Painkeep v2 - Smash your opponents with all the Pain you can dish out. Deathmatch mod - make other players "die." Disclaimer - this is a free product with no warranty - see disclaimer.txt for details. Codename - Cataboligne - programmer and proud shovel owner.

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Blog RSS Feed Report abuse Latest News: Chaos mod mark (II) - "the Archons"

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

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Painkeep 2.x - bug fix two. Fixes bugs dealing with bots, hub, & bot voting as detailed in readme.txt. The main install (painkeep v2.0 beta) must...

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May 17, 2010 Full Version 6 comments

Overview - Painkeep 2.0 - major upgrade. Visible weapons - 2 bot flavors - Easy bot match - Custom glquake source code - Painkeep plus (artefacts) - Quake...

Post comment Comments  (20 - 30 of 39)
Mv.c9
Mv.c9 Jun 23 2010, 2:47pm says:

I love that Gravity Effect, the one that pulls everyone to itself and cuts them to bits.

I think im gonna dream abt it tonight :) . . . :0

+1 vote     reply to comment
numbersix Creator Online
numbersix Jul 21 2010, 12:48pm replied:

Heh heh...I dream about the code too. So matrix-y sometimes its almost scary.
What is real? Just electrical impulses interpreted by your brain...

I gave a (longish) reply to an old comment I've been giving some thought.
I have an idea for a commercial release and sadly I wont be able to include any of iD's proprietary materials, or even most of the cool quake 1 stuff from various mods - this stuff is all based off the artistic license iD made for creating quake 1 mods and it forbids commercial releases.

Unrelated to that - when the final release for painkeep 2.0 beta (2.2 now?) comes it will include a fix for single player - the original painkeep code causes stuff to respawn in single player and I just fixed that up.

+1 vote   reply to comment
numbersix Creator Online
numbersix Jun 13 2010, 3:53pm says:

Things go slowly now with 1 hand.
On the plus side there isnt a whole lot I can do so I can do lots of coding.

Figured out a long standing Qe-radiant bug where it couldnt load q2 map texs - they were indexed tga (made that way by wally from .wal files - which radiant doesnt see) and they need to be RGB tga. Fixed that with a tricky little convert script that piped them through 100 quality jpg and back to tga using colorspace RGB. Woo-Hoo.

This goes along way towards supporting the chaos mod which is supposed to run all quake maps up to q3 and converted doom / wolf maps.

Check the .plan for daily(s) - Moddb.com
And starts some threads in the discuss and bug tracker forums - Moddb.com

+1 vote   reply to comment
numbersix Creator Online
numbersix Jun 4 2010, 1:23am says:

in a bizarre twist of fate my wrist is now broken.
things might slow down a bit.
not if can freaking help it.
I got myself to the hospital with a broken wrist.
I am now re-evaluating what is and is not possible.

+1 vote   reply to comment
VampireVic
VampireVic Jun 3 2010, 10:49am says:

nice

+1 vote     reply to comment
Kommunist
Kommunist Jun 21 2010, 4:44pm replied:

+1
it's to epic !

+1 vote     reply to comment
Mv.c9
Mv.c9 Jun 3 2010, 1:19am says:

KOOOL

+1 vote     reply to comment
numbersix Creator Online
numbersix May 31 2010, 9:03pm says:

I have added a set of forums for: .plan file (no public posting, just the .plan and replies), discussion and update notices, and bug reports.

If you really want to see the somewhat daily nuts and bolts work, check the .plan file - Moddb.com .

+1 vote   reply to comment
numbersix Creator Online
numbersix May 26 2010, 5:43am says:

Thanks everyone who's responded.
Put up some more video - I enhanced auto-sentry code a bit. More sv_* variables to control the changes. Might include some *.cfg files for different server options.
Maybe even add an admin menu option & some alias to load different configs.

I'll re-load the update download once I've tested the latest build's stability.

+1 vote   reply to comment
ian502
ian502 May 24 2010, 7:15pm says:

Very nice work, keep it up with the mod

+1 vote     reply to comment
Mv.c9
Mv.c9 May 24 2010, 4:24pm says:

is it possible to somehow turn this into a stand alone game, im sure id software wont mind !

+1 vote     reply to comment
numbersix Creator Online
numbersix Jul 21 2010, 12:37pm replied:

I think iD would mind if you tried to make a stand alone game (especially a commercial effort) with any of their proprietary materials.

From Wolfenstein 3D all the way to D4, Q4 and rage all of the graphics, sounds and models are proprietary. Some of the map designs are proprietary as well. They have released the engine sources (up to q3 far as I know) under the GPL and even the q1 map designs.

Every one of these games has an "artistic" license for user generated content as long as you avoid a commercial release with their content. So you can make doom (1-4) and quake (1-4) (not sure about wolf) maps, mods, TC's and new games that use iD graphics, sound and models - so long as the license is obeyed.

Heck my amateur licensing forbids others from commercial efforts with my work. There is no way I would allow someone to build on my effort and profit without compensating me. I work hard on this stuff even if its still a hobby. iD (and other developers) have a gaming empire at stake - for them its even more so.

I'm concerned about the darkplaces generations mod and using it as a basis for the "Rex - Felix" adventure game server (which I intend to be a commercial release) because it "borrows" heavily from wolf to q3. Already making a list of materials that can't be included because they were based on proprietary stuff - even if I made them myself.

+1 vote   reply to comment
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