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Vengeance of the deceased [New effect]

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  • Vengeance of the deceased [New effect]

    UPDATED this post on 18th july 2011

    Now all animations are done.
    - Ancient ghost of the fallen
    - Relieved souls of the enslaved


    Hello,

    Do you remember, how the game "Quake" was described 15 years ago ?
    --> scary
    And yes, it was (and still is) !
    I remember clearly that I threw my mouse away as a fiend jumped out of the dark the first time.

    The target of this animation is to scare the player.

    This time I had to code some "ai" as well... totally new for me.
    This effect will always look for the player, doesnt matter in wich angle/direction the corpse is lying.
    Even if the player is moving away, the effect will follow him.
    That was difficult....

    The difference to the other animations is, that every monster has a different one.
    Be aware, that most monsters have 2 vengeance animations (melee and shoot)
    Those animations are spawned randomly (50/50 %)
    This has nothing to do and is totally independent to the TWO original ID1 death sequences.
    As you know, most of the monsters have 2 different death sequences in original Quake.
    These original sequences are always played backwards at the beginning of each animation.
    The random selection of the new "Vengeance of the deceased" animations is done right after it.

    I implemented some new sounds for the monsters, as well as a flying burning skull (for magic users)

    This animation gives you new 1 cvar: vengeancedamage (default = 0)
    Only if you enable it, you will get the damage.
    Otherwise it will be like "god"-mode according these animations.

    You will always see both animations in this clip: melee and shoot.
    You will also see both versions of the melee one:
    - When you stay to near you will get damage from it
    - When you stay far enough you will not be harmed.

    I hope you like it.

    Please feel free to use the source in your own mods.
    Please read included documentations for details.

    DOWNLOAD

    Scary regards,
    Seven

    PS: It is fully integrated in the "small mod compilation".

    [ame=http://www.youtube.com/watch?v=knjODEQukfQ]‪Vengeance of the deceased Final‬‏ - YouTube[/ame]
    Last edited by Seven; 10-02-2011, 06:17 AM. Reason: Final version released

  • #2
    Looks awesome This effect would be ideal for custom mods. One could combine this with a custom powerup idea - kill a enemy, this effect happens, player gets a powerup.

    Comment


    • #3
      Whoa! excellent effect! Almost like its been missing from Quake until just now!

      A+ stuff!
      QuakeOne.com
      Quake One Resurrection

      QuakeOne.com/qrack
      Great Quake engine

      Qrack 1.60.1 Ubuntu Guide
      Get Qrack 1.60.1 running in Ubuntu!

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      • #4
        AWESOME!!!!!!!!!!!!!!!!!
        You only have great ideas seven!!!!!!!!!!
        the invasion has begun! hide your children, grab the guns, and pack sandwiches.

        syluxman2803

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        • #5
          hmm i dont know what to make of this new effect Seven.

          i think the best effect so fas uses the ghost model...i just edited the twirling to very slow and its rises up a little slower.


          made these nice textures for the ghost that i sent to seven...he didnt reply.


          here is an image of the ghost skin i made with a new alpha channel.

          Comment


          • #6
            Creepy

            I think the ghost should have a different sound than the live one though.

            Top shelf!!!
            WARNING
            May be too intense for some viewers.
            Stress Relief Device
            ....BANG HEAD HERE....
            ---------------------------
            .
            .
            .
            .
            .--------------------------

            Comment


            • #7
              Seanstar always has the most funky HUD of them all
              Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

              So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

              Comment


              • #8
                Seven you're a genius! A GENIUS!
                200 a�os de mi querido PARAGUAY
                14/05/1811

                Comment


                • #9
                  whoa!

                  me wants this effect.

                  Comment


                  • #10
                    Absolutely great looking.

                    Comment


                    • #11
                      really makes you un-nerved! great stuff!

                      Comment


                      • #12
                        awesome fx!!!
                        but I really feel this would suit better enemies that are "possesed/magical" like the stone knights in MP2 for example...
                        In time, Fire will fade ... and only Dark will remain

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                        • #13
                          hi seven,
                          -
                          you've done a great job, as usual. i like this ghost effect much more than any of the previous ghost attemts of yours. semi transparent ghost model elevating/spining upwards is quite boring, but this one is a totally diferent case. and it would be even more scarier if this "dead fiend" had the ability to hurt player. if the fiend ghost were invulnerable by any weapon, but still were able to inflict a minor demage to the player (if only for a 2-3 seconds after the death), it would be really scary. player would be forced to avoid the ghost and the fiend would become more dangerous enemy. fiends, as they are now, are too easy. they can jump, but they are easily avoidable.
                          -
                          jakub
                          my projects so far:
                          Travail retextured
                          Tronyn in high definiton
                          Ab
                          yss of Pandemonium HD textures
                          Nehahra rtlights and other experiments

                          Comment


                          • #14
                            Thank you for all for your comments !

                            I�d like to reply to some:

                            bluntz,
                            yes I will try to make the sounds more suitable. Maybe some echo...

                            keropi,
                            every monster will get this effect. You will decide personally via a cvar, which effect you choose for the enemies.

                            jakub1 & monsta (via PM),
                            This is only an effect. It doesnt use "walkmonster_start" with all its abilities.
                            It was hard already to give it some "ai", like moving or turning towards player and interacting.
                            But as you know, everything is possible in QC.
                            So I will try to make this:
                            If the vengeance effect (doesnt matter which monster) will touch the player, the player will receive damage.
                            Lets say 3 points. The player cannot kill the effect. He can only avoid the touch by moving away from it.
                            The effect is designed to remove itself after a specific series of frames (= time).

                            Maybe this is not what everybody wants though.
                            Because the main idea was to create effects, nothing more.
                            But this vengeance effect (just like the name describes it already) screams for it !

                            I am working on the dog at the moment and it looks scary too.

                            The ogre will running with his saw up high (scraming) towards the player (like kamikaze).

                            I think every monster will look good with it. We just need the correct frames put together (creating a scary sequence).


                            But a negative thing I also have to mention:
                            I will have to draw back a little the next couple of days due to family/real life.

                            I am happy that you like the effect.
                            Best wishes,
                            Seven

                            Comment


                            • #15
                              ...just drove by to give some new informations.

                              - I finished all ID1 monsters (now fine tuning).
                              - Suprisingly I managed to get the effect causing damage to the player (if he stays in the effect area).
                              I had to read through endless sites of other qc-code to get an understanding of how it works.
                              But thats the most important thing if you want to learn something new: read, read, read.

                              It is really fun to play with qc.

                              Regards,
                              Seven

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