23 January 2021

Quake 2 Dawn of Darkness review

Quake 2 Dawn of Darkness is a total conversion mod made by Ward Six Entertainment in 1999 and is a fantasy rpg fps game.

The game follows Roarke, who in the past was a warlord in the Lucitanian army that seeing the true face of evil, was caught between honor and his family, his daughter Sylmaril.

This total connversion has new npc, monsters, items that can heal you, textures and weapons.
The weapons have different types of dealing damage.
For example :
 
Knife movements, not fluent in the animation here
 
The dagger can swing from left to right to slash, and down and up to stab.
The sword can parry and it can parry arrows too but i am not to fond of this and i tend not to use it when facing archers. 
It may be a sort of a Matrix type of super hero or maybe the developers was thinking that Roarke had a six sense or something, or maybe when he encountered the witch in the game, something changed in him.
 

The game will help you in the beginning
 

Enemy is hurt and abandons the fight
 
The arrows can penetrate different type of surfaces
What is interesting here is that the textures have abreviations that dictate what a texture do as acting as a surface.
For example the arrow will pierce a wooden board but will deflect of a metal beam.
 

Low health and low ammo on your bow will give you a sense of dread
Cannons in the game are prefabs made by poly parts that can have the
means to use cannon balls ammo, almost like making a cannon in Quake 2.

A glass item can be shattered
You can turn the game with the prefabs in a more steampunk type of game and also give it a different story with the Quake army knife editor.
 

Another NPC
The camera in the game can make a presentation for you when mixed with a dialog between the player and a npc or a monster (yes you can talk to a monster and it will not attack you if you add a state for him in the monster proprieties), but you can also use the camera with or without the text dialog in the game.
 

The dialog is a sort of a Lua type text, that can help you advance in the game just like a rpg, or can trigger different things in different levels trough the use of the game memory (GSM min and max are functions).
 

You can take and read a book
 
Keys, like other items, can be taken from dead bodies and are used on doors. In Quake army knife editor, you can make a npc sleeping, beside a dead function
You can play multiplayer in deathmatch by time only and not death count because i have not yet found a possibility of doing so when we restore some functions. 
You can also play coop and i think here you have more to add in the map that you can made.

20 January 2021

Quake army knife errors (part 1)

Error in console :

SampleTriangulation: no points.
Situation : 
The map renders to fulbright when played.

Problem :
Texture to small on face of the poly.
Resolved :
Scale the texture to 0.5 0.5 or other number.
 

 

Quake Army Knife 6.6 beta 6 - dragging a group of polys in the panel

 

When you drag a group of polys in the editor panel, you can make a prefab out of them. You either than drag them back in your working place as parts or as a whole.
A prefab is like a real ,,prefabricated section of a object,, that can be put somewhere (a building etc.)
Prefab example in the editor and in its 3D fullscreen view, for Quake 2 Dawn of Darkness mod (minus the object_flame1 and light entity which are added to the prefab - more on this later) :
 

Quake Army Knife 6.6 beta 6 - making a group of polys


 

Today we will teach you how to make a group of polys. The tutorials series for Quake Army Knife we will post on Patreon are not on any particular order (tabs, button order etc.), and you can learn better this way.
When you work in the editor, you create a virtual world for a game (Quake 2, Half-Life etc.).
You work with a brush made of poly(s) and a brush is like a ,,real cardboard,, and the poly(s) is the ,,carboard,, walls you can arange. You can also always rename your group or poly(s) parts.

Quake Army Knife 6.6 beta 7 comparison with beta 6

  In the ,,memory,, tab, the Compression Level and Size of compression buffer, those lines were removed.

 

 In Files tab - Textures line, the above was added.

 

  In General tab - OpenGL line, this was added.

 

 In General tab - DirectX line, the above (in red) were added.

 

 In General tab - Startup line, the above (in red) was added.

 

 In Files tab - ZIP line, this was written.

 

 In General tab - Glide (3Dfx) line.

 

 

In Map tab - Display line and in the same thing in Model tab - Display line
The above images, represents things added in Quake army knife 6.6 beta 7, which were not in Quake Army Knife 6.6 beta 6.
This was tough, reading and comparing things ... at 2.31 AM

Quake Army Knife tools paths and files short explanation

 

You may have different tools versions
In Quake Army Knife, click ,,options,, in the uper tab inside the editor, click ,,configuration,, and inside the ,,Games,, line go to ,,Quake 2,, and give path to qbsp310.exe, timvis3.exe and arghrad.exe. They are tools for the editor to work. 
The qbsp makes a bsp file along your map file.
Timvis involves making sure that brushes etc. work within the editor. Errors will be showned in the editor console if not.
Arghrad provides : 
,,Sunlight options, Entity brush models can cast light, provides many more surface light options, Phong shading for simulating curves,,
 
 
 
 Some stuff inside a map. file 
 
 
Some stuff inside a qkm. file 
The .bsp file is the file that your game will use, when you run it. If in Quake 2 console you write map your map name, it will run or you can run the map with Quake Army Knife directly. 
Be sure that in your Quake 2 shortcut, +set game roarke is written in the Target box.
From the editor,  a .map file is the file saved from Quake Army Knife (can be opened later and edited further, but the prefab parts will be saved in the map structure and functions in entities). 
A .qkm file will have the prefab parts and functions like you did it originaly.
.QRK file are used by the editor. 
You can make your own for other Quke 2, Half-Life etc. mods. My brother and i made Dawn of Darkness mod .qrk file. 
They reside in the Quake Army Knife addons folder (there each game has its own folder, but your .QRK file you made reside in the main addons folder).
Don't mistake a .qrk file with the .qkm file above !
Game patches can be downloaded :

Quake Army Knife 6.6 beta 6 configuration

 

Quark Army Knife 6.6 beta 6 configuration for games like Quake 2, Kingpin life of crime, Half-Life etc. I waited sometimes in the video for you to read what the configuration has to offer.

How to add and edit you mod with Quake Army Knife 6.6 beta 7

 

Here i'm using Quake 2 as a short example. After you install your game and tweak your Quake Army Knife configuration, add your game mod by following this video. Quake Army Knife 6.6 beta 7 has a few differences in configuration, but you can use Quake Army Knife 6.6 beta 6 too, if you want.

13 January 2021

System we use

P.C. with Windows 10 64-bit system (CPU 3300 GHZ, 8 GB memory, NVIDIA GeForce GT 730 video  card, ASrock Z97 anniversary motherboard, Creative SB Audigy 2 ZS sound  card).