Alkaline 1.1: the Thanksgiving update :)

Alkaline’s NEW, updated website! https://alkalinequake.wordpress.com/

Looks cool! Better routing and presentation.

Hello everyone!

A wish for future revisions of your mod:

  1. Combining all versions of alkaline and jam into one;
  2. Fading portals in the starting map at the sequential completion of levels (as in the campaign of the original game) or the appearance of text in front of the portal (“finished”) along with the name of the map and its author.

Can you tell me in which qc-file the rotation of the super nail gun is described?

  1. It is this way already. Portals turn into blue when map is finished
  2. It’s not possible. Jam maps are way too different in styles, in detailing. While Alkaline have its very own distinct style

So I’m just inattentive! )))
It’s a pity that you can’t combine everything into one collection. (((

Nevermind! Just keep them all since they has differences :stuck_out_tongue:

[quote=Andrew]Hello everyone!

A wish for future revisions of your mod:

  1. Combining all versions of alkaline and jam into one;
  2. Fading portals in the starting map at the sequential completion of levels (as in the campaign of the original game) or the appearance of text in front of the portal (“finished”) along with the name of the map and its author.

Can you tell me in which qc-file the rotation of the super nail gun is described?[/quote]

The main map pack and the alkjam are two very different things, so there’s no way for them to be combined.

The jam was a one-time community event where everyone was invited to submit their creations within a limited time frame, and wasn’t meant to be updated. There will be other jams based on Alkaline in the future though.

The main pack, on the other hand, is the established official map pack created by our team, and will get other updates over time with newer content. What has happened tho (and it’s still likely to happen again) is that we ended up picking the best works from the first alkjam and got them into the main pack - not without some more refinement rounds first, which almost all of the other maps got as well.

Oh, and about the SNG code, it’ll be inside player.qc. We’ll release the devkit on the next few days and with it we’ll also publish the github repo containing the complete updated source for people to have fun with it

@Andrew

Yeah, combining Jams into the main campaign might seem convenient, but that will just make things bloated. Think about all of the Jams done in Arcane Dimensions …would you want all of them shoehorned into the main campaign?

As far as your portal request goes, the suckers now glow “Tidy Bowl” blue & state “completed” after you finish a map. Hell, that’s pretty darn fancy right there! :slight_smile:

On a different note, it’s nice to see that folks are enjoying it. The new development kit is set to come out very soon!

I need help.
There are a lot of smart people here.

Can you tell me how much the model shifts in the game if the motion variable ai_run or ai_walk is registered in its “qc” file? For example, ai_walk (8) - is it in pixels, millimeters or some other values?

Why am I asking this? Editing the animation of the zombie running in the md5 model, I did everything very smoothly without jerks. But when I started the game, I saw that the model was twitching when running. I decided to look at the file “zombie.qc” and was very surprised by the large displacement of the model in the last frame of the run by 8 units! Half the night I tried to align the animation by shifting the model horizontally, but it still twitched. The final solution is either to change the “progs.dat” file by simply eliminating the displacement of the model in the last frame or by removing this frame, or to drop it all and leave it as it is. The old zombie models are also twitching in the original game. The use of a modified file is not necessary for everyone and mods have their own files and everything will twitch again.

A similar problem has been with the wizard since the release of the game - instead of 15 frames of hover animation, the developers used only 8 frames and the model twitches without completing half of the animation. I changed the wizard animation to take into account 8 frames, but it looks very poor. In the second option, I had to change the file “wizard.qc” again and increase the number of animation frames to 15.

For the third time, I spent half the night in a Blender with animation of running zombie from 34 to 51 frames and stopped doing it. Any variant of reworking the animation and shifting horizontally both forward and backward does not remove the jerk and sometimes only aggravates it. This happens because 31 and 51 frames are the same and the offset between them is ai_run (8) in a cyclic animation!!! Eight!!! It looks like I’m moving a tin soldier on the table! And it should be standing in one place at this moment! As a result, I can just remove the frame from the “zombie.qc” in my build:
/* void() zombie_run 18 =$run 18, zombie_run 1] {ai_run(8); */
Then everything looks just fine! But then a modified file “progs.dat” appears, which is bad. (((
I can’t finish the last model for the second week because of this fucking shift! Stuck on it and that’s it!

[quote=Andrew]I need help.
There are a lot of smart people here.

Can you tell me how much the model shifts in the game if the motion variable ai_run or ai_walk is registered in its “qc” file? For example, ai_walk (8) - is it in pixels, millimeters or some other values?

Why am I asking this? Editing the animation of the zombie running in the md5 model, I did everything very smoothly without jerks. But when I started the game, I saw that the model was twitching when running. I decided to look at the file “zombie.qc” and was very surprised by the large displacement of the model in the last frame of the run by 8 units! Half the night I tried to align the animation by shifting the model horizontally, but it still twitched. The final solution is either to change the “progs.dat” file by simply eliminating the displacement of the model in the last frame or by removing this frame, or to drop it all and leave it as it is. The old zombie models are also twitching in the original game. The use of a modified file is not necessary for everyone and mods have their own files and everything will twitch again.

A similar problem has been with the wizard since the release of the game - instead of 15 frames of hover animation, the developers used only 8 frames and the model twitches without completing half of the animation. I changed the wizard animation to take into account 8 frames, but it looks very poor. In the second option, I had to change the file “wizard.qc” again and increase the number of animation frames to 15.[/quote]

Perhaps you may even have guessed this yourself by now, but that parameter in AI movement functions is the distance in units the monster will move on that frame - so, if you take into account that monsters’ animations by default run at 10fps, you’ll get 80 units/s.

I’m not familiar with the whole Blender → mdl workflow, so I’m not sure if there’s a way to “know” in Blender how many units a certain structure or distance will be translated to in-game. I’d guess is trial and error, but I’ll let someone more experienced clarify that.

And yeah, it’s a choice really - there’s only so much you can do without having to change the animation frames themselves unfortunately.

Thanks for the answer! Fortunately, I found a wonderful md5.mesh and md5.anim import-export module for Blender. It works with a 100% probability. I just see smooth movement in the animation and twitching in the game. But it’s a shame to me that the original animation of the game was already incorrect when it was created! Maybe when animating on the old engine at 10 frames per second it was not noticeable but now it is very visible even with a slowdown in speed by 0.1 from the usual 1 unit!

It’s fun how long sometimes it takes to appear among maps in “maps” section. Sometimes it’s real fast - map appears in new releases thread and in a week or so it appears among maps. While sometimes it takes forever. Strangely Alk 1.1 is still not among maps… hm

I’ve been trying to play this in the latest Quakespasm. I’ve noticed that the game will remember which stages people have completed and change the colour of the portals accordingly. This does not work for me. Any ideas?

The maps will only show as completed if you start them through the hub. If you re-start the game and not keep it as a single, uninterrupted playthrough, or start a map directly through the console, it won’t register as completed.

Thanks for answering. I never start maps from the console. I hope I won’t miss something due to this.

Hey, guys!

You have updated your developer kit to version 1.1, but unfortunately there is no source code in it. I really liked your super nailgun. I would like to use it with your permission but doing it without the source code is not very convenient. The developer kit version 1.0 had the source code.

[quote=Andrew]Hey, guys!

You have updated your developer kit to version 1.1, but unfortunately there is no source code in it. I really liked your super nailgun. I would like to use it with your permission but doing it without the source code is not very convenient. The developer kit version 1.0 had the source code.[/quote]
Hey, sorry bout not seeing this earlier.
We didn’t ship the source code with the devkit because it’s available at https://github.com/fabiolimamp/alkaline. Feel free to modify/reuse it as long as you give the proper credits

Have just finished 4 new levels… Great! Wanted to know… the webpage mentions two more monsters I haven’t met: Edie and Tormentor. Are those two in-game?

Hi guys!

And again, I want to ask you for help with solving the issue listed in the link below, because I couldn’t find anything on the Internet. Please, read the message #8.

https://www.quaddicted.com/forum/viewtopic.php?pid=6235#p6235