatch.

All suggestions are welcome!
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Postby r00k » Sat Feb 13, 2010 7:24 am

im too drunk to reply, but I like your icon :D Image
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Postby Team Xlink » Sat Feb 13, 2010 7:27 am

r00k wrote:im to drunk too reply, but I like your icon :D Image


That was funny.

As for the mod, it is nice and fun.
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Postby Scrama » Sat Feb 13, 2010 7:38 am

> but I like your icon
Winged Doom aka Omsk Crow =)
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Postby Teiman » Sat Feb 13, 2010 11:10 am

Meee meee... (/me downloading)
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Postby ceriux » Sat Feb 13, 2010 8:44 pm

r00k wrote:im too drunk to reply, but I like your icon :D Image


I was drunk last night/this morning too =D
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Postby Chip » Sun Feb 14, 2010 11:58 am

ceriux wrote:
r00k wrote:im too drunk to reply, but I like your icon :D Image


I was drunk last night/this morning too =D


I just returned from the club from my maid's of honour anniversary. But I'm not drunk. It was just whiskey.
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Postby Scrama » Sun Feb 21, 2010 6:28 am

"I think the biggest Russian stereotype out there is Russians being complete alcoholics. If you look at Russian men they are always drunk."

Well... I'm shoked with comments, guys.
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Postby qbism » Tue Feb 23, 2010 2:34 am

Monday, back to work... first impressions playing bots:
- Starting with nails good, especially for bots, really picks up the pace.
- Rapid prox good. Needs a little more HP.
- Double jump wall climbing awesome!
- Fixme- spawn points don't cycle? Bots spawn on top of each other.
- Swimming is nice.
- Suggest add Impulse 100, the typical addbot.

I'll let someone else say "qc source??"
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Postby Scrama » Tue Feb 23, 2010 4:29 am

qbism, thanx!
> - Fixme- spawn points don't cycle? Bots spawn on top of each other.
spawn system in testing mode, now I picking up a farest point from other players, out of direct sight (is it right in english? hmmm). there is a bug in beta - wrong distance selection.
> - Double jump wall climbing awesome!
try a nail-climb, like q3 plasma-climb it is good too )
> Suggest add Impulse 100, the typical addbot.
Ok
> I'll let someone else say "qc source??"
with release
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Postby Sajt » Wed Feb 24, 2010 8:20 am

I didn't play with bots or anything, but I realized that after you come out of a teleporter, for some reason your next jump is really big.
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby goldenboy » Sat Feb 27, 2010 4:34 pm

Scrama, I'd be interested in how you did the autosaving in singleplayer. I think this is a really neat feature; I didn't know you could do this from QC.
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Postby Dr. Shadowborg » Sat Feb 27, 2010 4:56 pm

goldenboy wrote:Scrama, I'd be interested in how you did the autosaving in singleplayer. I think this is a really neat feature; I didn't know you could do this from QC.


Fairly simple using a stuffcmd / localcmd I would imagine. (see default.cfg for how quake does the quicksave)
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Postby goldenboy » Sat Feb 27, 2010 9:09 pm

*facepalm* Yeah. Er, thanks.
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Postby Dr. Shadowborg » Sat Feb 27, 2010 10:13 pm

goldenboy wrote:*facepalm* Yeah. Er, thanks.


What?

Closer inspection reveals that it only autosaves when you pick up a key. Therefore in mix 'n matched quakec / english:

Assumption: you add checks against this for multiplayer (coop and deathmatch, you don't want it saving during these modes)

On key pickup: Set global game_autosaved = TRUE; then stuffcmd(self, "save auto\n"); and or localcmd("save auto\n");

Upon death, and this is the tricky / brilliant part: inside respawn() in client.qc do a check to see if(game_autosaved == TRUE) and if so, localcmd("load auto\n"). If game_autosave is false, then just localcmd("restart\n").

Since game_autosaved is a global and doesn't stay constant between level changes (no parmXX assigned), you don't have to worry about reloading from the prior level.

It really is quite elegant, and you could even add a trigger_checkpoint entity for custom maps you make that would automatically use this same method.

Good one here, Scrama! :D
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