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Messages - Kyper

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1
Quake / Re: Quake 2 remastered discussion - news and rumors
« on: October 06, 2023, 09:29:06 AM »
Looks like there was a Q2 Remaster DM Map Jam that ran in September:
https://www.moddb.com/games/quake-2/addons/quake-2-remaster-deathmatch-map-jam-2023

Steam forums post:
https://steamcommunity.com/app/2320/discussions/0/3881597531964640001/

They'll be showing off the maps in a little showcase/deathmatch event on October 7th 12:00 EDT/16:00 UTC/17:00 BST on their Twitch channel:
Quote

https://www.twitch.tv/q2mapcenter
People can join the event via Discord: https://discord.gg/SVa6xAKWvy?event=1158091296712441877

ZeTHeR created a thread for the zthrdm1 map:
http://forum.tastyspleen.net/quake/index.php?topic=23535.0

---------------

Also, may as well post my "Discount" Rocket Arena 2 mod:
https://github.com/KyperTrast/discount-arena/

https://www.youtube.com/watch?v=vaEuL7z06kc

It has the core gameplay of RA2 - spawn with all weapons, round-based TDM, etc. Not much is customizable; you can set starting health/armor and round limits but you're stuck with default ammo counts, self-damage is always armor-only, etc. No support for the RA2 map format (no multi-arena, no idea if the original ra2mapx maps will load in remaster but if they do, I'm guessing the spawns will be all over the place).

2
Quake / Re: Quake 2 remastered discussion - news and rumors
« on: September 10, 2023, 07:50:44 AM »
I've no idea what I'm doing at all, but somehow I was able to get the hook and runes part of Lithium working in the remaster:
https://github.com/KyperTrast/lithium-minus


https://www.youtube.com/watch?v=bxbLtw0U9pY

https://www.youtube.com/watch?v=lIDuEE7N_Do

Admittedly I didn't play much Lithium back in the day, so I don't know if there's something that "feels" off aside from the runes spawning which I had to add an additional check. I'm also not active in Discord, so I've no idea if someone was already working on this. But this was more of a personal project to see I could get something to work rather than having the philanthropic goal of trying to convert something for the community...

3
Quake / Re: Quake 2 Remastered - Bots and CTF
« on: August 17, 2023, 05:52:46 PM »
Bots partially work in CTF maps; the maps have bot nav points so they'll move around but won't go for the flag unless it's already in their path for something else. And even if they grab the opposing team flag, they don't seem to capture it for a point. And I don't think they know how to use the grapple

The easiest way to start a CTF map with bots is to create an Online/Local lobby as normal and start a CTF map, then in console:
bot_skill 5 (set to Nightmare)
bot_minClients 8
OR manually add one by one:
addbot

If you don't want to create a lobby for whatever reason, then before you start the CTF map in console, you need to set:
deathmatch 1
teamplay 0
ctf 1

4
Quake / Re: Quake 2 remastered discussion - news and rumors
« on: August 14, 2023, 02:53:16 PM »
Found something strange with weapon drops on death, not sure if I'm interpreting this correctly...
Typically, when you die with a weapon that has ammo left, you will drop that weapon. However in the remaster, you only drop weapons if Weapon Stay is disabled. From the source code:
https://github.com/id-Software/quake2-rerelease-dll/blob/main/rerelease/p_client.cpp#L431
The TossClientWeapon function is called from player_die. If I'm interpreting this right, an extra check has been added to the remaster to see if the weapon is droppable. With Weapon Stay enabled, this prevents weapons from being dropped, so item->drop will read false and nullify the item.

This check doesn't seem to be present in the original source code:
https://github.com/id-Software/quake2-rerelease-dll/blob/main/original/baseq2/p_client.c#L425
Strangely enough, even with Weapons Stay on you can still drop ammunition in both original and remaster (ex. in console: drop bullets / drop rockets). Because grenades are droppable as ammo, if you die while holding these they will drop correctly in the remaster regardless of the Weapons Stay setting.

Cannot deathmatch on single player levels they only wanted to include multiplayer specific maps which isnt true to original games.
It looks like you can't select single player maps in the UI but console commands work fine (gamemap base1). The deathmatch spawn points/items appear to be intact from the original, and I managed to host a lobby on Outlands/strike for a bit:
https://steamcommunity.com/sharedfiles/filedetails/?id=3019205355

5
Quake / Re: Quake 2 remastered discussion - news and rumors
« on: August 11, 2023, 06:57:09 PM »
Was looking over the readme of the source code and found this under the Player Movement section:
Quote
Because a lot of movement quirks in Quake II were indirectly caused by the compression, these behaviors were retained. Trick jumping is now an explicit movement type, to allow for things like the Mega Health box jumps to still work. Some fixes were made, like jumping higher below the 0 z point of the map.
I guess that explains the inability to climb crates in q2dm8/dm6 rail

6
Community Events / Re: PRE-CUP TS500!
« on: August 09, 2020, 05:44:29 PM »
yay, won one with some weird stats

mvd looks cool, but here's my scuffed POV anyway:

https://www.youtube.com/watch?v=rjT3lBm1LWQ

7
Community Events / Re: TS500 2019!
« on: December 27, 2019, 01:16:37 PM »
I'm using some ancient paks created by a UK player that used to maintain a Q2 webpage

PAK8 contains a modification to the explosion model to reduce its size
PAK9 contains some brightskins and alternate/enhanced (ex. grenade beep, louder rail/BFG hum) sounds

8
Community Events / Re: TS500 2019!
« on: December 15, 2019, 08:35:55 PM »
gg

knew I should've railed more as the stats seem to confirm it, couldn't even hit 400 frags =/

Here's my loser POV:

https://www.youtube.com/watch?v=Kf_eOSpHB40

9
DOWNLOAD MAPS HERE !! / Re: New Q2SP: Citadel v3.0 released
« on: July 14, 2017, 05:05:50 PM »
It looks like it was indeed the OpenGL renderer causing this problem, I was still using r1gl from the R1Q2 client. After restoring the pak and switching off of r1gl the map loads fine, thanks for the tip!

10
DOWNLOAD MAPS HERE !! / Re: New Q2SP: Citadel v3.0 released
« on: July 13, 2017, 08:26:15 PM »
Nice, I'll check this out later but I'm currently running into errors upon loading the first map

Tried to start it up with the base Q2 client, but ran into an error:
model models/monsters/soldier/tris.md2 has bad size header (467760 != 467376)

Decided to delete it from the pak, got another error with:
models/monsters/gunner/tris.md2

I deleted that as well and then the first map finally loaded. Didn't really play after getting the map to load, I'm just missing out on custom models if I delete those files, right?

11
Q2 Training Camp / Re: Cant play coop2
« on: March 31, 2017, 08:44:12 PM »
The coop2 server runs the Zaero mod/expansion pack:
http://www.moddb.com/mods/zaero

Download:
http://www.moddb.com/mods/zaero/downloads/zaero

12
Quake / Re: Where re the TS500 and OMGFFA videos on youtube???
« on: October 18, 2016, 08:25:05 PM »
Looks like I have a demo of this TS500 in July 2014 on city64 (http://forum.tastyspleen.net/quake/index.php?topic=21823.0), it's 94 minutes

Thank goodness my Twitch video with cringe commentary expired, now all that's left is cringe gameplay =/


13
Q2 Training Camp / Re: Who wants me to be their Q2 duel bitch
« on: May 19, 2016, 04:10:40 PM »
You can start with #tastyspleen on irc.enterthegame.com

Alternatively, you can check the server page and just hop on to a tourney/opentdm server when it's full of people:
http://tastyspleen.net/quake/servers/list.cgi

14
Ah I was wondering if that thing was just for decoration. I had to use my zoom bind to see it clearly

15
A neat and fun little map! Hoped it didn't turn out to be just fighting mobs with a blaster, but that thought died fast after getting past the first part.

I really needed to save scum to get past the light switches part. I'm sure a jumpmod regular can get through that part in one go.

It's been a while since I've played single player, but those explosive barrels seem to have a larger radius than I recall. Some of them hurt me when I was sure I was clear. I know at least the first barrel was pretty troll 'cause it insta-killed me unless I took cover.

Found a few "shortcuts":
- In the area with the light guards, you can simply water-hop up to the platform with the exit
- In the area with the moving platform with the tank in the middle, you can squeeze into the pillars and take out the switches that way
- You can avoid the blaster barrage at the end without lowering the Carmack barrier by hugging the wall

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