Announcement

Collapse
No announcement yet.

Vengeance of the deceased [New effect]

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Awesome how you got it to work on all id1 enemies
    The DoE enemies will be easy to do as they basically are clones of id1 enemies. What would be the plan with the Phantom Swordsman though as he's kinda unique in this. He's basically a enemy that's invisible and the sword itself if all that's there. So making the sword come at you is partially unfitting. I think maybe a Knight with no sword coming up and attempts to punch the player?
    SoA - I think this effect would look awesome on the Centoid. Will have to speed up the walk speed for it though and have it use the tail attack.

    Add these for the bosses I can say I don't see myself using it personally too much as this effect does change the gameplay. I would however love to use this effect on the bosses. Seeing the Dragon charge at me after death. Or Armagon firing one last shot at me and same effect for Chthon. Those 2 enemies wouldn't suit the rising and melee effect. They'd however suit the effect or rising up, firing a projectile and fade instantly when they do. The projectile getting the same effect (transparent, red, fades away).

    Comment


    • #17
      imo, the "ancient ghost of the fallen" effect will suit chthon very nice..
      When Chthon finally falls into the lava, a giant ghost raise from inside as the other monsters.. With a creepy sound maybe..
      200 a�os de mi querido PARAGUAY
      14/05/1811

      Comment


      • #18
        Seven when you have free time again, since you like these death effects - you should try a effect similar to DooM 3's. Obviously doing the whole burning away would require custom textures, models and all so a direct one wouldn't be worth it. However maybe something basic like fading to gray (fake stone) and then after quickly fades away while spawning smoke particles (like the Grenade). It'd give off the effect of it crumbling away.
        This would be great on maps which have many enemies as after death their model would be removed - resulting in less polygons rendered.

        Comment


        • #19
          Hello dani,

          You do not need to change anything on the ancient ghost model to make it happen.
          Simply use the function from LordHavoc�s "dpextensions.qc":
          DP_ENT_SCALE

          Maybe a little something like this ?
          [ame=http://www.youtube.com/watch?v=w7j6zTHvjJ4]YouTube - ‪chton ghost‬‏[/ame]


          Hello OoPpEe,

          Thank you for your suggestions.

          Regarding phantom swords:
          There is no and will never be a better effect than the one in released V2.85.
          I will not edit this awesome effect (you gave birth to this idea).

          Regarding bosses:
          They die quite impressively in stock quake.
          So adding something different than the "ancient ghost" will most likely not happen.
          It would not fit I guess. But I will see.... The chton�s "last throw" idea is good !

          Regarding Doom3:
          Naah, I dont know any levels and dont know any monster positions.
          I never played this game too long. And I dont like it because it is not fantasy ambience.
          But I LOVE the biggest mod, that has been made for Doom3 (because it brings back fanatasy to it):
          Doom 3 - In Hell - Directors Cut V.1.1
          Nothing will ever be able to compete with it !
          That is how Doom 3 should have been




          Shambler�s castle is perfect too (once you killed the soundtrack), but of course much too short.

          Kind regards,
          Seven

          Comment


          • #20
            Hey Seven.. It's almost what I had in mind..
            But I was thinking of an even bigger ghost (in the vid the ghost is much less in size compared to chthon) and I can't see those amazing glow and particle effects in the video.. Maybe it's just me..
            I little slower rising will be good as well, and adding that "last throw" in the middle of the raise..

            Just suggestions Seven, I'll be happy with whatever you consider the better ones..

            Dude, what's "In Hell - Director's cut" about? The pic you shared looks good..
            I played Shambler's Castle too, it's nice but the soundtrack is annoying.. :S

            I think I'm getting Doom 3 again..

            Greetings!
            Dani
            Last edited by DaniOcampo1992; 06-18-2011, 09:41 AM.
            200 a�os de mi querido PARAGUAY
            14/05/1811

            Comment


            • #21
              Wow,
              I go on vacation and come back to another new effect from Seven!!!
              Nirvana!
              Good work Seven!

              Comment


              • #22
                I like very very much this effect for these creatures. It's exactly the right effect for it Could it be possible to mix this one with Ancient ghosts of the fallen for human type of creatures ?

                Comment


                • #23
                  Hello Jochem ,

                  you are a quite new member to this forum, so you maybe dont know the "small mod compilation".

                  My vision is to make it as configurable as possible, by keeping it as easy as possible to do just what you described in your post.
                  So you will be able, once the last animation is done, to freely decide wich effect will be used for which enemy.
                  Even different random options are possible.

                  I have it all done already.
                  Every little cvar is implemented.
                  Now the only thing left to do is finsih the 3rd animation "Vengeance of the deceased".

                  This one is outstanding.
                  It has in average 2 completely different animations per enemy.
                  And I am not talking about the original ID1 death sequences, which are played backwards in the beginning of each animation.
                  In the sneak preview youtube clip in post #1, you only see 1 animation,
                  but I already expanded it to have more different ones per enemy.
                  Shooting enemies have even more and magic users have the most due to a big suprise

                  This makes it totally different to the other 2, which always look identical:
                  - Ancient ghost of the fallen
                  - Relieved souls of the enslaved

                  All of the vengeance animations have to be created and adjusted individualy.
                  I have around 400 lines of new code in each monster�s .qc !

                  Some days I think that I can never finish it.
                  But fortunately I have these animations done now:
                  - meelee attack animations
                  - shooting animations

                  The magical attack animations are only done 50% (introducing a competely new model).

                  I decided to this road and have different animation types some time ago.
                  They will be spawned randomly.
                  So you, as the player/user, will not get bored so quick by it.

                  I reallly hope that it will not become a flop like the 2nd animation (Relieved souls of the enslaved)

                  Kind regards,
                  Seven

                  Comment


                  • #24
                    im looking forward to this effect Seven

                    Comment


                    • #25
                      I agree with Sean, can't wait to see this Seven!!

                      Comment


                      • #26
                        Originally posted by Seven View Post
                        Hello Jochem ,

                        you are a quite new member to this forum, so you maybe dont know the "small mod compilation".

                        All of the vengeance animations have to be created and adjusted individualy.
                        I have around 400 lines of new code in each monster�s .qc !

                        (Relieved souls of the enslaved)

                        Kind regards,
                        Seven


                        Of course I have already found, installed and adopted your small compilation. In fact, I have already followed all of your very useful advices to make Qk as best as possible ! And I'm not disapointed ! You have made an outstanding work by here. Thank you very much for an addictive hardcore gamer like me !

                        There are four days ago I have read posts after posts in this forum to find the best modification, the last update, the last weapon, the last effect. There is too much updates and I think I will loose my head !... And I'm so excited to install, to experiment a new Qk ambient that I didn't take the time to read properly all the readme. My apologises for that and thanks again for your incredible work.

                        Now, I have to learn the Lord havoc's "Darplaces" full Console variable list and I will not disturb you again with stupids questions !

                        My last version of QK was based on Tenebrae and Industry since three years ago and I couldn't imagine that the things was so advanced with Darkplaces. What's Lord Havoc is doing with Quake is awesome ! Thanks to him to always update Quake 1 to our delight !

                        S!

                        Comment


                        • #27
                          Hello,

                          to not make the same mistake as with the other animation again, I want to ask for your feedback upfront.

                          I am currently working on the last finishings of the "Vengeance of the deceased" animation.

                          Please take a look at this model.
                          What can be improved ?


                          Its speed is (during development phase) limited to velocity = 50.
                          It will be much faster in the final release of course.

                          Model is made by Slyrr (as far as I could find out).
                          I only added a slight up and down movement to its animation.
                          The texture is also from Slyrr, which I edited to match the reddish color.
                          Due to the fact, that my texturing skills are poor, I asked my much more talented friend OoPpEe to help me create something evil
                          This is his first WIP result and I like it a lot.

                          I added some new custom effectinfo effects to complete the hellish look.

                          It is now very close to what I had in mind during my first concept phase.

                          This model is of course only a very small part of the "Vengeance of the deceased" animation.
                          This last animation will be hopefully a real blast.

                          Thank you for your honest feedback.

                          Kind regards,
                          Seven


                          Please watch it in fullscreen and 720p mode.
                          EDITED:
                          I just noticed, that even then, the skull texture looks very overbright and low res
                          This is unfortunately not as it really looks in-game...
                          [ame=http://www.youtube.com/watch?v=fc3KIxN_UNw]YouTube - ‪Vengeance of the deceased skull test‬‏[/ame]
                          Last edited by Seven; 07-12-2011, 03:24 PM.

                          Comment


                          • #28
                            I don't like it as it is, but maybe if you made the skull scale up and swallow
                            the player real fast it may be ok.
                            WARNING
                            May be too intense for some viewers.
                            Stress Relief Device
                            ....BANG HEAD HERE....
                            ---------------------------
                            .
                            .
                            .
                            .
                            .--------------------------

                            Comment


                            • #29
                              The skull model is not frightening at all at this time. It does look low-rez in the vid so maybe if you worked on the "scariness" factor and upped the resolution it would help. I'm thinking about skulls that are creepy like in Doom or something of that nature.
                              My two-cents worth.
                              Keep up the good work Seven.

                              Comment


                              • #30
                                hello Seven


                                looks cool...i think the demon spirit rush is better though.


                                regards


                                Sean

                                Comment

                                Working...
                                X