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  • bta.monster
    replied
    NewDM is back on QUAKE protocol again, meaning darkplaces is no longer required to connect.

    As of now the map cycle is just stock ID maps, maybe later on I'll make some kind of poll where people can vote for maps they'd like to see on the server.

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  • bta.monster
    replied
    Just so people know, NewDM was down for several days after the server apparently had a hard drive crash. It's been back up for awhile now, but running under the DP7 Protocol. It doesn't show up on the QuakeOne server list anymore, according to LordHavoc along with the protocol change, the qstat protocol changes as well (behaves more like a Q3 server).

    Darkplaces is now required for NewDM, it was a sacrifice I felt was necessary to make. I've since added a couple neat things utilizing some DP7 only extensions. Perhaps someday in the future I can learn CSQC and add a more modern HUD, player statistic tracking (maybe), and especially voting/menus. As far as I can see, the only way (or most viable) to get new players (modern gamers) into Quake, is through utilization of Darkplaces and using CSQC to its fullest potential. Telling any modern gamer to type things in the console will only scare them away.

    See this thread for more of my thinking on why CSQC/DP is necessary to expand Quake's player base, and the problem in general: Inside3d Forums • View topic - The Problem of Quake's Player Base Size

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  • Lightning_Hunter
    replied
    I finished the list. There are about 510 supported maps in my Frikbot folder now (110 more maps than the last version).

    I'm going to add support for a few more maps on my own list, then I'll compile a new version and release!

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  • Lightning_Hunter
    replied
    Yeah, the more void maps I add support to, the more I realize how much the Frikbots suck on them. Add this to my list of possible improvements, if anyone ever does such a thing. The Frikbots need to avoid going off ledges in general, unless there is a path to get down. As things are now, the Frikbots will blindly jump off ledges the second they spot another bot, no matter what is down below. Their code needs to somehow tell them to avoid falling off ledges if it is a certain height, unless there are waypoints that lead them down. They also don't grasp the concept that the higher ground gives them the advantage in a fight, since they always automatically join the fray down below.

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  • Lightning_Hunter
    replied
    Originally posted by bta.monster View Post
    Yep, the official Hipnotic DM map. I'd love to see these void maps waypointed, there are a few of them in that list I posted. Otherwise the bots seem to purposely jump off and die in the void,
    Unfortunately, the Frikbots absolutely suck on some of these instant death maps. Especially kdmb. The bots are good around lava - since their code tells them to be afraid of it - but there is nothing in the code to tell them to fear instant death pits. In the case of kdmb, they will jump right into the pit when they spot another bot/human across the way... Nothing I can do about this, unfortunately.

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  • bta.monster
    replied
    Yep, the official Hipnotic DM map. I'd love to see these void maps waypointed, there are a few of them in that list I posted. Otherwise the bots seem to purposely jump off and die in the void,

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  • Lightning_Hunter
    replied
    Hey Monster, back on that list you compiled - is hipdm1 the official Hipnotic DM map? Or is it some kind of remake?

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  • bta.monster
    replied
    Nope... pretty sure that's it ;P

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  • Lightning_Hunter
    replied
    Ah, got it. Are there any other secrets I'm missing?

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  • bta.monster
    replied
    There's no way to edit the func_button so that its invisible? but yes, it'd be easier for people to figure out the secret... its really difficult otherwise without help from someone. Yeah that map is definitely pretty sparse on ammo, only a few nail and rocket packs iirc.

    here's a screenshot i took of getting to the library in the 'hell' area:




    you have to shoot the side of the wall there, and it slides open, allowing you to jump right in.

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  • Lightning_Hunter
    replied
    I can see it being difficult to get the bots to go into the right tele area though. one of the most cruel secrets i've found in a map before. ;D
    Actually, getting the bots to use the teleporter on the left side is easy. There was a more challenging secret teleporter in Ztndm6. See 0:19 of the Frikbot demo: [ame]http://www.youtube.com/watch?v=XsBLJd3fDag[/ame]

    The diffictult part of this secret, however, is that the Frikbots absolutely do not understand the trigger_once entity that opens up the "go2hell" door (they were never programmed to understand it). If I simply change it to func_button, they understand it, but there is a minor side effect of the button suddenly appearing in the game (it's supposed to be invisible). This isn't a huge deal, and in fact - might help people find the secret a little easier online. I think this is the best solution. While I'm at it, maybe I'll add a little ammo to the map - since I'm already editing the .ent anyway.

    Edit: How do you access the underground library in the "hell" area? Is there a way to jump over the fence near the Rocket Launcher without using a Rocket Jump? I see a little hole in the ground near the RL, but have no idea what it is for.
    Last edited by Lightning_Hunter; 05-01-2011, 07:14 AM.

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  • bta.monster
    replied
    whoa.... just figured out how to get to that secret Thanks to peg... :p

    you have to shoot the angel above the red armor room in the head multiple times until you hear the secret noise and go2hell prints on the screen. Then go back to that inverted cross with the demon head, it should be opened up. Going straight into it will take you to the LG room, but if you lean towards the left while going in, it'll teleport you into "Hell" . can't believe i spent hours trying to find the secret, could have sworn i shot that same angel before.

    i can see it being difficult to get the bots to go into the right tele area though. one of the most cruel secrets i've found in a map before. ;D

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  • Lightning_Hunter
    replied
    oh... btw, theres also a hidden ring of shadows in one of the windows if you haven't noticed :p. The map is very scarce on ammo too i've noticed.. in NewDM people often run out of ammo.. maybe this version is a previous, unfinished one. gotta see if i can talk to stalker about it :p
    Yeah, let me know if you get any responses from him in regards to this! It might be interesting to edit the door in the room with the Nailgun so you can simply shoot it open. That would allow access to the other portion of the map. The door is already set as func_door_secret, but with a targetname that apparently isn't in use, at least not that I've found. In the .ENT file, there is a trigger_once that has the same targetname, but I couldn't find it anywhere. If you remove the targetname, you can access the secret room. Ammo wouldn't be too hard to add, either. If this is an unfinished version though, then it would definitely be great to receive a finished version from the mapper!

    I did manage to find the ring of shadows. I actually no-clipped around the map and shot everything in site for about 10 minutes - finding only the ring of shadows and other secrets mentioned above. That's cruel of a mapper to make you think something is there, when it really isn't. Lol.

    Leave a comment:


  • bta.monster
    replied
    haha, ah that one. metchsteekle and I literally spent a few hours scouring the map trying to find a way into that hidden part. I don't think its possible... the only way to get into the room with the LG is by spawning there. The mapper STALKER, might have disabled the other part for some reason, Metch says he remembers being able to get over there before, i think in a previous (or later) version of the map.

    We haven't been able to get into touch with the European player/mapper STALKER but I might send him a PM and see if he answers.. :p

    oh... btw, theres also a hidden ring of shadows in one of the windows if you haven't noticed :p. The map is very scarce on ammo too i've noticed.. in NewDM people often run out of ammo.. maybe this version is a previous, unfinished one. gotta see if i can talk to stalker about it :p

    Leave a comment:


  • Lightning_Hunter
    replied
    I'm adding waypoints to the map "go2hell" right now, but there seems to be a lot of secrets I can't find. I can't figure out how to access half the map! I found a secret door in a room with a Nailgun that I can't open. I also found a shootable button that activates a red armor trap, as well as a cross that teleports you inside a cage that you can't get out of. I can't find anything else! Monster, any clue how to access the rest of the map?

    Leave a comment:

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