Archon ---> Quake. You heard right, elements of the 80's micro game archon extrapolated into the Quake universe. Get ready for a wild ride.                               (free stuff | no warranty | see disclaimer.txt | blah blah blah.)

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3 comments by numbersix on Dec 10th, 2014

How has "the Archons" progressed since the beta 1.1 release last year?

Reasonably new features for this release:

Archon magic! (yes, it works)
Archon "soul vessels" - limits to Archon powers
Sphere of Annihilation super black hole mode
Many nasty bugs have been eliminated. :-)
More monster enhancements than you dare shake a stick at
PK 3.0 support is pretty much finalized
HUD update, a few new features here

What is left leading to final release?

Finalizing the Archon vs. Archon conflict
Deciding if demi-archons will make it in before the mark III recode
Avoid any more feature creep, if at all possible
Decide if the map-hack tech maps will -
a. be included
b. have some kind of limits
(these are the design spec for the "realms of Chaos" world)
Decisions regarding HD pack integration:

What significant part of the current plan is still missing?

The ability to pick up an Archon "soul vessel" and carry it to a flag altar and sacrifice it for the points and / or build up to the Archon total not even written.
Some approximation may be put in - then again it may not.

What is the main challenge?

I got bit hard by the "new code" has to be written _now_ syndrome.
I've started the qc++ v1.07 recode already. This will be a major
resource hog on my limited free time. It will be some time before
this new code base grows into Chaos mod mark (III).
It is very necessary - some of the mark (II) code simply does not go
forward very well. The recode will fix a few corners I painted myself
into with the mark (II) code base.

What is the current status?

I have just squashed the "floating" zombie bug (I hope - the bots are testing for me right now...)

fig 1. the "floating" zombies

When I am satisfied with the result - I just need to build the release package.
Then boom - you get it. In time for the holiday week.
Gee, arent I a swell guy? Ha ha.


fig 2. bots give 100% testing new features

zappy, zappy! _____________________________________ sucky __

rainy days _____________________________________
new worlds

fig 3. determined foes

______ arg! gremlins _________________________ new things to stick nails in

fig 4. Archon of Chaos

fig 5. Occlument Augury

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Post comment Comments  (0 - 10 of 115)
numbersix Creator
numbersix Dec 23 2014, 11:42pm says:

I have to double check, but it seems some override textures may have been left out of the release somehow. Dang build process has got too complicated. Automated scripts can only do so much sanity checking.

+1 vote   reply to comment
numbersix Creator
numbersix Dec 16 2014, 11:02pm says:

A server test with 6 bots has been running for over 142 hours. Thats 6 days.
The op is stable - no unusual effects, models out of place or evidence of other bugs.

Once I get the package built I'm releasing beta 1.2.

Woo-ee...a fella could have a good weekend in Vegas with that!

+1 vote   reply to comment
numbersix Creator
numbersix Dec 19 2014, 6:15pm replied:

Package is build, just running a few last minute tests.

+1 vote   reply to comment
WeeGee9000 Nov 13 2014, 5:53pm says:

I am a bit confused, is it mostly a multiplayer mod or a SP mod?

+2 votes     reply to comment
numbersix Creator
numbersix Oct 29 2014, 1:38am says:

So, after fixing the latest badwolf loop bug, I played with the bots for an hour.
They are merciless *******. And I noticed a bunch of stuff that needs fixed or tweaked. Looks like 1.2 will be a couple more weeks.

+1 vote   reply to comment
numbersix Creator
numbersix Oct 26 2014, 1:25am says:

Getting closer to the beta 1.2 release. The DM server is very stable in the latest bot test. This is very encouraging.

+1 vote   reply to comment
numbersix Creator
numbersix Oct 15 2014, 1:12am says:

Put up a bunch of dev videos. Right now is mostly bug fix. Nothing new will be added until beta 1.2 is out the door. I hope that can be done in November.

Then I might add in demi-Archons. I'm thinking of making an "Archon - only" option.
There would be no regular player characters, just Archons and demi-Archons.
We shall see how that goes.

+1 vote   reply to comment
numbersix Creator
numbersix Sep 17 2014, 12:11am says:

Vacation was cool. And relaxing.
Had some time to ponder, and I've decided to focus on finishing at least the deathmatch portion of Archon.
As far as what was laid out in terminus design anyway.
Beyond that, who knows.

If quake hack is viable (and that is TBD) it will be the next mod.

+1 vote   reply to comment
numbersix Creator
numbersix Jul 27 2014, 1:41pm says:

What is Quake Hack?
A mod based around the new Archon "outdoors" map tech. (Or an attempt anyway.)
In essence a Rogue style Quake FPS mission.
There are issues that need to be resolved and a lot of map chunks will need to be made. I'm planning on having multiple vertical levels, boss rooms, larger rooms, Key doors, etc.
There will likely be a "vanilla" quake mode, and an "enhanced" mode with all the Archon single player boosts.
Quake Hack will be a separate mod.
I'm undecided as to whether it will feature "outdoors" or non dungeon areas.

+1 vote   reply to comment
numbersix Creator
numbersix Jul 14 2014, 1:00am says:

Some of my regular readers may wonder where I'm headed with the mod.
It has been pointed out that there are many new engines - source, unreal, etc.
With amazing looking scenery, skys, plants, landscape etc.

Good for them. And if you mod with one great.
What I imagine is that it is 1997, quake II is not out yet...but we have todays hardware.
I want to see the game quake could have been...
Yeah, it will be blocky and rough. So what?
That is just part of the charm.
Minecraft is made from freaking cubes, and look how popular that is!

+1 vote   reply to comment
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