Another Quake II mod (LITTLE UPDATE 2-12-16)

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR 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.

Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Postby Beed28 » Mon Jun 20, 2016 11:23 am

Got around to playing this. I love how faithful it tries to be to the original Quake II. A few issues, though:

- The Grenades don't seem to be thrown, they just drop at your feet. The Grenade Launcher works fine, though.
- When killing a Hover, it doesn't seem to explode after it falls sometimes, whereas at other times it does (I remember in Quake II itself, they always explode when they fall).
- The Infantry monster seems to be the only monster whose corpse I can't destroy no matter what.
- Similarly, I can't destroy pre-placed corpses.
- The Grenades and Grenade Launcher would probably be better off with +WEAPON.NOAUTOAIM. Similarly, monster corpses should probably have +NOTAUTOAIMED.
- Whenever I crouch, GZDoom freezes. This only seems to occur when sv_unlimited_pickup is on. I dunno if it's the mod's fault or something related to the latest GZDoom builds.
User avatar
Beed28
Making entire worlds bounce up and down.
 
Joined: 24 Feb 2013
Location: United Kingdom

Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Postby Valherran » Tue Jun 21, 2016 1:22 pm

I think he knows about all of that. Besides, the mod isn't finished yet, there is a lot that is gonna be added/tweaked when he gets back to it.
User avatar
Valherran
 
Joined: 27 Oct 2009

Re: Another Quake II mod (Paused)

Postby theundeadsoldier » Wed Jun 22, 2016 12:17 am

the mod is still in progress and we decide to pause it for take a rest so don't worry ppl this mod it's not dead
User avatar
theundeadsoldier
 
Joined: 28 Dec 2015
Location: Uruguay
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: Another Quake II mod (Paused)

Postby ReX » Fri Mar 10, 2017 5:53 pm

theundeadsoldier wrote:the mod is still in progress and we decide to pause it for take a rest so don't worry ppl this mod it's not dead

[Pardon the bump.]

It's been nearly 9 months since theundeadsoldier's post. Anyone know where this project stands?

Incidentally, the most recent build actually seemed quite comprehensive, so I'm not quite clear on what yet remains. Still, if development is continuing, it can only mean further refinements.

Also, aside from TheCamaleonMaligno, who gets credit for the work here? And what are the permissions? There is no text file that accompanies the game file; in future releases I suggest the authors at least include a text file within the pk3 with the names of the authors and any permissions.

Many thanks for a very cool mod.
User avatar
ReX
Title? I don't need no steenkin' title!
 
Joined: 05 Aug 2003
Location: Quatto's Palace

Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Postby Valherran » Fri Mar 10, 2017 6:15 pm

Credits:
Me (TheCamaleonMaligno a.k.a Unnamed): Decorate, ACS Scripts, Modeldefs, new graphics, brightmaps, some sound edits, etc. Basically, i did most of the work.
TheUnDeadSolder: SPECIALLY thanks to him because he suggested me to make this mod and contributed with some decorations, bug reports, suggestions, -mod name- , etc. ♥


There's your answer for the credits. As for permissions, just PM the guy or wait til he gets back.
User avatar
Valherran
 
Joined: 27 Oct 2009

Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Postby ReX » Sat Mar 11, 2017 6:17 am

Valherran wrote:There's your answer for the credits. As for permissions, just PM the guy or wait til he gets back.

Ah, heck! It was staring at me right on the front page. Regardless, thanks. [Although I have to ask, since the February 2016 release it appears that others may have also joined in the development - e.g., theundeadsoldier, correct?]

And, yes, I'll PM TheCamaleonMaligno for permissions.
User avatar
ReX
Title? I don't need no steenkin' title!
 
Joined: 05 Aug 2003
Location: Quatto's Palace

Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Postby TheCamaleonMaligno » Sat Mar 11, 2017 12:28 pm

Well, to be honest, i stopped developing this mod because i have lost most of the interest on it and i have been busy with my personal mod and Zion, this mod isn't officially cancelled, probably i'll continue it in the future (maybe featuring the power of ZScript but not sure)

ReX wrote:And what are the permissions?

if you want to use something, just do it, credits will be appreciated.

ReX wrote: [Although I have to ask, since the February 2016 release it appears that others may have also joined in the development - e.g., theundeadsoldier, correct?]

TheUndeadSolder was in the developement of this mod since the start, in fact, he's a friend of mine, and thanks to him this mod is real beacuse he challenged me to do this mod and i accepted :b, we are the only two people working on this mod.
User avatar
TheCamaleonMaligno
I eat little babies - Mathias Bossi
 
Joined: 28 Jun 2015
Location: Frozen igloo, IN MIDDLE OF THE DESERT!!

Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Postby theundeadsoldier » Sat Mar 11, 2017 2:38 pm

yeah since camaleon is kinda lazy xd it should be awesome if someone wants to help with this mod because if we add everything from quake II it doesn't mean we're gonna end there me and camaleon were also planning to bring the enemies/weapons/items from the diferents expantions of quake 2 like the reckoning or the ground zero
User avatar
theundeadsoldier
 
Joined: 28 Dec 2015
Location: Uruguay
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Postby SoundOfDarkness » Sat Mar 11, 2017 7:16 pm

So you say that mod isn't even finished? :shock:
Then let me say that's by far the best Quake II mod I've ever played. My only "complaint" would be that the corpses aren't gibable(?) with Zandronum. And I took the freedom to tweak it a little bit to make it compatible with the ketchup mod, since I wanted a little more blood.
User avatar
SoundOfDarkness
Offering translation help for Wolfenstein based mods
 
Joined: 28 Feb 2017
Location: at home

Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Postby JohnnyTheWolf » Sat Mar 11, 2017 8:15 pm

There is also the issue of the Pain Elemental not having been replaced by a Quake II monster and now being ridiculously overpowered thanks to its ability to spawn Flyers.
JohnnyTheWolf
 
Joined: 05 Oct 2015

Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Postby theundeadsoldier » Sun Mar 12, 2017 1:08 pm

JohnnyTheWolf wrote:There is also the issue of the Pain Elemental not having been replaced by a Quake II monster and now being ridiculously overpowered thanks to its ability to spawn Flyers.
yeah we know about that maybe then camaleon want to keep working on the mod he will replace the pain elemental with the technician
User avatar
theundeadsoldier
 
Joined: 28 Dec 2015
Location: Uruguay
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Postby shotfan » Sun Mar 12, 2017 1:21 pm

Also, there is the question about implementing the rest of the content from the official expansions (The Reckoning and Ground Zero). There are Enhanced Guards and Beta Gladiators for now in this mod.
shotfan
Waiting for Taggart
 
Joined: 22 Mar 2016
Location: E3M1
Discord: #6872

Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Postby theundeadsoldier » Sun Mar 12, 2017 1:59 pm

shotfan wrote:Also, there is the question about implementing the rest of the content from the official expansions (The Reckoning and Ground Zero). There are Enhanced Guards and Beta Gladiators for now in this mod.
the enhanced light guard and the warrior (the green gladiator) are non-official enemies but they were supposed to be delete in the next version or something
User avatar
theundeadsoldier
 
Joined: 28 Dec 2015
Location: Uruguay
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Postby ReX » Mon Mar 13, 2017 6:52 am

TheCamaleonMaligno wrote:... this mod isn't officially cancelled, probably i'll continue it in the future (maybe featuring the power of ZScript but not sure)

if you want to use something, just do it, credits will be appreciated.

TheUndeadSolder was in the developement of this mod since the start, in fact, he's a friend of mine, and thanks to him this mod is real beacuse he challenged me to do this mod and i accepted :b, we are the only two people working on this mod.

Good to know the project could be revived. And thanks for the permissions. Of course, I'll give all relevant credit to you and theundeadsoldier.

theundeadsoldier wrote:... maybe then camaleon want to keep working on the mod he will replace the pain elemental with the technician

Excellent! At this point, that's the main missing piece in what I am planning. If the pain elemental is not replaced, I'll simply do away with than enemy in my mod.

Many thanks for producing this fine piece of work.
User avatar
ReX
Title? I don't need no steenkin' title!
 
Joined: 05 Aug 2003
Location: Quatto's Palace

Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Postby SHayden » Sun Mar 19, 2017 9:37 am

This mod is the most accurate conversion of doom to quake I ever played. Well done. May I ask just one thing if mod isn't cancelled then to create additonal mod with that one so you can play with the stroggs :3
I'm sorry I just love quake II...and doom...and playing with bad guys :D
User avatar
SHayden
 
Joined: 28 Jan 2017
Location: Europe
Discord: SHayden#5626

PreviousNext

Return to Gameplay Mods

Who is online

Users browsing this forum: panzerfaustmna, TheOldKingCole and 15 guests