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InsideQC Forums • View topic - Ace12GA Quake 1; Alpha/Beta release

Ace12GA Quake 1; Alpha/Beta release

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Ace12GA Quake 1; Alpha/Beta release

Postby Ace12GA » Wed Apr 25, 2012 3:25 pm

I have not been active in modding in some time, years really. After seeing some of the indie games being built on Quake engine tech, it brought me back, and I ended up here. I have put a bunch of time resurrecting an old mod of mine, and here it is, in a state I feel is beta quality. Its not a serious ground breaking mod, it doesn't really do anything new, but it is fun I think. And more importantly, I have had a really good time rebuilding this old mod, and putting some more modern game assets into it.



This is a weapons and game play mod. It replaces all of the original weapons with my own. The usual stuff, pistols, sub machine guns, etc... The game play changes are in how monsters are balanced against the new weapons. More importantly, certain monsters will spawn in random locations in random numbers. This makes many of the original single player levels fresh again, as each time the monsters spawn in different locations and numbers. This is only applied to Soldiers, Enforcers, and Dogs currently. When I extended it to Ogres, etc.. it broke some single player maps that have scripted trigger events related to the monsters. The "Base" maps show this best.



It is a mod, not a stand alone, so you need original Q1 data files. It is built with several Darkplaces features, specifically around the models, so it requires Darkplaces engine to run.

http://evan.action-web.ca/misc/darkplac ... 120425.zip

It extracts to a folder, "action", that should be placed in your Quake directory, and launched like any other mod. This was originally an Action Quake 1 project in the late 90's that never got finished. I just kept the directory. Try to ignore that fact. ;)



The new models are all mine. Some of the model textures are mine, others (the good ones) are made by a gentleman I have worked with for years. I have included Romi's rtlights file in the zip. I have included a highres conchars from a 3rd party, that I want to credit, but can't find the authors name. I have included several open source sound files. I also included the source code in the spirit of contributing; I don't expect to spin off a commercial game here, so I would rather people can see how I have done things, regardless of how poorly, if they want to know how.



Constructive feedback welcome.
Last edited by Ace12GA on Fri Apr 27, 2012 1:26 am, edited 1 time in total.
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Re: My Quake Mod, beta release.

Postby Baker » Thu Apr 26, 2012 9:53 pm

Most people aren't going to try a mod where the maker doesn't post so much as a screenshot.

People expect screenshots. If you can't meet this unwritten expectation, most will assume whatever you have made also doesn't meet expectations.

Plus a project is expected to have a name. See above.

I'm just saying ...
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: Ace12GA Quake 1; Alpha/Beta release

Postby Ace12GA » Fri Apr 27, 2012 1:30 am

Bleh a name... I suppose nondescript quake project is no good? I should have known better about the screen shots however. Thanks. Not that they show much, its more a game play thing than eye candy. I suppose the guns look cool.
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Re: Ace12GA Quake 1; Alpha/Beta release

Postby revelator » Fri Apr 27, 2012 5:29 pm

Nice guns :) are those mdl or md3 ?
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Re: Ace12GA Quake 1; Alpha/Beta release

Postby goldenboy » Fri Apr 27, 2012 7:37 pm

I played until the end of e1m4 with this.

Promising mod, here's some feedback.

Some reload sounds aren't played
Assault rifle sound seemed weak (also what's with the low rate of fire? Perhaps introduce a single shot or 3-shot burst mode?)

I'd expect to be able to use iron sights - is this possible? How about red dot sights / scopes?
I'd also expect the ability to crouch, and enemies using cover (could be done via waypoints/ent files) - maybe also lean around corners

Some weapons look visually too similar to each other, making identification of what you're holding difficult (especially numbers 5 and 6)

Perspective / placement of some guns seemed weird (machine pistol), as if down wasn't down

I personally wouldn't angle them so extremely, as it contributes to the skewed appearance issue

I'd expect them to jam/misfire underwater (since you're already going for realism)

I'd like to be able to get headshots, I'm simply used to this in games that use modern weapons

Monster's weapons should do the same damage as the player's (generally too easy)

Otherwise I found this pretty fun to play. Needless to say, the mostly black colour and general appearance of the weapons doesn't mix too well with Quake's eldritch maps and monsters.

Flashlight?

Also, what exactly makes this require Darkplaces - I usually like to use other engines :|
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Re: Ace12GA Quake 1; Alpha/Beta release

Postby Ace12GA » Sun Apr 29, 2012 1:56 am

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Re: Ace12GA Quake 1; Alpha/Beta release

Postby Ace12GA » Sun Apr 29, 2012 1:59 am

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Re: Ace12GA Quake 1; Alpha/Beta release

Postby goldenboy » Sun Apr 29, 2012 11:39 pm

I am actually in my mid 30s with declining reflexes :wink:
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Re: Ace12GA Quake 1; Alpha/Beta release

Postby xaGe » Mon Apr 30, 2012 7:58 am

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Re: Ace12GA Quake 1; Alpha/Beta release

Postby Ace12GA » Mon Apr 30, 2012 9:56 am

Hehe, well that's good to know.
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Re: Ace12GA Quake 1; Alpha/Beta release

Postby ratbert » Mon Apr 30, 2012 5:32 pm

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Re: Ace12GA Quake 1; Alpha/Beta release

Postby frag.machine » Mon Apr 30, 2012 8:00 pm

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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Re: Ace12GA Quake 1; Alpha/Beta release

Postby ratbert » Mon Apr 30, 2012 8:22 pm

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Re: Ace12GA Quake 1; Alpha/Beta release

Postby xaGe » Tue May 01, 2012 5:46 am

..Your never to old to reach out and FRAG someone! :lol: I don't have the time now as my younger self did for all things Quake, but I still enjoy it when I can and will continue to do so for a long time to come!


I like the mod as it is for an alpha. I always enjoy seeing new weapons, models, and darkplaces mods.
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