Stating that this is more likely to be the final version, and closer to his original vision, RenegadeC has brought in a few more gameplay changes, features, and a host of optimizations and bugfixes:
Added extra support for observers in multiplayer, along with some creepy ambiance for them
Brand new roaming AI
New and additional sounds
Boosted the usefulness of the wall hugging
Adjusted AI to allow for cooperative kills, or coming to another player's aid much more effectively
A whole host of bugfixes and general improvements
You can read more in the thread here. Give it a download, and find new reasons to fear the light.
Willem has released a new version of Qonquer fixing a number of issues and adjusting the difficulty scaling for a bit of an extra challenge on Hard and Nightmare.
Heres a list of changes:
added “impulse 12” for cycling to the previous weapon with ammo
fixed the ‘Elder Arena’ on Easy skill (no monsters were spawning!)
minions will no longer hurt each other or the player
made the minions stand further away from the player so they won’t trap you in the corner
increased various limits, tweaked various times, based more values on skill level
added finale screen (take a screenshot, impress your friends)
Inside3d is proud to announce a new direction. We have embraced the design revolution, and will from now on specialize in tutorials focusing on depth of field, bloom, and implementing middleware!
Inside3d recognizes the brilliant innovations in gameplay that the industry has brought us, gameplay innovations such as shiny objects, gritty sweat lined faces, World War 2 soldiers, and only doors you need to go through being functional! In recognition of such progressive action, we are dropping our support of the original Quake, as it no longer meets our polygon count requirement, and texture resolution requirement. Its a bit too old now, and as industry has proven time and time again, newer, is better!
StealthQuake has arrived, and you didn't see it coming for good reason. RenegadeC has created what could be described as Thief in Quake, only with survival rather than burglary being the goal, all the while living in fear of your surroundings. You navigate levels, armed with only an ax and a handful of rocks, or maybe a pistol if you are so fortunate, doing your best to escape the notice of any foul beast, knowing that they could easily dispatch of you. You will do your best to sneak up on the loners, killing them silently, and luring others away from your intended path by throwing rocks, or whistling.
StealthQuake uses a fear system, where your player can be intimidated by the attacks of monsters, getting too close, or even simply looking at them. Beware, fear leads to dementia, and who knows just what may come to you at that point.
Featuring dynamic music and tons of replayability, along with coop support, StealthQuake can be played in a DarkPlaces flavor which can be found here or a WinQuake friendly version here. The DarkPlaces version provides:
Higher Quality music & sounds
Dynamic shadows from torches and monsters
Skybox (depending on the engine you're using) that helps the mood
Music that isn't position dependant (once again, engine dependant)
Better graphics overall
A great chunk of additional atmosphere
You can read the announcement thread here. Now go, get scared back into hiding!
Ever lived in the fear that if you stepped onto a tile, walked forward, and then at a later point stepped on a previously stepped tile, that you would explode? No? Well CocoT has. He has lived with that fear since his early childhood of hopping from carpeted surface to carpeted surface to avoid the chance of explosion. Thankfully he has decided to share his paranoia in the unique DarkPlaces mod, Spacewalk, where you do your best to not step on a tile you've already touched! You can check out a video of it on Youtube:
But the real risk takers will live in danger of exploding on tiles they've crossed one too many times! Grab it from FilePlanet! Or you can contribute to the double-crossing announcement thread here.
Orion has released a version of the OrionBot exclusively for DarkPlaces and FTE, citing that "they use specific extensions which a regular engine doesn't have."
The bot can be plugged into existing projects and functions for straight forward deathmatch. The bot features are:
Full client physics emulation
Retain connections over changelevel calls
Successful navigation from room to room and throughout a level without waypoints
Realistic aiming
Hazard avoidance during combat and roaming
Humorously, Orion cites a bug where a bot may occasionally kill themselves with the rocket launcher while attempting to lead a target, but I argue that this qualifies as realistic aiming (inhuman bots, pardon the pun, are a peeve of mine). He also included a few general changes to the code base, such as each trace of FireBullets doing 5 rather than 4 damage, which gives a more significant punch to the shotguns, quad and ring drop, deathmatch 3 support, and fixed the timing issue on health rot for picking up 2 megahealths.
You can download it here at Shub-Hub or comment on the thread here.
This bot requires a recent if not latest version of DarkPlaces and/or FTE.
Chris has created some csqc middleware for those of us facing inventory woes. On this thread he posts a screenshot of it in action with some details, and a download.
You can see in the thread that it is Diablo-ish in style, featuring a mouse cursor, object highlighting and more. This could easily be implemented into a mod with a lot of items for a much better system than the current cycling impulse method. Exciting stuff!
Go check out the download and give him some feedback in the thread.
GiffE has bestowed via the forums a tutorial upon us utilizing CSQC which can be read here.
In the tutorial he covers:
Draw and Fill shapes onto the screen
Register and use CVARs and CMDs for use in CSQC
This will create for you a progress bar like what you might see in Counter-Strike.
QC Challenge:
Implement the progress bar into a mod of yours to change up a typical function, for example a "slow-pushing" button, or instead of monsters dropping backpacks, you have to loot the body with an impulse, holding the key while the progress bar animates (perhaps at a semi-random speed) to see if you found anything on the enemy. You could also implement this into lockpicking, or opening secret doors. Use your imagination.
NOTE: This tutorial has been tested in DarkPlaces, but not FTE.
Willem has released Qonquer version 1 which can be downloaded from his site or can be nabbed directly here.
Qonquer is an arena styled mod, with waves of monsters in levels that just may change, and a few of Shub-Niggurath's finest even fighting on your side. A more in depth review can be found on Inside3d here!
If you've been keeping up with the forums, some of this is old news, but MauveBib made a recommendation and leileilol followed through, leading to the creation of the Vs 97 mod, complete with old school site design. The thread can be found here.
Orion also released an untitled single player mod featuring some new game behaviors, Q2 monsters and weapons and a humorous bug, you can read discussion and find a download link in the forums here.
Last but not least, "newcomer" Willem has preview shots of his new mod Qonquer coming up on his blog. The premise is old, but the screenshots look good, and I look forward to giving it a try.