This is the first jam involving the Alkaline mod development kit. A total of 10 entries were submitted, including the following:
“Alkaline Jam Start” by Bal & Greenwood
“Base Rush” by Myki
“Derelict Freighter” by Paul Lawitzki (textures by ptoing)
“Escape!” by alexUnder
“Logistics of Chaos” by EmeraldTiger
“North Central Positronics” by DragonsForLunch
“Subaqueous Requiscat” by Shadesmaster
“Subdural Havoc” by Greenwood
“Sunken Hopes” by Ionous & Chris Holden
“Superportal” by Daizenzetsu
“Tell Me It’s Raining” by RadiatorYang
I see you guys implemented Seven’s Spike Fix (Nailgun Projectiles Fix), which is a fix I have been using myself.
I have come across Warren Marshall’s map, The Hell That’s Coming (thtc.zip), which has the Ogres and the Zombies highly z-aware, and the modification really caught my eye. I wanted to add to Marshall’s progs.dat Seven’s fix, so I decompiled the progs.dat, edited in the fix in the weapons.qc file:
Unfortunately it is well known lack of some old mods and simply binding doesn’t work. Well, if You able to reconstruct progs.dat it gave me an idea to ask You for some help.
When you make a bind be sure to put the command between quotation marks if it consists of several words. If for some reason the mod doesn’t support that particular command, “impulse 12” – switching through weapons backwards, then you can try a workaround, a bind script using aliases. I can provide you with that, if that’s what you’re after – a key bind to switch through the weapons backwards. Just let me know.
Yeah, it seems that in OUM, “impulse 12” doesn’t take effect.
Alright, so here’s the script:
alias switchb “switch8”
alias switch8 “impulse 8; alias switchb switch7;”
alias switch7 “impulse 7; alias switchb switch6;”
alias switch6 “impulse 6; alias switchb switch5;”
alias switch5 “impulse 5; alias switchb switch4;”
alias switch4 “impulse 4; alias switchb switch3;”
alias switch3 “impulse 3; alias switchb switch2;”
alias switch2 “impulse 2; alias switchb switch1;”
alias switch1 “impulse 1; alias switchb switch8;”
bind MWHEELDOWN switchb
.
Copy-paste it in your .cfg file and you’re good to go.
Yes it works, some weird of course, scrolling down thru ‘no weapon’ but works. Otherwise, thanks for such simple decision. By the other hand, if it is possible progs.dat reconstructing it is I welcome!
Other thing I found new versions QSS with /localization/ enabled corrupting custom conchars.lmp. And treatment for it just removing mod’s custom conchars. https://quaketastic.com/files/screen_shots/loc.jpg
The screen shots in my post in the amount of 6 pieces show alternative models. If you ran the modification of ALKALINE, you would immediately see the differences. You can also look at the models in the “progs” folder. The differences in the models of ammo boxes and medkits can be seen without comparison with the original.
Anyone adopting unofficial enemy models will not experience the new “pain skin” damage progression feature introduced in the Jam edition. Adding unofficial content might result in errors or possibly a crash during gameplay.
Alkaline made a conscious decision to keep models at an original, lower polygon level for both overall consistency and aesthetic reasons.
Dear Greenwood I saw that a pain skin appeared in the Alkaline Jam models and took this into account. Models with a pain skin have the addition "_alt"in the name. In the alternative models presented by me, there are two variants of models for both Alkaline and Alkaline Jam.