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loga mira posted:I put my Quake guns mod up on MODBB, hopefully in the right category because its confusing: 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 |
# ¿ May 15, 2016 23:14 |
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# ¿ Apr 18, 2024 15:56 |
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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.
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# ¿ May 20, 2016 08:30 |
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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!) 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.
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# ¿ May 20, 2016 21:03 |
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What are some good DOOM replacement musics? I'd like some that are mp3/ogg or whatever rather than MIDI ish stuff
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# ¿ May 21, 2016 16:56 |
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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 DOOM METAL* FOR BRUTAL DOOM , with more emphasis on Bobby Prince's weird jazz-prog-rock tendencies. thanks!
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# ¿ May 21, 2016 21:15 |
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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.
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# ¿ Jun 25, 2016 21:41 |
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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!
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# ¿ Jun 26, 2016 11:45 |
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QW players ruin everything with their awful skins and textures
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# ¿ Jun 26, 2016 20:15 |
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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
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# ¿ Jul 31, 2016 22:39 |
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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!
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# ¿ Jul 31, 2016 23:35 |
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DisDisDis posted:What's the reasoning behind the 200 health change? 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.
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# ¿ Aug 1, 2016 06:50 |
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jeeves posted:The Telefragged map in the Rubicon Rumble pack for Quake 1: holy gently caress That single map is like a whole episode. Absolutely incredible
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# ¿ Aug 5, 2016 11:47 |
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https://www.youtube.com/watch?v=soOCbGHQgFU Tonights experiment. Sidescrolling? In my Quake?!
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# ¿ Aug 13, 2016 21:57 |
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A.o.D. posted:Neat... but that camera jerk when shooting the shotgun is jarring. Yeah, i'll probably get rid of that.
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# ¿ Aug 13, 2016 22:16 |
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Mordja posted:That just jogged something in my memory... The Ascension of Vigil?
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# ¿ Aug 14, 2016 00:46 |
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https://twitter.com/doom_txt/status/736599013256921088
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# ¿ Sep 1, 2016 23:29 |
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https://www.youtube.com/watch?v=IXkZsKSD-Fc
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# ¿ Sep 8, 2016 22:30 |
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E3m5 of quake is an example of pure genius. So much fun when you first discover those tunnels.
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# ¿ Nov 22, 2016 21:06 |
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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.
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# ¿ Nov 30, 2016 14:10 |
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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.
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# ¿ Nov 30, 2016 20:59 |
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https://www.youtube.com/watch?v=hR8QSJ1shO8
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# ¿ Dec 3, 2016 00:23 |
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loga mira posted:I put my Quake guns mod up on MODBB, hopefully in the right category because its confusing: 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 |
# ¿ Dec 5, 2016 01:28 |
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black mesa is a hl2 mod.
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# ¿ Dec 10, 2016 10:11 |
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Try mark V or FTE, they have better optimised networking than QS
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# ¿ Dec 16, 2016 22:28 |
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https://www.youtube.com/watch?v=ONEy_ybKWsg
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# ¿ Jan 14, 2017 18:42 |
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Sir Lemming posted:Bring back Q&E to lean around corners The two newest Wolf games do this don't they? Can't remember the default binds mind.
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# ¿ May 3, 2017 18:48 |
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https://twitter.com/tdDaz/status/862495487777288193 Cool!
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# ¿ May 11, 2017 09:05 |
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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?
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# ¿ May 12, 2017 20:29 |
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I quite liked the boss fights in the new wolf games.
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# ¿ May 28, 2017 18:25 |
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Is that out soon or already sold out
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# ¿ Jun 5, 2017 22:38 |
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loving hell that MOH game. You'd think Nintendo would be able to veto absolute shite like that.
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# ¿ Jun 25, 2017 12:16 |
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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.
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# ¿ Jun 26, 2017 00:26 |
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My biggest complaint about HL1 is some of the scanfire enemy weapons are really annoying.
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# ¿ Jun 28, 2017 18:43 |
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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
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# ¿ Jul 4, 2017 22:45 |
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http://www.moddb.com/mods/gmdx/news/gmdxv90-released
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# ¿ Jul 9, 2017 22:09 |
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https://i.imgur.com/bkgki6I.mp4
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# ¿ Aug 8, 2017 06:56 |
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http://www.dsogaming.com/news/guard-duty-is-a-source-engine-remake-of-the-classic-half-life-blue-shift/
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# ¿ Aug 12, 2017 23:06 |
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https://www.youtube.com/watch?v=bpjW6655z5o Have a video to cleanse your eyes from the poo poo above
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# ¿ Sep 6, 2017 07:42 |
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http://celephais.net/board/view_thread.php?id=61517 More Q1 SP goodness
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# ¿ Oct 13, 2017 19:19 |
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# ¿ Apr 18, 2024 15:56 |
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https://theeyzmaster.deviantart.com/art/Doom64-EX-PC-CustomCoverArt-442406337 Cool cool
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# ¿ Nov 6, 2017 16:03 |