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New RQuake coop pack... needs help

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  • Zop
    replied
    That's some smart shizzle.

    Leave a comment:


  • foq
    replied
    Originally posted by spooker View Post
    hmm, didn't realize anyone was still interested! here's the latest version:
    maps.zip

    Have fun with them. Or, if you're interested in contributing to the playtesting, I'm going through them (very slowly!) in alphabetical order by file name. The next one on the list is gol_st. Try them out and post the results here if you feel like contributing.
    Multiple spawn points seems to be the biggest issue. Since hook is always available in runecoop, I'm ignoring problems with maps that can be solved via hook--i.e. bars that extend after you go through, but then you die, and have to hook back over them.
    Zop, you should really add this link to the origional post instead of keeping the dead one up there ;p

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  • turtlevan
    replied
    Originally posted by spooker View Post
    I guess I have to start over with play testing from the beginning then eh. Help appreciated
    ill help, hit me up when ur testing

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  • foq
    replied
    If you would get on IM more often, maybe I could play with you >_>

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  • spooker
    replied
    I guess I have to start over with play testing from the beginning then eh. Help appreciated

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  • foq
    replied
    The obs list is a horrible idea. It opens a huge gate for something I call "turking" (back in the old FvF days (as in when I started playing FvF), there used to be this player who called himself "The Turk", and he would constantly jam elevators and doorways and such, preventing players from progressing thruogh the map). It also would lead to unintentional turking through an AFK player.

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  • Zop
    replied
    I agree- It'll be smoother for players if we keep hook out of mind.

    Regarding spawnpoints... they can be found by the mod, testing nearby origins for room for spawns... or even have a waiting/obs list to spawn once the first player moves... perhaps that could be abused, but there are more options then trying to find 8 spawn points and coding them into the mod.

    Leave a comment:


  • foq
    replied
    Originally posted by RocketGuy View Post
    Don't do this please, hook is off by default. Just make a note of it and I will see if I can do anything about it in the code, If I can't then we scrap the map but most likely I will be able to fix such problems.
    seconded

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  • RocketGuy
    replied
    Originally posted by spooker View Post
    Since hook is always available in runecoop, I'm ignoring problems with maps that can be solved via hook--i.e. bars that extend after you go through, but then you die, and have to hook back over them.
    Don't do this please, hook is off by default. Just make a note of it and I will see if I can do anything about it in the code, If I can't then we scrap the map but most likely I will be able to fix such problems.

    Leave a comment:


  • spooker
    replied
    hmm, didn't realize anyone was still interested! here's the latest version:
    maps.zip

    Have fun with them. Or, if you're interested in contributing to the playtesting, I'm going through them (very slowly!) in alphabetical order by file name. The next one on the list is gol_st. Try them out and post the results here if you feel like contributing.
    Multiple spawn points seems to be the biggest issue. Since hook is always available in runecoop, I'm ignoring problems with maps that can be solved via hook--i.e. bars that extend after you go through, but then you die, and have to hook back over them.

    Leave a comment:


  • Zop
    replied
    Giant update:

    damaul6.bsp
    - pass

    Leave a comment:


  • turtlevan
    replied
    can't download file maps be gone!

    Leave a comment:


  • Lardarse
    replied
    There's also r_speeds 1 in DarkPlaces, but that doesn't give you the current angle that you're facing (it gives you v_forward instead, which is less useful for this purpose).

    From what I remember, we looked into adding moonlite.bsp a few years ago, but we hit an unknown engine limit (static entities? max_models?).

    I recently played some maps that I think could work well, from the 3rd 100 brush map contest (100b3.zip at the Quaddicted archive). One of them won't work, but here are my spawnpoints for the other 3 (formatted so that it can be dropped straight into the code):

    Code:
    else if (world.model == "maps/firedice.bsp")
    {
      clear_coop_starts = 1;
      CreateIFC('-160 784 0', '0 255 0');
      CreateIFC('-400 784 8', '0 300 0');
      CreateIFC('-400 576 8', '0 285 0');
      CreateIFC('-160 576 0', '0 240 0');
      CreateIFC('-496 768 160', '0 315 0');
    }
    
    else if (world.model == "maps/rpg100b1.bsp")
    {
      // LA: There is a door at '-2200 1500 64' that opens with a button,
      // but then closes once the player is past it (and picks up the YA)
      // Can we prevent the door from closing again, without removing the door?
      CreateIFC('-3072 768 224', '0 270 0');
      CreateIFC('-3200 256 224', '0 315 0');
    }
    
    else if (world.model == "maps/dis_cr8z.bsp")
    {
      CreateIFC('-320 -352 -740', '0 90 0');
      CreateIFC('384 -360 -740', '0 120 0');
      CreateIFC('-320 720 -740', '0 270 0');
    }

    Leave a comment:


  • R00k
    replied
    Originally posted by RocketGuy View Post
    It would also be redundant as RQuake can already do this, as well as some engines.

    show-pos is the command in RQuake.
    spot command in Qrack.

    Leave a comment:


  • Lardarse
    replied
    Small addendum: coagula2 and coagula3 are in already, coagula isn't. I'll look at the coag2 pack maps (tyrcoag, pushcoag, etc) first, as I downloaded them earlier.

    Edit:

    tyrcoag: Not suitable. There is very little room in the starting area. The existing coop spawns are the only available places to put them, which are all too close to the start point, which will cause telefragging on map load.

    pushcoag: Probably not suitable. The starting area is a large platform which moves up, and never moves back down again. Could work if we abandon the existing spawn locations, and create new ones that are 1000 units higher (from a Z of -1322 to -320), and have the players fall onto the platform. Do you think this could work?

    discoag2: Might work. No existing coop spawns, enough space to put a few. But the readme file for this map states that there are issues in coop. There is 1 lift that's a tight squeeze, but there's only a key at the top so it's not a major issue.

    nesp10: Probably not suitable. Plenty of space in the starting area (although the existing spawn points face the wrong way, which isn't worth is fixing), but the early part of the map is full of narrow paths with no passing space and parts that make traveling across them in groups very difficult. If you do include it, there's a door that needs removing (the one with a shambler behind).

    jesus: Suitable, if you can find a way of dealing with the 2 blue bastards that are right next to the spawning area. They can be made to just jump straight off, but I'd rather not rely on that happening. It should be possible to selectively remove them, somehow. Needs spawnpoints, but there's plenty of room for them.
    Last edited by Lardarse; 02-09-2010, 10:21 PM.

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