Alkaline 1.1: the Thanksgiving update :)

Hello everyone!

I ask the developers of the “Alkaline” mod to pay attention to this topic:

https://www.quaddicted.com/forum/viewtopic.php?id=1187

Guys, do you know how to make monsters drown in the water as a player? I saw this in RMQ. I looked at the source files *.qc, found where it is written, tried to insert into the file “demon.qc”, but nothing worked. Apparently, the variable “self.th_submerged = SUB_Null” is described somewhere else in RMQ which should activate the drowning of monsters. Compilation of files crashes with an error in a normal game. Apparently it is not described there. And where it should be described, I do not know because I am not an encoder.

[quote=Andrew]Guys, do you know how to make monsters drown in the water as a player? I saw this in RMQ. I looked at the source files *.qc, found where it is written, tried to insert into the file “demon.qc”, but nothing worked. Apparently, the variable “self.th_submerged = SUB_Null” is described somewhere else in RMQ which should activate the drowning of monsters. Compilation of files crashes with an error in a normal game. Apparently it is not described there. And where it should be described, I do not know because I am not an encoder.[/quote]trigger hurt with a flag for hurting mobs too or even mobs only

The maps look fantastic, Compliments to the team developer!

Quite sexy if im being honest

BRO THESE MAPS ARE AMAZING
My nuts are quaking

Hope you need no medication for that.

Greetings! There is a bug with a dog skin in your pre-release version of Alkaline 1.2. I describe how it happens. If a dog is hit with an axe or shot with a rifle, then the dog changes the skin to a bloodier one (skin 1). But if you kill a dog immediately by shooting it with a double-barreled shotgun, then the skin does not change (skin 0).

It is also unclear why a knight with a laser sword has a broken and bloody helmet when critically damaged (skin 4), and when the head flies off, the helmet is in perfect condition with golden glass.

I also hope that each of the four ogres will have their own head when their bodies are torn to pieces.

I hope that all this will be completed with the official release of the new version.

P.S.: Guys! I fixed the helmet skin of the hell knight with a laser sword (sabre knight). Now it looks bloody and broken. Dragged and adjusted the textures for the helmet from your original model.

Here is a link to my alterations, maybe you will like something else:
https://www.quaddicted.com/forum/viewtopic.php?id=1318

There is a certain grittiness and ominous atmosphere that the base maps in Quake 1 have that Quake 2 maps lack. I think it is the fact that the greenish-brown/rusty textures combined with the overall feeling of dilapidation make the Quake 1 base maps very unique, not to mention that the snarling grunt monsters are basically humans that have been surgically lobotomized from what the Quake manual says.

The Alkaline map pack is one of my favorite Quake 1 maps ever made because of this. I hope there will be a sequel in the future.

If I may make a minor suggestion, it would add to the atmosphere of Alkaline if most of the weapons you get are looted from the bodies of fallen enemies like you can do with the lieutenant’s super nailgun, as well as have it be the same way that you come across the various keycards you need in the levels. I.e. after kiling a tougher Alkaline soldier, you pick up a keycard when you pick up his backpack, implying some sort of command structure among the enemies in the level.

I’ve been having this issue too where completed portals don’t ever change color while playing in the latest vkQuake. I’ve been keeping my same gamesave, just like I do with Arcane Dimensions which remembers completion state fine.
The vkQuake developers looked into it and say the issue is a bug in Alkaline: https://github.com/Novum/vkQuake/issues/470.

I’ve been having this issue too where completed portals don’t ever change color while playing in the latest vkQuake. I’ve been keeping my same gamesave, just like I do with Arcane Dimensions which remembers completion state fine.
The vkQuake developers looked into it and say the issue is a bug in Alkaline: https://github.com/Novum/vkQuake/issues/470.[/quote]
Yeah I’m aware of this bug, it’ll be corrected in the next release. Thanks for the heads up though

Hi,

I’ve just installed v1.2 and need help to make this bind work:

bind r “give 5” //last resort help

Cheers.

[quote=qk]Hi,

I’ve just installed v1.2 and need help to make this bind work:

bind r “give 5” //last resort help

Cheers.[/quote]

The give # commands for specific weapons don’t work in Alkaline as per the manual. Do you want the bind to actually give you the SNG when you don’t have it in your inventory? Or is it just supposed to switch to it when you’ve already picked it up? In the latter case bind r impulse 5 should do the trick.

As far as giving you weapons out of thin air, impulse 13 works, but that’s for the entire arsenal.

Hi,

I was looking for a way to get in when not in inventory.

Will try the other solution meanwhile.

Thanks.

[quote=AwakeOnPhobos]
The give # commands for specific weapons don’t work in Alkaline as per the manual.[/quote]

Is there any reason for this?

Cheers.

[quote=qk]Is there any reason for this?

Cheers.[/quote]

You’d have to ask Greenwood or bmFbr that, I just read it in the pdf file that comes with the mod and there was no reason given for the change. Maybe it has something to do with the 6 and 7 slots covering multiple weapons in Alkaline and not just one, so the give 6 and give 7 commands wouldn’t work as expected.

Ok, thanks.

I don’t understand the problem behind this. If a key is tied to two weapons, a “give xx” should give the first, a second hit should give the second and so on. Or just give the two in a row.

Cheers.