Heavypyro wrote: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?
I can't think of a way to implement such a thing.
Re: QC:DE (v2.2 released, Apr 19th)
Posted: Sun Jun 30, 2019 12:37 pm
by Skafsgaard
I am just in awe of this mod. It's incredible.
As for the monster packs - would it be possible to release them as stand alone packs, so you can play with them in other mods?
Re: QC:DE (v2.2 released, Apr 19th)
Posted: Tue Jul 09, 2019 12:36 pm
by DBThanatos
It's possible, albeit kind of a very low priority ATM. Many things regarding the monster addons rely on the "host" game, QCDE to perform actions. So it would require to create a separate host. We want to do it in the future, but it's just not there yet
Also, can this thread be moved to Total Conversions? As of v2.2 it already contains 29 QCDE-unique maps (not "Aeondm" nor "Neondm", but fully original (well, ports of) maps).
➢ The Last Official Champion: Painkiller. Roster closes at 30 champions*
➢ 5 New Maps:
- "Vale of Pnath" by DBThanatos. Based on Quake Champion's
- "Quarantine" by RooTer. Based on Quake Live's
- "Lh'owoken" by DBThanatos. Base on Quake Champion's Awoken
- "Placebo Effect" by DBThanatos. Based on Quake 4's
- "Molten Falls" by DBThanatos. Based on Quake Champion's
➢ Drastic rebalance of abilities in PvE, making them stronger and rarer on average
* "official" because we're bringing soon a feature to allow custom champs in the future. There's a possibility that a few of the custom community-made champs may eventually be added to the official roster
More videos
Spoiler:
Re: QC:DE (v2.5, with more Painkiller, Jul 19th)
Posted: Wed Jul 31, 2019 11:12 am
by Captain J
Bleedin' Gorgeous, and Bloodily nice work. Nice to hear that Infuscomus got remixed!
Re: QC:DE (v2.5, with more Painkiller, Jul 19th)
Posted: Sun Aug 04, 2019 11:40 am
by Baconator
Music addon does not work without QCDE?
Re: QC:DE (v2.5, with more Painkiller, Jul 19th)
Posted: Tue Aug 06, 2019 9:18 pm
by Baconator
Baconator wrote:Music addon does not work without QCDE?
Please can you make it work independent?
Re: QC:DE (v2.5, with more Painkiller, Jul 19th)
Posted: Sun Aug 11, 2019 9:58 am
by StroggVorbis
Is it intentional that the starting machinegun and nailgun only take ammo every 2nd shot fired in full auto?
Re: QC:DE (v2.5, with more Painkiller, Jul 19th)
Posted: Sun Aug 11, 2019 9:35 pm
by DBThanatos
Captain J wrote:Bleedin' Gorgeous, and Bloodily nice work. Nice to hear that Infuscomus got remixed!
Michael Markie doing awesome stuff as usual. He really made some fantastic covers of various themes for QC:DE
Baconator wrote:Music addon does not work without QCDE?
Correct. It used to be able to be run without QCDE. It was a music randomizer that you could run with any other mod; however, this started to become a problem for people who would't want to download the 150mb worth of music to play a few games in deathmatch. So we had to make it a completely optional package that still runs the appropriate themes in the QCDEmaps and AeonDM mapsets. The price for making it optional like that, is that the music randomizing system actually is inside QCDE
DabbingSquidward wrote:Is it intentional that the starting machinegun and nailgun only take ammo every 2nd shot fired in full auto?
Yes. That's exclusive to PvE. Both weapons being starting weapons were meant to be very weak considering the upgraded versions are easy to find and completely replace the weak ones. We found that weak weapons using 1 ammo per shot was a bad deal for the player ammo-wise. And increasing the damage so that the cost of 1 ammo was worth it, made the weapons too strong. So the middle point was to make them weak, spend "half ammo" per shot (AKA, 1 ammo every other shot) and that worked pretty alright.
Re: QC:DE (v2.5, with more Painkiller, Jul 19th)
Posted: Thu Mar 26, 2020 4:20 pm
by poke133
registered to say: what a great mod! the maps included are the best choices.
I have one minor nitpick: in Zandronum (included with QC:DE v2.5.1 standalone), if you hold down the zoom button, you cannot fire the railgun/machinegun at the same time.
from what I can tell zoom is a toggle command, is there a way around this - to make it not a toggle and allow firing weapons while held down?
Re: QC:DE (v2.5, with more Painkiller, Jul 19th)
Posted: Mon Apr 27, 2020 12:06 pm
by DBThanatos
While we originally intended to finish the roster at 30 champs, the opportunity came thanks to Nash taking comissions, to make sprites for this guy, and well, why the hell not? I guess we broke our "final champ was Daniel" statement. Sorry, not sorry
Re: QC:DE (Dusk Champ Trailer Pg 23)
Posted: Mon Apr 27, 2020 1:36 pm
by Kinsie
QC:DE is low-key one of the most impressive mods going around IMHO. Way more effort put in than a demake mod typically gets. Those remixes of modern maps in the style of classic games are just eye-popping!
Re: QC:DE (Dusk Champ Trailer Pg 23)
Posted: Mon Apr 27, 2020 11:59 pm
by Captain J
Dusk is getting more attention and goddamn, it really should be! The trailer is very accurate to the original game.
Re: QC:DE (Dusk Champ Trailer Pg 23)
Posted: Sun May 17, 2020 4:36 pm
by DBThanatos
Kinsie wrote:QC:DE is low-key one of the most impressive mods going around IMHO. Way more effort put in than a demake mod typically gets. Those remixes of modern maps in the style of classic games are just eye-popping!
Thanks! If I cant create anything original, at least I can copy and mix things from different games!
But really, this project managed to get me into mapping and I love having fun remixing maps
Captain J wrote:Dusk is getting more attention and goddamn, it really should be! The trailer is very accurate to the original game.
Thank you! This trailer took me far too long because I really wanted it to be "special". Whether I succeeded or not, is very debatable
BTW, v2.7 is out! Links as always in the 1st post.