ne_q1spCompilingGui update (1.0.1) and quake stuff

following some suggestions on func_msgboard,i’ve added a few things to the compiler gui program.
v1.0.1:
-Added some error checking to recover in the case of corrupted config.ini.  It still requires you to restart the program though.
-Added ‘factory defaults’ in the case of a deleted config.ini.  It still requires you to restart.
-Checking ‘Run Quake’ or running quake manually will automatically apply +map mapname, you still need to enter -game mod in the arguments though.
-Added ‘About’ information.
-Changed main window to allow it to be minimized.

the original post has been updated with the new file, or just download it here:

ne_q1spCompilingGui101.zip (22kb) from necros.quaddicted.com

in other quake related news, i’ve been toying with the idea of creating a new map+mod.  i have 2 things in mind that i want to do specifically along with a general theme.

1.  usually i have to map within the bounds of whatever progs i’m using (either stock id or quoth).  i want to try to make a map whilst treating the progs.dat as i would a map script in doom3.  essentially, code things up for specific usages instead of generalized use.  i want to see how far i can go doing it that way.

2.  i want to experiment with adding randomness to q1sp.  i want to see how much i can add while keeping gameplay balanced.  i’m talking about things like monster placement and ambushes and such, obviously, not damage from attacks or health kit gains.

for theme, i’d like to return to the sort of run down city i did with ne_deadcity but with a more sprawling layout like e4m8 (“The Nameless City”) but also mixing in the sort of voidmap style i did with nesp04 (the map i made for the coagula contest).

course, i also want to finish that doom map, so i probably won’t do too much on this yet.

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2 Comments (+add yours?)

  1. onetruepurple
    Mar 31, 2010 @ 17:55:26

    We’ve got some pretty nifty randomization at RemakeQuake – you can randomize the type and the placement of most (all?) ents. It’s coded by Lardarse, he was going to make a standalone release AFAIK – will ask.

    Not sure if that goes with your plan of coding stuff for specific usages, though.

    Just read about ne_cath, my condolences :(

    Reply

  2. cjones
    Mar 31, 2010 @ 21:20:49

    i’m looking forward to seeing when it’s done. :)
    in any case, i want to do the code myself. it’s just been a long time since i’ve made my own mod.

    thanks, btw, about ne_cath. i actually lost it way back in january, but i was so bummed, i just tried not to think about it. two months on and the sting has dulled out and i think i’m ready to try something new now.

    Reply

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