A question about quake 1 modding

Hi, i have a questions…How can I make two maps interconnected and keep dead monsters. events, key taken and other stuff when returning to this two connected maps? Something like Quake 2?

Thanks a lot in advance

I think that’s possible with hacks. I suggest you look into the excellent tutorials on tomeofpreach, or ask around on func_msgboard.

Thanks! I’ll do, anyway the idea is make something quake 2 interconnecting maps, but in this case with quake 1

Ok i have found in quake 2 the following…

http://tastyspleen.net/~panjoo/rust/tutorials/28/28.html

So i just need to put the “target_changelevel” into quake 1, I “just” dig in the quake 2 code… someone knows how to convert quake 2 code to quake 1 :stuck_out_tongue:

Thanks !

Why not just glue your interconnected maps together? Is bsp2 not enough?
Quoth possibly supports this. There’s an undocumented “seamless” “1” value on trigger_changelevel in ne_marb.bsp (“Crescendo of Dreams”). Kill count carries over to the next level. Quoth also definitely has options for carrying keys over between levels. I’m not sure other things are preserved - try it.

[quote=–]Why not just glue your interconnected maps together? Is bsp2 not enough?
Quoth possibly supports this. There’s an undocumented “seamless” “1” value on trigger_changelevel in ne_marb.bsp (“Crescendo of Dreams”). Kill count carries over to the next level. Quoth also definitely has options for carrying keys over between levels. I’m not sure other things are preserved - try it.[/quote]

Sounds interesting, ill try it, thanks so much!

Another solution would be to import Q1 assets into Q2 for a TC. Not sure which way requires the most work but it could be simpler.

The Q2 community is moribund nowadays but I’m sure if Q1 fans know there’s a “real Quake 2” for Q2, they would play it.

[quote=Mugwump]Another solution would be to import Q1 assets into Q2 for a TC. Not sure which way requires the most work but it could be simpler.

The Q2 community is moribund nowadays but I’m sure if Q1 fans know there’s a “real Quake 2” for Q2, they would play it.[/quote]

I was thinking port the mod to Hexen 2, due its has all that i need, (persistence, rotating objects etc…) and should be fast

Trying to get this to work in Q1 is a fools errand imo. Just make a huge level or design around the limitation, trying to force this weird stuff into Q1 is asking for trouble.