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: Moddb.com

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 win...is 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.

Showcase:


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

Media RSS Feed Latest Video
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Archon 1.1 (beta)

Archon 1.1 (beta)

Dec 25, 2013 Patch 3 comments

Beta release! Play Chaos mod: Archon - become an Archon, rule the Quake universe with your mystic powers. Refer to text files, site images and video for...

the Castle

the Castle

Dec 12, 2012 Multiplayer Map 5 comments

Ariochs Castle. Where the gods of Chaos live and play. A clan map project that finally sees the glorious light of release it deserves.

Archon 1.0 (alpha)

Archon 1.0 (alpha)

Oct 28, 2012 Full Version 1 comment

Alpha release = painkeep cube, morphic cube, crates, runes, regman quad-barrel dwarfcutter, quantum tunnel apparatus, super gravity well, chaos teleport...

Visage Nightclub

Visage Nightclub

May 10, 2011 Multiplayer Map 6 comments

"I'm the seed in your head...if you're good then you'll dream. If you're good...if you're bad. K...K...K...K...Killer" As always - check your guns at...

Chaos Heaven (release 2)

Chaos Heaven (release 2)

Apr 20, 2011 Multiplayer Map 1 comment

Chaos Heaven (Visit Arioch!) - A new symbol rotates serenely atop a sacred altar. Power grid flows away in all directions to deathmatch goodness. Weapons...

The Bad Place (remix)

The Bad Place (remix)

Oct 19, 2008 Multiplayer Map 0 comments

Have you ever wondered how all the lava gets into quake maps? Now find out! A quake one remix of the venerable dm4 based on a port I did of the map to...

Post comment Comments  (50 - 60 of 113)
numbersix Creator
numbersix Aug 13 2013, 2:28am says:

So close to giving you guys a playable Archon in this mod.
Vacation is calling though...can you hear it?
Palm trees, sand, beaches...no. No, thats where I am.
Mountains, streams, cool air. Yes.
Regular updates will resume in about 3 weeks.
Then I'll bang out some amazing code.

+1 vote   reply to comment
numbersix Creator
numbersix Aug 9 2013, 11:20am says:

Leapt off the logic gorge and switched to the fteqcc compiler. It took some code change effort, but it works. And the compiler / progs footprint is smaller - fteqcc seems to have more slick.

But...Chaos mod (mark II) codename "Archon"...has...a...playable...Archon!
Things seem different though - from the mark I code.
And I'm not sure if its the new darkplaces or something fteqcc did or something I changed. Have to run some tests before I release the 1.0.5a update.
Plus I'll be out of town for a month on a much deserved vacation.
And I dont think I'll take this production setup either.

+1 vote   reply to comment
numbersix Creator
numbersix Aug 10 2013, 2:43am replied:

Part of the difference seems to be the new dp engine.
Some dynamic items (runes, cubes, ammo) no longer bounce from the spawn point, while crates still do.
Got a request in to LordHavoc about this. Will put the results in the work log.

+1 vote   reply to comment
numbersix Creator
numbersix Aug 7 2013, 4:34am says:

Sigh.
The initial 1.0.5 alpha Chaos ARCHON is done. I ripped most of it from the original chaos mod mkI, so much of it needs changed. Doesnt matter. Blew the engines mind.
Host_Error: server CALL outside the program
QuakeC crash report for server:
s173285: ADDRESS self (=entity 1), movetarget (=.movetarget)
s173286: CALL0
: NewCarriedPath : statement 1
: set_initBotLevel : statement 62
: PutClientInServer : statement 0
Client "_-=* Number Six" dropped

That code has NEVER failed and nothing in the new code *should* affect that.
I think its the unsigned short deal I fixed in the compiler. Fsck.
This might be one for .qc forums, or tutorial...but I think it might be time to port over the fteqcc. That compiler does things differently and it might be more workable.

+1 vote   reply to comment
numbersix Creator
numbersix Aug 2 2013, 2:09am says:

This mod is entering a new era of Quake one modding. The quake c has become so complex it breaks the compiler because someone ages ago used "unsigned short" for the maximum number of globals. I've fixed that, and the code base could double and still work.
It will only run on a special version of darkplaces. I'm going to see if LordHavoc (dp's maintainer) will include my engine mod. This is so win users wont have to figure out how to compile the engine.

+2 votes   reply to comment
numbersix Creator
numbersix Jul 25 2013, 8:51pm says:

Code is going very well. I am starting to see odd things. I cant decide if I should leave them in as surprises (it is a Chaos Mod) or fix them as bugs. Decisions, decisions...

+3 votes   reply to comment
numbersix Creator
numbersix Jul 14 2013, 10:54am says:

The package builder for the update release is done. Simply a matter of finishing off the "list" and testing.

+2 votes   reply to comment
numbersix Creator
numbersix Jul 16 2013, 12:45pm replied:

Changed my mind about this. I really want an Archon available in the alpha test, so I'm coding that up before 1.0.5a is out. Means maybe a 2 week delay.

+2 votes   reply to comment
numbersix Creator
numbersix Jul 2 2013, 1:57am says:

Current Version [ 1.0.5 alpha ]

It contains all the coolness listed in the previous december comments.
Sadly is too buggy to release.

And we are talking both minor concerns and some server crash.
Got some video I need to go through. Will be releasing that in the next couple weeks.
Stay tuned, the new version will come out.

+2 votes   reply to comment
numbersix Creator
numbersix Mar 11 2013, 10:59pm says:

This project still lives. Just other stuff going on.
Thought the faithfull might want to know.

+2 votes   reply to comment
numbersix Creator
numbersix Jun 29 2013, 12:36pm replied:

Posting some screens in lead of the update release.
Just have to run some tests and see if there are any serious bugs...

+2 votes   reply to comment
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