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c0burn
Sep 2, 2003

The KKKing

loga mira posted:

I put my Quake guns mod up on MODBB, hopefully in the right category because its confusing:

http://www.moddb.com/mods/alternative-gun-models-for-quake

Small fixes and adjustments, detailed world models, Doom plasma gun for Armagon, optional Quake-style super nailgun, different thunderbolt, Daikatana skull staff also an option. No video but I put some screens on there, and made a collage of world models



textures are extra misaligned here because the mdl importer puts uv coordinates at random pixel corners instead of keeping them centered, only noticed that after making the image.

Installation is mostly the same I thnk. I remade the muzzle flares on nailguns so they now look good or better in DP/S8 than in Spasm/Fitz.

This is really loving good.



Making some visible weapons using your stuff in my mod.

c0burn fucked around with this message at 23:22 on May 15, 2016

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c0burn
Sep 2, 2003

The KKKing
https://youtu.be/hOdjijyWUOw

I've been working on a complete monster AI overhaul for my WIP quake mod. They now use waypoints (which are hand placed) and can basically navigate to you from one end of the map to the other. Combat is disabled for this test.

c0burn
Sep 2, 2003

The KKKing

Zaphod42 posted:

Nice! You're making me want to post pics of the map I was playing around with a week or two ago. (I should finish that!)


Oh ho ho, custom AI pathing in Quake? This is very much my poo poo. Looks like you've got things working pretty well already.

How does the vanilla quake AI pathing work? I've never really played around with it enough to test its limits. Do they use a navmesh or just calculate off the room polygons by casting rays or what?

It doesn't have anything remotely like that. There are two ways of making a monster move in the QuakeC via engine functions it can access. Walkmove() steps the monster x units in a direction. If something's in the way it simply fails. Movetogoal() is slightly more advanced but all it really is is randomly wobbling towards something. If you're interested check sv_move.c in the Quake engine source.

c0burn
Sep 2, 2003

The KKKing
What are some good DOOM replacement musics? I'd like some that are mp3/ogg or whatever rather than MIDI ish stuff

c0burn
Sep 2, 2003

The KKKing

laserghost posted:

There's one for Doom 2 that I really like: https://www.doomworld.com/idgames/music/dimxmus it's rock/metal arrangements of the original soundtrack, but done quite differently than :rock: DOOM METAL* FOR BRUTAL DOOM :rock:, with more emphasis on Bobby Prince's weird jazz-prog-rock tendencies.

*this name always irks me, that addon has nothing to do with the noble musical subgenre

thanks!

c0burn
Sep 2, 2003

The KKKing

loga mira posted:

cool poo poo

https://www.youtube.com/watch?v=8yGVSLx2AJQ

I'm still having fun messing around with my Quake mod.

I've replaced the sounds of the fists, shotgun and double-barreled shotgun with ones "borrowed" from Doom64. I've added an extra couple of animation frames to the super shotgun for its firing phase, and added animations to all 3 for when you change weapons.

c0burn
Sep 2, 2003

The KKKing

loga mira posted:

Smooth. Is the switch still instant, can you shoot while it's sliding up? I wonder if that would make players instinctively wait for the anim to end before shooting. Someone asked for a version of my mod with original firing rates on MODDB, different animations can really gently caress with people.

The switch is not instant and there is a 0.5 second delay. I have also added doom style shotgun pellets that continue through monsters rather than stopping dead!

c0burn
Sep 2, 2003

The KKKing
QW players ruin everything with their awful skins and textures :(

c0burn
Sep 2, 2003

The KKKing
https://www.youtube.com/watch?v=sMLeHLN8kZU

Made a chainsaw this weekend using the Ogre chainsaw model and the hands from loga mira's models. I need to work on the sounds, I'm happy with the idle sound but the others could use some work.

I also finally got round to tidying up and improving a load of the AI code.

Some other things to note in this video:
- ogres now have a run and gun animation, meaning they don't stand still when shooting grenades at you. this happens 50% of the time
- ogre grenades now lead the player a bit taking into account if the player is moving, also if the player is above/below the ogre
- couple of good examples of monsters popping up in unexpected places due to them using the waypointing code to find me!
- you can pick health packs up to take you over 100
- if you're below 100 health, you will regen back to your nearest 20 health (20, 40, 60 80 etc)
- this needs a lot more balancing as currently it's too easy

c0burn
Sep 2, 2003

The KKKing

A.o.D. posted:

It looks like you reduced the double barreled shotgun's firerate without upping the damage at all.

It's been buffed but only slightly. Just added a couple more pellets and reduced the spread slightly!

c0burn
Sep 2, 2003

The KKKing

DisDisDis posted:

What's the reasoning behind the 200 health change?
Seems like that would make it too easy since there's a lot of healthpacks in Quake maps for you to limp away at low health and grab, but if you can vacuum them up to 200 health most encounters that could kill you at 100 probably can't burst through that.

It's inspired by the system in Wolf TNO. I do agree it could make it too easy. I will probably change the health pickups to 5/10 instead of quakes default 15/25.

c0burn
Sep 2, 2003

The KKKing

jeeves posted:

The Telefragged map in the Rubicon Rumble pack for Quake 1: holy gently caress :vince:

That single map is like a whole episode. Absolutely incredible

c0burn
Sep 2, 2003

The KKKing
https://www.youtube.com/watch?v=soOCbGHQgFU

Tonights experiment. Sidescrolling? In my Quake?!

c0burn
Sep 2, 2003

The KKKing

A.o.D. posted:

Neat... but that camera jerk when shooting the shotgun is jarring.

Yeah, i'll probably get rid of that.

c0burn
Sep 2, 2003

The KKKing

Mordja posted:

That just jogged something in my memory...

I remember playing a game some random website's forum member made on the Quake engine, pretty sure it was Q1, it was a kind of weird, character-action game, though played mostly from the side, I think. It was a one-man project and completely free but I remember having fun with the beta; anyone know what I'm talking about?

The Ascension of Vigil?

c0burn
Sep 2, 2003

The KKKing
https://twitter.com/doom_txt/status/736599013256921088

c0burn
Sep 2, 2003

The KKKing
https://www.youtube.com/watch?v=IXkZsKSD-Fc

c0burn
Sep 2, 2003

The KKKing
E3m5 of quake is an example of pure genius. So much fun when you first discover those tunnels.

c0burn
Sep 2, 2003

The KKKing
https://www.youtube.com/watch?v=iooijPc7dbY

Still working on my revamped Quake AI. I've now made it so waypoints can have a jump flag set, meaning monsters won't hesitate to jump down to get to you. It's pretty neat.

c0burn
Sep 2, 2003

The KKKing

SilentW posted:

That IS pretty neat! Is it universal yet, or do you only have Ogres working? I think a Fiend using that would be pretty terrifying...

It's not universal yet, but adding new monsters using the new AI is the easy bit. I just picked Ogres to start with.

c0burn
Sep 2, 2003

The KKKing
https://www.youtube.com/watch?v=hR8QSJ1shO8

c0burn
Sep 2, 2003

The KKKing

loga mira posted:

I put my Quake guns mod up on MODBB, hopefully in the right category because its confusing:

http://www.moddb.com/mods/alternative-gun-models-for-quake

Small fixes and adjustments, detailed world models, Doom plasma gun for Armagon, optional Quake-style super nailgun, different thunderbolt, Daikatana skull staff also an option. No video but I put some screens on there, and made a collage of world models



textures are extra misaligned here because the mdl importer puts uv coordinates at random pixel corners instead of keeping them centered, only noticed that after making the image.

Installation is mostly the same I thnk. I remade the muzzle flares on nailguns so they now look good or better in DP/S8 than in Spasm/Fitz.

Finally got around to animating the plasma rifle on quakeguy:



And then finally got round to polishing it up in game:

https://www.youtube.com/watch?v=Wz4IgvafvWQ

c0burn fucked around with this message at 10:09 on Dec 5, 2016

c0burn
Sep 2, 2003

The KKKing
black mesa is a hl2 mod.

c0burn
Sep 2, 2003

The KKKing
Try mark V or FTE, they have better optimised networking than QS

c0burn
Sep 2, 2003

The KKKing
https://www.youtube.com/watch?v=ONEy_ybKWsg

c0burn
Sep 2, 2003

The KKKing

Sir Lemming posted:

Bring back Q&E to lean around corners :argh:

The two newest Wolf games do this don't they? Can't remember the default binds mind.

c0burn
Sep 2, 2003

The KKKing
https://twitter.com/tdDaz/status/862495487777288193

Cool!

c0burn
Sep 2, 2003

The KKKing

Dr. VooDoo posted:

The default game on Steam or GoG won't have the soundtrack but there are fan patches out there to add it back in

I thought Steam didn't but GOG did?

c0burn
Sep 2, 2003

The KKKing
I quite liked the boss fights in the new wolf games.

c0burn
Sep 2, 2003

The KKKing
Is that out soon or already sold out :(

c0burn
Sep 2, 2003

The KKKing

loving hell that MOH game. You'd think Nintendo would be able to veto absolute shite like that.

c0burn
Sep 2, 2003

The KKKing
This weekend I've been ill and that's usually when I actually get a whole weekend to gently caress about on stupid things like Quake mods.

https://www.youtube.com/watch?v=mD7N6HY0q1s

I thought hey, what if you took the Quake story from the manual, changed a couple of lines, and made a semi-cool intro. So this is what I've got so far after plugging away. Helicopter and Car nicked from AirQuake.

c0burn
Sep 2, 2003

The KKKing
My biggest complaint about HL1 is some of the scanfire enemy weapons are really annoying.

c0burn
Sep 2, 2003

The KKKing
https://www.twitch.tv/videos/155523518

This guy is playing Quake for the first ever time and it's quite funny watching him be cheerfully clueless

c0burn
Sep 2, 2003

The KKKing
http://www.moddb.com/mods/gmdx/news/gmdxv90-released

c0burn
Sep 2, 2003

The KKKing
https://i.imgur.com/bkgki6I.mp4

c0burn
Sep 2, 2003

The KKKing
http://www.dsogaming.com/news/guard-duty-is-a-source-engine-remake-of-the-classic-half-life-blue-shift/

c0burn
Sep 2, 2003

The KKKing
https://www.youtube.com/watch?v=bpjW6655z5o

Have a video to cleanse your eyes from the poo poo above

c0burn
Sep 2, 2003

The KKKing
http://celephais.net/board/view_thread.php?id=61517

More Q1 SP goodness

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c0burn
Sep 2, 2003

The KKKing
https://theeyzmaster.deviantart.com/art/Doom64-EX-PC-CustomCoverArt-442406337

Cool cool

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