Announcement

Collapse
No announcement yet.

Samus Aran's Coop Mod

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Originally posted by Dreadlorde View Post
    I like the idea. This is definitely something me and my friend would use in coop.

    Do you plan on releasing the source?
    Yes, the QuakeC source will be included, probably in BSD license.

    Anyone know what the Id Software QuakeC source is released as? As everyone else's QuakeC code is based off that.

    Originally posted by LockNLoad View Post
    where is the server located?
    This is a work in progress, so no servers at the moment. I do have access to a dedicated server, so I could host games from there if needed... but normally I never play Quake coop on servers. On a server you only have a small set of levels, but my friends and I never play the same level twice. On a server people tend not to cooperate, but simply try to get to the end of the level.

    I'll be posting releases on here as I make progress.

    I'm off to work on the progressively-beaten-and-bloody-player-skins now, should be fun to get that working. :-)

    Comment


    • #17
      Originally posted by Samus_Aran View Post
      Yes, the QuakeC source will be included, probably in BSD license.

      Anyone know what the Id Software QuakeC source is released as? As everyone else's QuakeC code is based off that.
      The QuakeC for Quake was released under 2 licenses.

      1) A vague if you own registered Quake license then you can mod the game license.
      2) A re-release under the GPL license
      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

      Comment


      • #18
        I like these ideas!

        I think it would be a good idea to have some kind of defribulator item on each player (or just one) so players can instantly revive unconscious players (Left4dead 2 idea).

        Also, I reckon it'd be awesome if there was some kind of limited weapon-variety capacity (but higher ammo capacity) to encourage players to specialize more in certain weapons (and not have everyone fighting over the nailgun).

        What do you think?
        Check out my awesome Deviant art page!
        Quake fanart (obviously included)!

        http://harry-the-fox.deviantart.com/

        Comment


        • #19
          Originally posted by Baker View Post
          The QuakeC for Quake was released under 2 licenses.

          1) A vague if you own registered Quake license then you can mod the game license.
          2) A re-release under the GPL license
          Okay, then I'll release the mod as GPL.

          Originally posted by King Hazza View Post
          I like these ideas!

          I think it would be a good idea to have some kind of defribulator item on each player (or just one) so players can instantly revive unconscious players (Left4dead 2 idea).

          Also, I reckon it'd be awesome if there was some kind of limited weapon-variety capacity (but higher ammo capacity) to encourage players to specialize more in certain weapons (and not have everyone fighting over the nailgun).

          What do you think?
          Having the revival as a separate "weapon" would be fine.

          As for the weapon specialisation thing, what I was planning to do which I forgot to mention is have the default option for the mod be that weapons are picked up when a player takes them, like in single player. This means they are removed from the level, so only one player can take it.

          This has four benefits:

          1) Increases the realism.
          2) Fixes maps that use triggers on weapons being taken.
          3) Prevents ammo increases by simply dying and picking up the weapons again.
          4) Makes each weapon feel very significant, just like in single player games. Duplicate weapons in the level now mean something again, especially common to find inside a secret.

          If there's only one grenade launcher, who on the team gets it?

          Once a player dies, then someone else can go pick up the weapon for themselves (so long as the player didn't die by falling into a lava pit or similar). Or a player can give it away while still alive. This

          If the players didn't want this option to be enabled, then I would set it so the weapon gives out 0 ammo after the first person picks it up, so dying and re-picking-it-up wouldn't increase the ammo available in the level.

          It bothers me how many of these single player maps are very carefully laid out so there is just enough ammo to make it through without dying, then in coop as soon as a player dies, that balance is thrown off completely. Coop mode encourages players to kill themselves, rather than try to stay alive for the duration of the map.

          Comment

          Working...
          X