This is because the hourglass items (which occasionally drop from enemies) have the +COUNTITEM flag, but not the +ALWAYSPICKUP flag like health/armor bonuses. Meaning you can't pick them up when your skill is ready to be used. Some ways to see this is by typing 'countitems' in the console or giving count item things an automap color other than the default white and either setting 'am_cheat' to 2 or typing IDDT twice when viewing the automap. Doomzone & Quakestyle have a similar problem, because the weapons and ammunition inherit from Healthbonus.Cyanide wrote:Great work dudes.
One small thing: The itemcount seems to change during singleplayer maps, and in some cases I haven't been able to collect all items on a map. Is this a known issue, or is it in some way intentional?
QC:DE v2.7 is out! (With 100% more Dusk Dude)
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.
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.
- StroggVorbis
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Re: Quake Champions: Doom Edition (RELEASED!)
- SoundOfDarkness
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Re: Quake Champions: Doom Edition (RELEASED!)
Wow, this is even better than I have hoped. The perfect megawad for singleplayer is definitely scythe2. My only problem so far is that the weapons are so colorful and look almost like toys, especially the normal shotgun.
- insightguy
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Re: Quake Champions: Doom Edition (RELEASED!)
Darkening the colors on some of them would help (Except the shotgun, that just looks like a nerf gun.)SoundOfDarkness wrote:Wow, this is even better than I have hoped. The perfect megawad for singleplayer is definitely scythe2. My only problem so far is that the weapons are so colorful and look almost like toys, especially the normal shotgun.
- Captain J
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Re: Quake Champions: Doom Edition (RELEASED!)
Neeeeeeeice! It's been really great to work with you guys, and now i finally can play this mod and can't wait to see more previews and gameplays in the future- And of course, i'm going to play this mod soon.
- MrRumbleRoses
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Re: Quake Champions: Doom Edition (RELEASED!)
this mod is pretty cool. i hope in a future update or addon. we can perhaps see more characters added. like Duke Nukem, BJ, Lo Wang and so on. but yeah. cool mod to play
- SoundOfDarkness
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Re: Quake Champions: Doom Edition (RELEASED!)
If I may suggest something...
I think the super shotgun should replace the standard shotgun, just like with the nailgun and machinegun. Or maybe add an option for replacement.
I tried to accomplish that myself after looking at the files but it looks like just adding
to the pickup lines of the super shotgun doesn't do the trick.
EDIT:
Stupid me...
I should've scrolled a bit more before I wrote here. Found out I had to add
to the select sequence too.
I think the super shotgun should replace the standard shotgun, just like with the nailgun and machinegun. Or maybe add an option for replacement.
I tried to accomplish that myself after looking at the files but it looks like just adding
Code: Select all
TNT1 A 0 A_TakeInventory ("QCShotgun")
EDIT:
Stupid me...
I should've scrolled a bit more before I wrote here. Found out I had to add
Code: Select all
QCGC A 0 A_TakeInventory("QCShotgun")
Re: Quake Champions: Doom Edition (RELEASED!)
when you play as caleb even if you get ammo refill to full at next level you loose some ammo, is that intentional?
- DBThanatos
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Re: Quake Champions: Doom Edition (RELEASED!)
That might change over time. We still want to add more stuffD3athStalker wrote:It's carnage time
What also impresses me is the size of the mod. I was expecting 200+ Mb but it's only 70
Im not sure about bots in GZDoom. However, Zandro isn't that heavy performance wise, you should be OKLegend wrote:Is there anyway to get bot matches going? I was kinda hoping there would be Q3 style single player with bot matches. I've only tried in gzdoom so far. Not sure if my computer can run the newer zandronum. Haven't gotten around to trying yet.
If you do try zandro, check out this video @20:51 for info on setting a local bot match.
1. This is intentional.DabbingSquidward wrote:Miniscule bug report:
-Weapons dropped by monsters don't give half ammo.
-When changing maps within a hub, e.g. Unloved, the current armor amount gets set to the champion's spawn default (only if lower before?)
-When playing with DUMP 1-3, the lootboxes/-crates won't trigger after the second or so level despite every enemy killed and every secret found, also the player generates more footstep sounds per single step (might have to do with ResetInventory oddities)
-Many acs scripts are numbered, not named, causing a general incompatibility with certain map packs.
2. I'll look into that
3. DUMP has always given us issues with our gameplay mods, can't promise that will change. It's about completely clearing the inventory and that kills trackers we use.
4. Ehhh... Not really. We use named scripts all around.
Thanks! well, deathmatch isn't for everyone, and Im glad you do enjoy the SPNaniyue wrote:Again, there hasn't been a single mod you've had a hand in that I didn't like!
Glad there's single player! I tried multiplayer, but I'm already turned off by death match.
Casing sounds: normal. That's a product of ripping the sounds from QC. We won't add casings anytime soon if at all. Ammo, problem with spawning one single ammo type is that often you end up with ammo for the wrong weapon. Doom had 4 ammo types, but QCDE has 8 types, and getting slugs instead of rockets, for example isn't always good.Jeimuzu73 wrote:I can hear a little casing tinkling sound at the end of the machine gun's firing sound even though no casings are produced (speaking of which, will there be bullet and shell casings for the MGs and shotties respectively?)
Also, ammo pickups are a bit too common in single-player - maybe they should randomly spawn just one instead of a pile.
Otherwise, this mod is great.
1. Sorry, this can't be changed. Hitboxes are 100% statics (except for when crouching) in this version of gzdoom/zandronum. I believe this can be altered in zscript, but that's not the engine version we're aiming for.blackfish wrote:I had a lot of fun with this yesterday. Some nitpicks on the singleplayer side.
-I know you went through the effort to warn about the large champions, but I'd love to find a compromise that allows the champion's hit box to not be so big when in singleplayer. Does Decorate/ACS allow the hitbox to be smaller when in singleplayer somehow? They have the most PVE friendly abilities, which makes it more of a demand for me.
-You then in the same video recommended the four medium champions. Problem is, one of them has a teleporter, and the other one flies! Could they have alternate singleplayer/coop abilities that don't break vanilla gameplay? For Ranger, I'd probably convert his ability to a remote detonating projectile. Corvus can either fire a Morph Ovum, or if you really want him to still have his movement ability, perhaps have Slash's ability from QC?
I know this is your mod, so I'll take no for an answer. I don't make making my own compatability patch. I just want this mod to not break so easily with vanilla megawad gameplay.
Everything else is great so far though! The weapon play is well balanced so far PVE wise.
2. In our gameplay mods we always have tons of ways of breaking maps by the nature of the abilities and whatnot. The (bad) alternative would be to give them different abilities in SP and MP, but that means non-transferrable experience.
Was a bug, addressed in v1.0.1 that was released last week.Cyanide wrote:Great work dudes.
One small thing: The itemcount seems to change during singleplayer maps, and in some cases I haven't been able to collect all items on a map. Is this a known issue, or is it in some way intentional?
Well, thanks for helping us out so muchCaptain J wrote:Neeeeeeeice! It's been really great to work with you guys, and now i finally can play this mod and can't wait to see more previews and gameplays in the future- And of course, i'm going to play this mod soon.
Nope. The SG is deliberatly a non-starter weapon because in doom maps, SG is sometimes preferable than SSG. Hence we kept both in SP.SoundOfDarkness wrote:If I may suggest something...
I think the super shotgun should replace the standard shotgun, just like with the nailgun and machinegun. Or maybe add an option for replacement.
That sounds like a bug. Will look into that too.mutator wrote:when you play as caleb even if you get ammo refill to full at next level you loose some ammo, is that intentional?
And here's a bit of how the release party went. It lasted ungodly amounts of hours. But damn that was fun!
We will continue our tradition of Friday MP events, for if anyone is interested in joining us in COOP/DM
Re: Quake Champions: Doom Edition (RELEASED!)
Does the console offer any advantages to setting up botmatches over the Zandronum multiplayer setup menu? Only in the Zandronum menu you can set bot skill levels, add and remove bots, set time limits, frag limits and game modes, and choose the map, then when all settings are chosen you simply select the Start Game option. It seemed easier to do it that way rather than learn the console commands.DBThanatos wrote: Im not sure about bots in GZDoom. However, Zandro isn't that heavy performance wise, you should be OK
If you do try zandro, check out this video @20:51 for info on setting a local bot match.
Re: Quake Champions: Doom Edition (RELEASED!)
Actually it happens with any class when you play with current updated versionDBThanatos wrote:That sounds like a bug. Will look into that too.mutator wrote:when you play as caleb even if you get ammo refill to full at next level you loose some ammo, is that intentional?
Re: Quake Champions: Doom Edition (RELEASED!)
Is the bug that made you loose ammo at next level is fixed with this new update?
- LukasG2004
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Re: Quake Champions: Doom Edition (RELEASED!)
no it's not fixed, I just saw that bug in current version as well
- StroggVorbis
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Re: Quake Champions: Doom Edition (RELEASED!)
In Single Player, continious fire with the standard machinegun or nailgun doesn't deduct ammo every shot like tap firing does, intentional or a bug?
EDIT: Also, the timer and K/I/S in the automap are very small, hence difficult to read on a 1920x1080 resolution, and unaffected by the status bar and fullscreen HUD scaling options.
EDIT#2: About the bug mutator mentioned, it only happens with the Heavy Machinegun and the Super Nailgun. You lose 125 bullets and 75 nails upon map change. It doesn't matter if you have a backpack or are over the normal capacity. The special thing about this case is, that it doesn't happen when you get full ammo by typing "give ammo" in the console before changing the level. So it's probably because the game checks for an item inheriting from ammo which you only get via cheats, not during normal gameplay. And because you don't have that, it steals 125 bullets and 75 nails from you every time you exit a map.
EDIT#3: It's not an item inheriting from Ammo, but Weapon. In normal gameplay, collecting every weapon and a backpack lists 64 items with the "printinv" CCMD, but when I type "give all", printinv lists 66 items, so one or both or these are responsible for the bug. I compared both lists but I couldn't find them.
EDIT#4: Forget about it, sometimes it happens, sometimes it doesn't. Sometimes the values are swapped. I'm on the wrong track.
EDIT: Also, the timer and K/I/S in the automap are very small, hence difficult to read on a 1920x1080 resolution, and unaffected by the status bar and fullscreen HUD scaling options.
EDIT#2: About the bug mutator mentioned, it only happens with the Heavy Machinegun and the Super Nailgun. You lose 125 bullets and 75 nails upon map change. It doesn't matter if you have a backpack or are over the normal capacity. The special thing about this case is, that it doesn't happen when you get full ammo by typing "give ammo" in the console before changing the level. So it's probably because the game checks for an item inheriting from ammo which you only get via cheats, not during normal gameplay. And because you don't have that, it steals 125 bullets and 75 nails from you every time you exit a map.
EDIT#3: It's not an item inheriting from Ammo, but Weapon. In normal gameplay, collecting every weapon and a backpack lists 64 items with the "printinv" CCMD, but when I type "give all", printinv lists 66 items, so one or both or these are responsible for the bug. I compared both lists but I couldn't find them.
EDIT#4: Forget about it, sometimes it happens, sometimes it doesn't. Sometimes the values are swapped. I'm on the wrong track.
- StroggVorbis
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Re: Quake Champions: Doom Edition (RELEASED!)
Anyway, the bug that classes that start with armor like Ranger get set to the default if the current is lower than that upon map change still hasn't been fixed.