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MonsterMatch

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Postby Orion » Sat Mar 08, 2008 11:43 pm

No, no.

Not to be like TF, but just add support for TF maps. :wink:
I think the only TF-style stuff could be spec mode to choose a class, and some new abilities to the monsters.

But the monsters profiles are yet:

Hell Knight = 250 health, sword, hellfire, 30 initial mana.
Knight = 120 health, sword, throwing sword, seeker sword, 40 initial mana.
Ogre = 200 health, chainsaw, GL, RL, 10 initial rockets.
Shambler = 600 health, claws, smash, shaft, 35 initial mana.
Fiend = 300 health, claws, double claws, jump, 30 initial mana.
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Postby frag.machine » Sat Mar 08, 2008 11:45 pm

Ohh, too bad. A Monster Fortress mod would be fun to play. :(
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Orion » Sat Mar 08, 2008 11:52 pm

At least I can make the flags to work. :)

Currently all the classes have the same running speed, I can do different speeds for each one when I add the flags support.
Last edited by Orion on Sat Mar 08, 2008 11:53 pm, edited 1 time in total.
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Postby Canadian*Sniper » Sat Mar 08, 2008 11:52 pm

Hey Orion does this mod require to be played in the DP7 protocol? If not then I'll host it in the QUAKE protocol so any netquake client can join. You'd still be able to see it on the DP server browser.

Also, got an autoexec.cfg I can use for the server side? default settings?
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Postby Orion » Sat Mar 08, 2008 11:56 pm

No. You can use QUAKE, because as the bot code is server-side, the non-dp players won't have any problem at all.

Well, I didn't put an autoexec.cfg in the zip, but you can use any settings, I just added deathmatch 3, where ammo respawns twice as fast as normally.


EDIT: My darkplaces client only finds DP7 servers. :(
Better pm me the ip. But you can still use QUAKE protocol.
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Postby Canadian*Sniper » Sun Mar 09, 2008 12:15 am

You don't see WhiteHot in the server list? WhiteHot is a DP server hosting with sv_protocolname "QUAKE". Guess I'll PM you ;P
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Postby RenegadeC » Sun Mar 09, 2008 12:41 am

Cool add CTF in both TF maps and Quake maps. I recall CTFing in regular Quake maps was pretty fun as each base was different.
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Postby Canadian*Sniper » Sun Mar 09, 2008 2:39 am

PMs sent. Didn't get a PM? reply here asap to get one :)
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Postby RenegadeC » Sun Mar 09, 2008 4:06 am

That was a fun multiplayer game, my suggestions:

Fiend = Good, effective and melee only and FAST. I love jumping from the bottom of DM6 up to the top.

Shambler = Sucks, give him an area attack with his lightning or add some homing on a player near the cross hair because it's way too hard to hit an enemy consistently with it, also his melee is powerful but easily dodged.

Knight = Cheap, his homing swords can only be outrun by a fiend but otherwise are impossible to avoid as they turn corners at 90 degrees angles. I can sit in a corner and keep shooting homing swords and kill people with little effort involved.

Ogre = Good but otherwise a little cheap, his rockets do too much damage. Maybe make his grenades a bit more powerful than rockets.

Hell Knight = Good in tight areas only, otherwise he sucks almost as bad as the shambler. His projectile is too varied and weak and slow, it's only good in a tight space where it's inescapable but still does little damage

Fun still, that was a blast.
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Postby RenegadeC » Sun Mar 09, 2008 4:28 am

Also where's the Dog, Grunt, Enforcer, Vore, etc? :P

Also one bug I encountered, I had zero mana as a fiend and couldn't switch to claws/alternate claws, as well as my jump attack. Canadian Sniper had to put me out of my misery, and the quake guy lava/slime sounds are still there.
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Postby r00k » Sun Mar 09, 2008 6:02 am

Ah crap! I always wanted to make an RA style quake mod like "Mail Order Monsters" using the quake monsters never got around to it :P
I'll have to check this out as it looks quite nice!
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Postby leileilol » Sun Mar 09, 2008 6:34 am

frag.machine wrote:Ohh, too bad. A Monster Fortress mod would be fun to play. :(

wazat did one once
i should not be here
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Postby Canadian*Sniper » Sun Mar 09, 2008 3:49 pm

Had fun. Here are my thoughts for improving the mod:

1) Are you trying to make a melee or ranged combat mod? Because when you add delayed melee attacks in a mod where there's also rockets then the melee characters are just going to get owned. Either make the melee attacks more useful or make the ranged attacks less frequent.

2) It's almost impossible to change your direction while in the air. This had nothing to do with the engine I tested it with vanilla.

3) The teleport exits need to stop the monster from losing all his forward momentum. This is also not an engine problem.

Keep up the great work!
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Postby RenegadeC » Sun Mar 09, 2008 4:13 pm

Canadian*Sniper wrote:Had fun. Here are my thoughts for improving the mod:

1) Are you trying to make a melee or ranged combat mod? Because when you add delayed melee attacks in a mod where there's also rockets then the melee characters are just going to get owned. Either make the melee attacks more useful or make the ranged attacks less frequent.

2) It's almost impossible to change your direction while in the air. This had nothing to do with the engine I tested it with vanilla.

3) The teleport exits need to stop the monster from losing all his forward momentum. This is also not an engine problem.

Keep up the great work!


2 probably has to do with the fact it's a NQ mod and not QuakeWorld. QuakeWorld physics suck :)
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Postby Orion » Sun Mar 09, 2008 5:13 pm

Guys, I think I'll take out the bots, because there's a file called playermovement.qc, and I thought it only affected the bot physics, but is affecting the player physics too! :(

So, I think I'll do the following:

1) Take out the bots for original player physics in online play, and without them, you can host a server with any engine. :)

2) Let the homing swords of the Knight a bit faster, but IMPRECISE. The sword will no longer do a 90-degree turn around a corner nor point right in your face. Also, the direct sword (the faster, but flies at a straight line) will no longer explode too (seeker sword will still explode), you should aim right in an enemy's face to do damage. It'll be slightly faster too.

3) Increase both Knight and Death Knight's melee damage by 2x, and the Death Knight's hellfire will explode (but not too strongly) when hitting something, with same spread amount.

4) Reduce the Shambler's lightning height for better aiming.

5) Take out RL from the Ogre. I'll replace it by a mortar cannon or so, and I'll double his chainsaw damage too.

6) Increase all monster's melee range.

I think that's it! :wink:


EDIT: I'll make the Knight's seeker swords to explode 10 seconds after following a target without hitting anything.
And about the Fiend's bug, is that it's not triggering the touch anymore. :( And, I set attack_finished to 99999999 until it touches something, making it not change attacks nor trigger impulses. :?
How can I fix that? It SHOULD do damage when jumping, I can't take that out!

EDIT 2: Sadly, the Fiend will no longer do damage to foes when jumping. He can't trigger any touch.

I succesfully added support for TF maps, flags are working great!
It supports regular Quake maps too, but you'll need to make a new .ent file for it, and read some comments of item_tfgoal at flag.qc.

NOTE: Some TF maps the cap point or team respawns might not work. Just preskool were bugged.

I uploaded the CTF version, with fixed Fiend and improved stuff, as you all suggested.

Impulse 100 changes to blue team.
Impulse 101 changes to red team.

You also enter as a random team.
Unfortunately there's no way to keep team and/or class when changing a level.

Soon I'll release FFA version.

The file has 2 TF maps we can play and test... so everybody can get them.

http://shub-hub.com/files/mods_multiplayer/monster_ctf.zip


EDIT 3: I forget to upload some sounds... but it's ok. It's till beta, lol.


EDIT 4: Just figured out why the players can't handle in mid-air nor get out of water. The players are affected by playermovement.qc plhysics, but now only bots will be affected! :D
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