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InsideQC Forums • View topic - Quake MOD - In The Shadows

Quake MOD - In The Shadows

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Re: Quake MOD - In The Shadows

Postby ceriux » Fri Apr 12, 2013 3:53 pm

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Re: Quake MOD - In The Shadows

Postby sock » Sat Apr 13, 2013 11:12 am

Well he was evil, but he did build a lot of roads. - Gogglor
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Re: Quake MOD - In The Shadows

Postby ceriux » Sat Apr 13, 2013 9:18 pm

i think having it scale by level would be good. that way theres a skill/challenge change between skill levels.
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Re: Quake MOD - In The Shadows

Postby qbism » Sun Apr 14, 2013 12:07 am

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Re: Quake MOD - In The Shadows

Postby qbism » Sun Apr 14, 2013 12:21 am

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Re: Quake MOD - In The Shadows

Postby ceriux » Sun Apr 14, 2013 6:39 pm

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Re: Quake MOD - In The Shadows

Postby LordHavoc » Mon Apr 15, 2013 12:52 am

The "shooting the air next to them and hitting them" thing is caused by a combination of things in the qc:
1. monsters have FL_MONSTER in their .flags.
2. MOVETYPE_FLYMISSILE (as opposed to MOVETYPE_FLY) hits FL_MONSTER flagged entities with a box 15 units larger in all directions.

So if you fire missiles with MOVETYPE_FLY instead of MOVETYPE_FLYMISSILE, you hit the real box.

You might notice the big box behavior (hitting the air near a monster) only applies to these missiles, not shotgun blasts and the like (though if desired you can actually get that to happen by passing 2 as the nomonsters parameter (which as dpextensions.qc explains is actually the movement type, like MOVE_NORMAL = 0, MOVE_NOMONSTERS = 1, MOVE_MISSILE = 2, those all work in stock Quake, however DP adds two more: MOVE_WORLDONLY = 3, MOVE_HITMODEL = 4 (actual per poly hit detection).
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Re: Quake MOD - In The Shadows

Postby sock » Sat Apr 20, 2013 3:57 pm

Well he was evil, but he did build a lot of roads. - Gogglor
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Re: Quake MOD - In The Shadows

Postby sock » Sat Apr 20, 2013 6:05 pm

I was short on time this week to map and decided to do a lighting pass in the small hours of the morning. At the time it looked good but in the morning it felt like I was looking through a drunken haze on my screen. The screenshots did require a large amount of PS work to look reasonable and they should give a good impression of what to expect in the South East Tower of Baramous Keep.
Image
Image
Image
Well he was evil, but he did build a lot of roads. - Gogglor
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Re: Quake MOD - In The Shadows

Postby LordHavoc » Sun Apr 21, 2013 10:26 pm

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New Progress

Postby sock » Wed Jul 24, 2013 4:14 pm

New Location, The Chapel of Saint Corthright
Image
Image

New player weapon model, The Shadow Axe
Image
... with 5 sets of animations, 5 different skins to show amulet status, new swipe/amulet sounds and various blade particle effects.
Well he was evil, but he did build a lot of roads. - Gogglor
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Re: Quake MOD - In The Shadows

Postby ceriux » Wed Jul 24, 2013 4:45 pm

THAT AXE IS AWESOME! <3
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Re: Quake MOD - In The Shadows

Postby scar3crow » Wed Jul 24, 2013 6:46 pm

"You have my sword."
"And my bow."
"And SOCK'S AXE!"

Looks very nice, very in keeping with Quake's slightly more elegant medieval feel.
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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Re: Quake MOD - In The Shadows

Postby ajay » Thu Jul 25, 2013 1:43 pm

Every game needs swinging blades of death. Marvellous.
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Re: Quake MOD - In The Shadows

Postby sock » Mon Jul 29, 2013 12:52 am

I am glad people like the Axe, it took a long time to work out something that had the Quake vibe but also felt different from the original axe. Been experimenting with transitions lately and here is a quick large to small brick interlude on the way to the crypt ...
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