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Post by Paril on May 18, 2006 15:16:37 GMT -5
Alright, Here's the mod I've decided on. It's actually what I've been working on the last few months, which is why I haven't gotten to StroggDM (Sorry.. PM me if you want me to finish it first, I don't know what to do ). Anyways, welcome to the Dark Ages! The times of trebuchets, battering rams, mangonels, onagers, castles, swords, flails, maces, bow, and all the rest of the medieval stuff. I've got max 21 weapons done and one enemy. I will keep you updated.
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Post by Paril on May 18, 2006 15:17:02 GMT -5
Oh and, I require a mapper to help with the single player missions. Anyone willing to dedicate the time, PM me please.
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Post by Wixen1 [Q2C] on May 18, 2006 15:46:18 GMT -5
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Post by Wixen1 [Q2C] on May 18, 2006 16:03:04 GMT -5
Oh and, I require a mapper to help with the single player missions. Anyone willing to dedicate the time, PM me please. Iam not at all qualifyed to do that but I will recommend X7 or WD.. Wix1
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Post by Paril on May 19, 2006 15:34:38 GMT -5
Thanks I do need a mapper. If anyone knows someone or wants to participate themselves, PM or emailafy me.
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Whirlingdervish
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Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
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Post by Whirlingdervish on May 25, 2006 10:25:04 GMT -5
Well, I had some extra time on my hands yesterday so I started mapping for a medieval type DM map... (in editor, I'd already done sketches) Here's some previews.. (unfortunately I took these screenies in full-bright so they don't look quite as dark, and dreary) PS: If anyone has any good ideas for medieval style maps, you should post them here... I can use any inspiration you guys can come up with... and any prefabs/transparent textures that you guys use to make flames and vegetation and other old fashioned/natural stuff that doesn't have blinking lights and zapping noises... hey Wixen - hows your spiral tower coming along? that one seems like a great concept.. (kinda medieval too)
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Post by Paril on May 25, 2006 15:12:27 GMT -5
Thanks man, very very nice! Looks awesome! About the flames and vegetation; they will be map entities that you can walk into and will deal damage, since I can animate them that way. Just ahead of time, they will be misc_mapents_fire_small misc_mapents_fire_large A spiral tower has already been made, lots of them. The tower maps at deaconstomb has them -Paril
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Post by Paril on May 26, 2006 22:29:01 GMT -5
Alright, nice updates here! Anyways, in about 40 minutes, I am going to upload a test you can use (secret weapons disabled, of course ) A nice update anyways. Now, I looked into what X7 was saying about .ent files. I went into what he said, and it was done! Now, in Medieval, since there are too many map entities, you can use the .ent file to do it! Here's an example of my q2dm1. It will contain EXACTLY this: [ItemData] 1065 1270 911 weapon_mace 1417 1246 783 weapon_longsword -31 373 655 weapon_longbow 249 -394 459 weapon_bastardsword 509 473 607 weapon_shortsword 702 108 911 medarmor_smhelm 1631 31 655 medarmor_bodyplate 1983 322 655 medarmor_boots 1990 334 399 weapon_crossbow 1884 926 527 weapon_bow 1507 575 472 weapon_heavyaxe it goes in this order: // MUST HAVE! [ItemData] origin1 origin2 origin3 classname origin1 origin2 origin3 classname origin1 origin2 origin3 classname etc. all classnames will be included with the mod, don't worry. Also, remember. There is armor; three parts. Small Helm, Bodyplate, and Boots. Each will give you better resistances. It's nice to have them all! But, the bad thing, they have durability! No no, they don't last very long, depending on what they hit you with You will lose as much durability as health, so watch out! You will get warnings when they are at half and when they are very low. So far, here's the 411: - Lots of fun weapons - No ammo (whee!), just all infinite. Just modeling the quiver and stuff. - Armor - entity files - 8 examples (q2dm maps) - The ability to make any polygon pushable by sticking them under func_pushable Probably more, but I forget easily. -Paril
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X7[Q2C]
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Quake II[x=x7a]
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Post by X7[Q2C] on May 27, 2006 9:35:19 GMT -5
Add to the entities list // these are needed to play // Medieval Q2 MOD //------------------------------------------ { "origin" "1065 1270 920" "classname" "weapon_mace" } { "origin" "1417 1246 792" "classname" "weapon_longsword" } { "origin" "-31 373 664" "classname" "weapon_longbow" } { "origin" "249 -394 468" "classname" "weapon_bastardsword" } { "origin" "509 473 616" "classname" "weapon_shortsword" } { "origin" "702 108 920" "classname" "medarmor_smhelm" } { "origin" "1631 31 664" "classname" "medarmor_bodyplate" } { "origin" "1983 322 664" "classname" "medarmor_boots" } { "origin" "1990 334 408" "classname" "weapon_crossbow" } { "origin" "1884 926 536" "classname" "weapon_bow" } { "origin" "1507 575 472" "classname" "weapon_heavyaxe" }
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Post by Paril on May 27, 2006 9:56:22 GMT -5
well no. the .ent files must be in the format that I put up there, not in LOXs format. I find this way easier to sort There are more weapons, that is just my q2dm1.ent example.
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X7[Q2C]
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Quake II[x=x7a]
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Post by X7[Q2C] on May 27, 2006 10:49:33 GMT -5
those are the entities from the .bsp file, other mod that uses Ent files WOD, LOX, Gloom that I know of.
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Post by Paril on May 27, 2006 12:33:21 GMT -5
yeah but, I don't use that format. I just use one line to add an object. You'll get errors on each line in Medieval if you use that format for the .ent files.
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X7[Q2C]
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Quake II[x=x7a]
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Post by X7[Q2C] on May 27, 2006 18:02:24 GMT -5
Waitting For a download link
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Post by Paril on May 27, 2006 21:51:18 GMT -5
Heh, sorry. Just finishing up a few things, adding a bit more. Looking into some stuff..
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Post by napalmdeath on May 28, 2006 2:00:49 GMT -5
Didn't they already make this game and call it Hexen? Or Heretic?
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