Bam!
Here is v 0.6 with a heckton of additions and bugfixes. Probably also some new bugs.
Changes in QORE v0.6
- added a new attack for the Shalrath
- enemies now drop fleshbits when shot
- added doublejump ability
- added a blueish trace to the teleporter projectile, so the player can see its distance and trajectory
- increased kick strength
- gibs have now a resonable low mass, so they fly further when a force influences them
- Now every monster can drop extra-ammo, not only soldiers
- reworked all monster painloop duration before death
- monsters randomly make painsounds when in painloop
- your kick makes significantly more damage if an enemy is in painloop
- gibs don't burn underwater
- enemies and yourself don't burn underwater
- dead rangers don't disappear anymore if you take their weapons
- dead rangers now bleed onto the ground if you take their armor or weapon
- added more gib models
- 1 new bloody death variation for the shambler
- the monsters can more easily loose an arm again
- Scrags now drift aimless in the air when dead and explode after 2 seconds
(dead Scrags cause HEAVY Damage, so you best kick them near other enemies)
- added particles to the teleporter effect
- added basic physics to all projectiles:
projectiles will behave different when in liquids, can be driven off course by other forces
- wizards now can teleport and leave an illusion on their former position
- Grunts and Enforcers drop Extra-ammo items corresponding to their normal ammo drops, not backpacks anymore
- corrected the bunnyhopping-bug when enemies are influenced by forces
- increased the sliding range
- ironed out some minor qc errors i made
- reduced the unreasonable high chance to send enforcers into a painloop
- sped up the shotguns attack speed again. My mistake.
- added parts of Patrick Martins cranked mod (cool monster AI modifications)
- more gibs per frag
- added cvars for:
gib amount
amount of ammo or health per extra-item drop
footsteps on / off
slide distance
kick force power
i found some bug
1.sometime monster get rip limb off but still live will turn to Invincible.
2.when too many gib float on water will spawn big blood fog to whole map.
3.sometime deadbody will float forward on darkplaces engine.
4.in coop,sometime deadbody will stand up.
good mod on quake i never seen before,finally see more gore on this game,thanks you
Hello dfr1238,
Thanks for the bugreports!
The Giant blood clouds will be gone in the next version, i finally found the reason for them. The same counts for the other bugs. They are really annoying, especially that invincible bug.
thanks you to fix it,you make my childhood dream become true
Just saw, that you rated qore :-)
Thanks for that!
When I try to start "Qore" the console comes down in game and gives me the error
"Prvm_Ed_Parseepair: Can't find function Rain_Think in ServerHost
Host_Error: Prvm_Ed_Parseedict: Parse Error"
How can I fix this?
1. Which other mods are you using?
2. Delete your whole Quake 1 folder and reinstall it, without any missionpacks or other mods.
3. Download and reinstall Darkplaces
4. Download and reinstall Qore v06
5. Report back if it works.
That is all i can do for you.
Yes that absolutely worked, it had a conflict with epsilon.
Glad you got it to Work.
I got some stuff written down, I will play more than give you my list of stuff = D
Thanks for your testing, MachoMan89, i will address what you find in the 06b or 07 version, depending on what it is :-)
Have fun and a nice sunday,
DaisyFlower.
eager to try out this mod, but from what i have heard i think it'll be great