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Re: Quake Champions: Doom Edition (RELEASED!)

Postby DBThanatos » Sat Feb 10, 2018 9:54 am

Well, It's finally out! Come join us in the innaguration deathmatch session.

​​​​​​​Discord Link:
https://discord.gg/XzD2TdV
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Re: Quake Champions: Doom Edition (RELEASED!)

Postby dawnbreez » Sat Feb 10, 2018 9:56 am

The download link appears to be broken; there are no files listed.
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Re: Quake Champions: Doom Edition (RELEASED!)

Postby DabbingSquidward » Sat Feb 10, 2018 9:59 am

dawnbreez wrote:The download link appears to be broken; there are no files listed.


Just went there, encountered the same thing :(
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Re: Quake Champions: Doom Edition (RELEASED!)

Postby BoneofMalkav » Sat Feb 10, 2018 10:00 am

DabbingSquidward wrote:
dawnbreez wrote:The download link appears to be broken; there are no files listed.


Just went there, encountered the same thing :(


Now it's released! http://www.moddb.com/mods/quake-champio ... ll-release
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Re: Quake Champions: Doom Edition (RELEASED!)

Postby D3athStalker » Sat Feb 10, 2018 11:17 am

It's carnage time :twisted:

What also impresses me is the size of the mod. I was expecting 200+ Mb but it's only 70 :D
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Re: Quake Champions: Doom Edition (RELEASED!)

Postby Clocky » Sat Feb 10, 2018 11:27 am

It's finally here, internet failed me 4 times, and now I'm hoping to download this before my internet cuts off once again, I can't wait to play this.
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Re: Quake Champions: Doom Edition (RELEASED!)

Postby Legend » Sat Feb 10, 2018 2:07 pm

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.
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Re: Quake Champions: Doom Edition (RELEASED!)

Postby DabbingSquidward » Sat Feb 10, 2018 2:24 pm

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.
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Re: Quake Champions: Doom Edition (RELEASED!)

Postby Korell » Sat Feb 10, 2018 5:24 pm

Legend 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.


As far as I know, there is no way to get bot matches within GZDoom at present. As I use GZDoom I would also like to be able to play bot matches in this mod, as well as in Brutal Doom 64, but I know of no way to do so with GZDoom. Zandronum will therefore be required for that.
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Re: Quake Champions: Doom Edition (RELEASED!)

Postby phantombeta » Sat Feb 10, 2018 5:37 pm

Korell wrote:
Legend 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.


As far as I know, there is no way to get bot matches within GZDoom at present. As I use GZDoom I would also like to be able to play bot matches in this mod, as well as in Brutal Doom 64, but I know of no way to do so with GZDoom. Zandronum will therefore be required for that.

GZDoom does have bots. They're pretty bad, though...
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Re: Quake Champions: Doom Edition (RELEASED!)

Postby DabbingSquidward » Sat Feb 10, 2018 8:25 pm

phantombeta wrote:
Korell wrote:
Legend 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.


As far as I know, there is no way to get bot matches within GZDoom at present. As I use GZDoom I would also like to be able to play bot matches in this mod, as well as in Brutal Doom 64, but I know of no way to do so with GZDoom. Zandronum will therefore be required for that.

GZDoom does have bots. They're pretty bad, though...


Forgive my ignorance, but what's the difference between ZDoom's and Zandronum's Bots? From my experience, they were just as bad, if not the exact same bots.
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Re: Quake Champions: Doom Edition (RELEASED!)

Postby Naniyue » Sat Feb 10, 2018 11:19 pm

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.
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Re: Quake Champions: Doom Edition (RELEASED!)

Postby Jeimuzu73 » Sun Feb 11, 2018 8:14 am

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.
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Re: Quake Champions: Doom Edition (RELEASED!)

Postby blackfish » Sun Feb 11, 2018 9:45 am

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.
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Re: Quake Champions: Doom Edition (RELEASED!)

Postby Cyanide » Sun Feb 11, 2018 12:45 pm

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?
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