QC:DE v2.7 is out! (With 100% more Dusk Dude)

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
Agitatio
Posts: 240
Joined: Mon Sep 05, 2011 10:07 am
Graphics Processor: nVidia with Vulkan support

Re: QC:DE v2.0 OUT NOW! (Nov 30)

Post by Agitatio »

QCDE Soundtrack 2.0 doesn't work for me for some reason. Even with my autoload disabled. Previous version did work though. GZD 3.6.0
User avatar
DBThanatos
Posts: 3101
Joined: Fri Apr 14, 2006 3:17 pm
Location: in "the darkness that lurks in our mind"
Contact:

Re: QC:DE v2.0 OUT NOW! (Nov 30)

Post by DBThanatos »

LossForWords wrote:is it too early to report a bug? i don't know why, but grayson hunt's first passive is broken on my end, because i seemingly can't buy ammo. also, his info screen is messed up. the screen says 100 health and 125 armor, but in game his stats are 125 health and 100 armor. edit: idk if it's something wrong with zandronum, but every time i start a bot deathmatch with qcde, all bots are my allies.
The stacks are indeed wrong in the Champion Help Screen. Will fix that for next version. For the buying ammo passive, i just tried with GZDoom 3.6.0 and I can buy ammo as intended. Maybe you're not holding +use for long enough?

As for Zandronum, how are you setting up the game? It sounds to me like you may have forgotten to set it to deathmatch; in which case they're "coop bots" and they wont even have an outline.

Grigori wrote:QCDE Soundtrack 2.0 doesn't work for me for some reason. Even with my autoload disabled. Previous version did work though. GZD 3.6.0
Odd. I just tried gzd 3.6.0 and the OST works fine. However, OST 2.0 will not work with older QCDE or the other way around
User avatar
snarkel
Posts: 139
Joined: Wed Aug 06, 2014 9:02 pm
Preferred Pronouns: He/Him

Re: QC:DE v2.0 OUT NOW! (Nov 30)

Post by snarkel »

On the topic of passives. Unless i'm understanding it wrong, it seems Gordon's H.E.V. Passive isn't working. I still take damage from hurtfloors. Unless that passive is specifically for certain actives and not referring to hurtfloors?
User avatar
Agitatio
Posts: 240
Joined: Mon Sep 05, 2011 10:07 am
Graphics Processor: nVidia with Vulkan support

Re: QC:DE v2.0 OUT NOW! (Nov 30)

Post by Agitatio »

DBThanatos wrote:Odd. I just tried gzd 3.6.0 and the OST works fine. However, OST 2.0 will not work with older QCDE or the other way around
Forgot to mention that I'm not trying to use it with QCDE.
User avatar
DBThanatos
Posts: 3101
Joined: Fri Apr 14, 2006 3:17 pm
Location: in "the darkness that lurks in our mind"
Contact:

Re: QC:DE (Champ and Tournament Announcement pg 22)

Post by DBThanatos »

It's that time again! Announcement time and while we're at it, extending an invitation to participate (or otherwise watch) the duel tournament that will happen this Saturday 2nd

User avatar
Douk Nouk Kem
Posts: 16
Joined: Sat Dec 16, 2017 5:52 am

Re: QC:DE (Champ and Tournament Announcement pg 22)

Post by Douk Nouk Kem »

I've recently picked up your mod and had some practice game with bots, and now I have one question: do the bots have custom AI for every individual character? I ask this because after few hours of playing I noticed that powerlevel between bots is far from equal, some seem to be pretty mediocre or even outright dumb, while others absolutely dominate without any kind of trouble, Keel in particular is an absolute scumbag, going straight into top score the moment he appears as an active participant, but while his presence in the top scoring champions is not that surprising, same goes for Terminator and Lo Wang, but then there is Menelkir who has 100% accuracy with nailgun and obliterates anything that crosses his path, and probably the biggest oddity, Kane, he is incredibly passive and being a squishy without damaging ability he should be a bottom feeder, yet for some reason he also absolutely stomps pretty much anyone with what seems to be the best average accuracy all around.
User avatar
DBThanatos
Posts: 3101
Joined: Fri Apr 14, 2006 3:17 pm
Location: in "the darkness that lurks in our mind"
Contact:

Re: QC:DE (Champ and Tournament Announcement pg 22)

Post by DBThanatos »

Yes, different bots have different "skills". In general, most if not all the vanilla named bots (ranger, kane, doomslayer, etc) have the same attributes. The bots with different names like "sword", "caducea" and whatnot, they have different attributes; while there're also god-tier bots using name of actual quake pros, like "Rapha", "Cooller" or "toxjq"

Also, new champ just announced :3

User avatar
affandede
Posts: 118
Joined: Sat Nov 11, 2017 7:52 am

Re: QC:DE (New champ announcement pg 22)

Post by affandede »

Postal Dude? FUCKIN POSTAL DUDE?
User avatar
DBThanatos
Posts: 3101
Joined: Fri Apr 14, 2006 3:17 pm
Location: in "the darkness that lurks in our mind"
Contact:

Re: QC:DE (v2.2 released, Apr 19th)

Post by DBThanatos »

Well, it's time. We all wanted to go postal over here!

v2.2 has been released.



Download at the usual place (hit "select another mirror" if it asks to login)
Download here!
AvzinElkein
Posts: 619
Joined: Wed Nov 17, 2010 6:35 pm

Re: QC:DE (v2.2 released, Apr 19th)

Post by AvzinElkein »

So this is meant to be played with Zand, not GZDoom, correct?
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: QC:DE (v2.2 released, Apr 19th)

Post by Captain J »

Maaaan, after seeing all those new classes keep merging to QCDE, it feels like Disneyland is almost taking all over the world in slow and satisfying phase. Oh, also new maps too. Which is nice a change, too.

Anyway can't wait to see more of the update. Godspeed, ye are doing great!
User avatar
mutator
Posts: 498
Joined: Wed Dec 09, 2015 6:19 pm

Re: QC:DE (v2.2 released, Apr 19th)

Post by mutator »

I have a question, if you play this mod with vanilla monsters can playing with colorful hell monsters addon break the gameplay mod like causing bugs and errors? I know that addon is made for gameplay mods that doesn't replace monsters
User avatar
DBThanatos
Posts: 3101
Joined: Fri Apr 14, 2006 3:17 pm
Location: in "the darkness that lurks in our mind"
Contact:

Re: QC:DE (v2.2 released, Apr 19th)

Post by DBThanatos »

AvzinElkein wrote:So this is meant to be played with Zand, not GZDoom, correct?
You can play single player in either, but the multiplayer portion is for zandronum only.

Captain J wrote:Maaaan, after seeing all those new classes keep merging to QCDE, it feels like Disneyland is almost taking all over the world in slow and satisfying phase. Oh, also new maps too. Which is nice a change, too.

Anyway can't wait to see more of the update. Godspeed, ye are doing great!
Thank you very much man. It's fun to have some of these champs together fighting each other :P

mutator wrote:I have a question, if you play this mod with vanilla monsters can playing with colorful hell monsters addon break the gameplay mod like causing bugs and errors? I know that addon is made for gameplay mods that doesn't replace monsters
It's not designed to plug in other monster mods because all QCDE monsters have special behaviour for some abilities, like dropping health for caleb, or getting thumped by grayson.
Heavypyro
Posts: 1
Joined: Thu Dec 13, 2018 9:40 pm

Re: QC:DE (v2.2 released, Apr 19th)

Post by Heavypyro »

Hey DBThanatos, I love your mod a lot. I can't wait what other champions and surprise you have in store in the future. Question: Have you ever considered implementing a music system that is similar to the actual Quake Champions, where a different tune plays depending on the player's position within the scoreboard?
User avatar
DBThanatos
Posts: 3101
Joined: Fri Apr 14, 2006 3:17 pm
Location: in "the darkness that lurks in our mind"
Contact:

Re: QC:DE (v2.2 released, Apr 19th)

Post by DBThanatos »

Not really. TBH music is something that in DM is rarely paid attention to. It plays a very minimal role; doing such system would require a lot of additional original music, would not be seamless at all since the music controls are very very limited mod-side, and on top of that, I'd much rather the "pumped up" music style at all times. I hate when Im losing and instead of hyping me up, the music slows down to remind me "you're shit at this" :lol:
Post Reply

Return to “TCs, Full Games, and Other Projects”