RPG Mod for DC Quake

Talk about Quake, Doom, Wolfenstein 3D, or other DC first person shooting game ports and mods for those games in here.
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RPG Mod for DC Quake

Post by Tyne »

Tonight I burned DCQuake and it's great, especially with JoyMenu.

I've been working on a RPG for Quake 1 which is aimed to work on Dreamcast also. What I need right now is mappers! If anyone can map
and is willing to help let me know. :)

I've coded a lot, such as NPCs that talk, monsters, first and third person views and more. It'll be good! Not to mention this'll help Dreamcasts lack of RPGS :)
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Post by .:ajay:. »

Good luck to you Tyme. Sorry but I can't offer any mapping help; partly 'cos I'm no good, but also 'cos i'm in the middle of 2 mods and the mapping comp at Inside3d....
Can't wait to see what you've done though :)
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Post by Tyne »

I booted it up on Dreamcast last night. The mod takes about 1.7 megs of the Dreamcasts ram, so I can go wild :)

Anyways, how do you auto bind a command, I put an autoexec.cfg and a config.cfg but it didn't load either.
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quake remix

Post by MagnetoMan »

looking forward to hearing more about this!! i love video game remixes!!

if anyone knows of any other game remixs let me know via PM. word!

good luck man!!
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Post by JustinVisible »

this would be awesome


enough reason for me to finally download quake for dc even


best of wishes on your project 8)
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Post by Tyne »

Thanks a lot everyone, I'm working as hard as I can on it and even got a few mappers. So things are on there way!
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Post by Tyne »

Lousy no good mappers, they jumped the boat.
I'm looking for mappers again!
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Post by TheDumbAss »

Heh... that has to suck...

Its hard to find reliable people willing to work on Quake anymore. If my mapping skills were better I'd think about trying my hand at a few maps... But I'm not all that skilled.
(4 months to complete 4 small maps and parts of two others isnt too good)

Good luck... hope you can find some good help.

One option... (not the best I'm sure) is to build in support for existing singleplayer maps and/or maps from mods you like.
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Post by Tyne »

Good news.
I got a mapper named Scampie to help things along.
I've got town music, and an inventory/status screen in progress!
It's coming along very well...
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Post by TheDumbAss »

I think I remember talking to scampie a few times on #qc... He really should be able to help.

Ive been interested in an inventory/status type screen for a long time. (since back when I was working on a Silent Hill mod)
Could it be adapted to be used as a menu for other mods?
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Post by Tyne »

Yes, easily. Although actually changing it around would take a bit of time...
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Post by miah »

This has to be one of the coolest things I've read about in a while. I hope this works out.

-miah
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Post by Chalavet »

This does sound interesting. The last time I remember a rpg type game using a "shooter" game engine was when Interplay used the Descent or Descent II engine for Descent to Underground Mountain back around '96. It would definitely be fascinating to see, and the idea of a Silent Hill type of Quake level would be neat to see.
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Post by pkScary »

so is this still in first person or did u switch it to third? is that even possible with quake? :?

sry im a n00b at this :|
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Post by Tyne »

Switch to third. It's third while walking/talking/and fighting melee. Once you take out the Bow then it goes first person like Zelda 64.
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Post by pkScary »

NICE! Just how i like it.......... :D

I would help you with the mapping but unfortunatly I don't know how! :(

:D
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Post by pkScary »

and oh........u say bow? :|

your rpg is set in the past?

i am observant :D
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Post by Tyne »

Yes, a bow with different types of arrows, and elemental arrows also.

I've added in a hit/miss ratio.
Basically a monster has a number set to it like say... 60. If your sword has a hit ratio of 30 it'll hit the monster 1/2 times, not a bad system eh?
It slows down the gameplay, which is good! (It's really fast...)
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Post by TheDumbAss »

ouch... that system could get a bit heavy. Can be sure it will be slower.

But for an RPG you dont want things too fast. So that could be a good thing. Since that would be in the AI it wouldnt effect load times at all. (except the extra bytes in the progs.dat) It shouldn't get too slow. Probibly take a lot to get it unplayably slow. So not much to worry about.

The ratio thing is a good idea though... the way the Quake hit system is you can pretty much stand next to something and hit it. Expecially with malee attacks. A ratio would make it so you have to miss sometime. Giving values to the monsters is a good idea too. cause the bounding box doesnt really represent how easy a monster would be to hit.

Could certain weapons have a higher hit ratio on certain monsters? Like say the 'fire ax' has a 20% chance of hitting most things... but the goblins are extra seceptable and its got a 70% chance of hitting them.
Last edited by TheDumbAss on Sat Feb 09, 2002 7:33 am, edited 1 time in total.
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Post by TheDumbAss »

wait...
Tyne wrote: elemental arrows also.
I think that probibly covers my last question.
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