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

PostPosted: Fri Apr 26, 2019 10:23 am
by MFG38
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)

PostPosted: 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)

PostPosted: 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 :P

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).

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---------------------------------------------------
Map      Title                       Author
---------------------------------------------------
QCDE01   Blood Covenant              DBThanatos
QCDE02   The Longest Yard            Abysswalker
QCDE03   The Chasm                   DBThanatos
QCDE04   Bitterman's Revenge         Mr.Enchanter
QCDE05   Fortress in the Void        Ivan Dobrovski
QCDE06   Vertical Vengeance          RoosTer
QCDE07   Morpheus                    RoosTer
QCDE08   Furious Heights             DBThanatos
QCDE09   Lost Rail                   RoosTer
QCDE10   Cure                        DBThanatos
QCDE11   Monsoon                     DBThanatos
QCDE12   Phobos Campgrounds          RoosTer
QCDE13   Sight                       Ivan Dobrovski
QCDE14   Stubborn                    Rooster
QCDE15   House of Decay              DBThanatos
QCDE16   Sinister                    DBThanatos & Ivan Dobrovski
QCDE17   Lockbox                     DBThanatos
QCDE18   Elder                       Ivory Duke
QCDE19   Corrupted Station           DBThanatos
QCDE20   Deck                        RoosTer
QCDE21   Almost Lost                 RoosTer
QCDE22   Sarnath                     DBThanatos
QCDE23   Lh'owon of Ice and Fire     DBThanatos

QCDL01   Blood Run                   DBThanatos
QCDL02   Aerowalk                    RoosTer
QCDL03   Fatal Instinct              RoosTer
QCDL04   Phrantic                    DBThanatos
QCDL05   Toxicity                    DBThanatos
QCDL06   The Bad Place               Mr.Rocket

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

PostPosted: Fri Jul 19, 2019 3:43 pm
by Major Cooke
You can do so by pressing the report button on your original post and selecting the option for moving to a different subforum.

Re: QC:DE (v2.5, with more Painkiller, Jul 19th)

PostPosted: Wed Jul 31, 2019 10:30 am
by DBThanatos
And the latest version was released: v2.5

Here's the highlights
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➢   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)

PostPosted: 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)

PostPosted: 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)

PostPosted: 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)

PostPosted: 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)

PostPosted: 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 :D

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)

PostPosted: 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)

PostPosted: 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 :D


Re: QC:DE (Dusk Champ Trailer Pg 23)

PostPosted: 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)

PostPosted: 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)

PostPosted: 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! :P

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 :lol:


BTW, v2.7 is out! Links as always in the 1st post.