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  • gnounc
    started a topic quakeLands

    quakeLands

    as mentioned in rooks thread http://quakeone.com/forums/quake-mod...erquake-3.html

    I've been working a bit on a borderlands style mod.
    If it lives up to the name, I plan on calling it quakelands.
    But for now its simply hubQuake.

    You can keep track of my progress here,
    Gnounc's Project Graveyard

    or download it here.
    https://gitorious.org/hubquake

    It's a single file addon that requires FTE.

    maps/.ents are provided and necessary as well, for the exit spawning.
    place the maps folder in your id1 folder.

    Conversion to a standard mod is straightforward, but tedious, as you have to
    track down the functions and paste in the new innards.


    To play, throw the src file in id1 and use
    fteglqw.exe +addon0 hubQuake.dat

    fte will compile it for you and shove it in the fte folder.

    Enjoy.
    Last edited by gnounc; 11-22-2012, 10:41 AM.

  • gnounc
    replied
    should work yes.

    Leave a comment:


  • ceriux
    replied
    can i download the update from the previous link?

    Leave a comment:


  • gnounc
    replied
    https://gnounc.wordpress.com/2012/12/06/vengeance/

    quakeLands now boasts a basic csqc hud and vengeance kills.
    The axe has been removed. In favor of...nothing for the time being.

    Rifle butting is planned, but I failed at implementation, so I'll have to give it another go later.

    Player leveling has been slowed down, and weapon pickups have been fixed
    however enemies refuse to drop shotgun shells, and I cant seem to coerce them.
    So for the time being the regular shotgun simply does not expend shells when it shoots... So long as you have 1 you should be fine.

    .dat's, .ents and gfx are all distributed through git now, so it should be just a matter of downloading the mod, and using fte to run it like any other mod.
    I seem to have borked it for Darkplaces. Ill find out how to work around that soon.

    Leave a comment:


  • ceriux
    replied
    actually darkplaces was more stable, fte crashed as soon as i leveled. but dogs were also stuck in walls maybe that had to do with it. however in darkplaces i think i made it to level 25 or 26.

    Leave a comment:


  • gnounc
    replied
    I havent had a crash..but there is a problem with uncached models.
    Of course I'm precaching them, so I'll have to see what the issue is.

    Only spawning dogs is a known issue, the monster randomizer assumes a level cap of 10 at the moment, so for every level you go beyond level 11, you have a much higher chance of spawning dogs.

    Weapons dont drop, I might let them soon though.
    Currently the map weapons spawn transparent if you are too low a level to use them when you begin the map, and are collectable if you are a high enough level at map start...I need to sort some of that out.

    I've got a handful of outstanding bugs at the moment to be honest.

    I'm glad you finally got it working, and even more happy that you enjoyed the experience. I'm also pleased to hear its working just fine (except for the crash..I'll work on that) in darkplaces

    Leave a comment:


  • ceriux
    replied
    hey so it compiled but i did get this warning just as a heads up

    in function randomizeMonster (line 6),
    randomize.qc:136: warning: randomizeMonster: contains unreachable code
    Warning: progs CRC not recognised from quake nor clones

    got my first crash something about a b model not being cached. im going to try and run in dp and see how it goes.

    omg my experience in dp was much better but still ended with a crash. quake is so much more fun! i found myself running out of ammo and fighting hellknights with my ax. ill get some screenshot of things to expect!

    http://img202.imageshack.us/img202/4...ands000000.jpg

    http://img59.imageshack.us/img59/397...ands000002.jpg

    http://img843.imageshack.us/img843/2...ands000005.jpg

    http://img132.imageshack.us/img132/5...ands000007.jpg

    http://img855.imageshack.us/img855/2...ands000009.jpg

    http://img163.imageshack.us/img163/3...ands000019.jpg - dog gibs (after a while nothing spawned but dogs)

    also i never seemed to get any weapons just ammo and armor. i also found myself walking around only using my axe =D
    Last edited by ceriux; 12-03-2012, 01:39 PM.

    Leave a comment:


  • gnounc
    replied
    : ( old fteqcc is old.
    http://dl.dropbox.com/u/1776436/fteqcc.exe
    try that one.
    It's pretty clear I'm going to need to simplify distribution.
    When the project becomes more presentable I'll begin distributing compiled .dat's for you guys.

    Leave a comment:


  • ceriux
    replied
    thanks my pc didnt recognize it i had to put it to winrar. ill check it out tonight or tomorrow.

    actually...
    Error in g_defs.qc on line 52
    g_defs.qc:3: error: "optional" is not a type

    tried with fteqcc and frikqcc
    Last edited by ceriux; 12-02-2012, 09:25 PM.

    Leave a comment:


  • gnounc
    replied
    you'll notice the filename is .tar.gz
    that is its tarred, and gzipped.
    you can think of a tarball as 2 zips.

    unzip the first, open the folder, then unzip the second.

    Leave a comment:


  • ceriux
    replied
    the src directory isnt in the tar, it only gives a master file.
    i have the tar open infront of me now.

    i have tried following the directions with fte but it only loads vanilla quake.



    if the master file holds the src? how would i open it?

    Leave a comment:


  • Spike
    replied
    https://gitorious.org/quakelands/qua...tarball/master
    that results in downloading a tarball (quakelands-quakelands-master.tar.gz), with a src directory inside.

    Leave a comment:


  • ceriux
    replied
    i downloaded from the link you left, its only a master file. or do i need to download each and everyone of the qc files individually?

    Leave a comment:


  • gnounc
    replied
    yes thats for the addon. i linked the regular fte mod. just compile it using fteqcc and use the fte engine and run it like any other mod (most likely works in darkplaces as well, i believe they share those builtins)

    Leave a comment:


  • ceriux
    replied
    okay i did that, it doesnt seem to have done anything.

    Leave a comment:

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