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  • local entity head = findradius(self.origin, 256);
    while(head)
    {
    print(sprintf("found a %s\n", head.classname));
    head = head.chain;
    }

    findradius should only be called once, unlike find. it returns a linked list rather than the next entity.
    naturally, this sucks with recursion, like stuff that does T_RadiusDamage in its th_die function, as this can corrupt the .chain linked list.
    Some Game Thing

    Comment


    • Originally posted by Spike View Post
      local entity head = findradius(self.origin, 256);
      while(head)
      {
      print(sprintf("found a %s\n", head.classname));
      head = head.chain;
      }

      findradius should only be called once, unlike find. it returns a linked list rather than the next entity.
      naturally, this sucks with recursion, like stuff that does T_RadiusDamage in its th_die function, as this can corrupt the .chain linked list.
      Worked beautifully. Another good lesson learned, thank you sir.
      'Replacement Player Models' Project

      Comment


      • God damn this mod looks awesome. The melting effect reminds me of the great fallout 1/2 plasma weapon deaths.

        Just curious, have you considered keeping the super shotgun and making it reload like Doom 2's? It would be in line with the pump shotgun in your mod. (I also feel Q1's default shotty feels like a pistol and super shotty feels like a shotty) but I just adore a good SSG.

        Comment


        • @Bloodshot

          Thank you sir! Gore and guns is the highlight of this here project. So far. Lol. Yes, I actually have considered maintaining a double-barreled shotgun with the benefit of extra damage and the drawback of manual reload of the barrels. My only hang-up though is that the shotgun I currently have is fucking brutal up close. It uses a non-linear damage infliction based on distance to the target. If you're far away, it doesn't do a whole lot, but if your right up on the target it deals instant death regardless of health or armor (on players and small enemies, not the big boys like the Shambler and his big brother the Gore...god I can't wait to start making the monsters). I'm kind of hesitant to change that because I spent hours fine-tuning the code for it. Maybe with a SSG I can extend the damage range because of the extra barrel. That could work. I'll put it on the list. Thanks for the input!

          ===================

          Time for an update on the arsenal so far. A few of these you've seen, but are finalized in all aspects. Also, I've included the descriptions from my working game manual (yes, manual...no one likes to read READMEs so it's gonna be a PDF with pictures that us dumb Quakers can read ).

          1)Combat Axe: Standard issue old-school weaponry for all Slipgate Rangers. This is your last resort when all other ammo runs dry and you find yourself cornered in some dim-lit god-forsaken place that's crawling wall to wall with the undead. It's gotten you out of tight spots before, and likely will again...but don't put too much faith in that.

          Pros: Deals a massive amount of damage if you're tough enough to get up close and personal.
          Cons: Using it probably means you're out of ammo.
          Capacity: N/A
          Alt Function: N/A

          2)'Stinger' Assault Rifle: The MD86 .300 BLK Assault Rifle, aptly named the 'Stinger', is a fully-automatic standard issue assault rifle. Tried and tested, aged but reliable, it will not let you down when the combat situation calls for sheer volume of bullets. It's a pretty hardy weapon against soft-bodied combatants that can feel pain, but larger beasts and the undead will shrug off the comparatively small .300 Blackout rounds. Note that firing in full-auto significantly reduces the accuracy of the rifle. The longer you hold the trigger, the worse it gets. Firing in short, controlled bursts will give this firearm a respectable range. Lastly, recent upgrades include an MD GLX4 'Smart' Laser. The laser projects a conical beam, making it pin-point accurate up close but easily viewable from afar. It is normally bright red in color, but turns a light yellow when an enemy is traced. Great for scanning dark rooms for lurking predators without drawing attention.

          Pros: Incredible rate of fire and reservoir magazines.
          Cons: Limited range and terrible recoil in full-auto, and doesn't handle large enemies well.
          Capacity: 60 per mag, 360 total.
          Alt Function: Smart laser with unlimited use.


          3)'Condor' Shotgun: The MD2 8-gauge Shotgun is as rugged and mean as the North American raptor it was named after. Featuring a full bodied polymer case, reinforced pump mechanism, and fully-enclosed barrel, it is basically bullet-proof and will be your best friend in every dismally dark hallway you traverse. It will shred any ugly son of a bitch in your way and leave a path of soggy, dripping gibs behind you. Firing a large 8-gauge 3-1/2" magnum buckshot shell, it's perfect for close-quarter combat in tight spaces, but almost useless at medium to long ranges. The built-in flashlight is blindinly bright and has an incredible range, but it seems to be the weak point of the weapon; field use leaves most of them shaky. Although the flashlight will light your way in the darkest of places, it will also alert any enemies that see the light to your presence, so keep that in mind.

          Pros: The most powerful close-quarter combat weapon in the arsenal.
          Cons: Limited range and slow rate of fire.
          Capacity: 8 per mag, 64 total.
          Alt Function: Ultra-high beam flashlight with unlimited use.


          4)'Tenderizer' Flak Cannon: In a research effort to develop and deploy low-maintenance, non-lead based weapons with zero muzzle-flash, the United States Army recently contracted Fuller-Lathron Defense Technologies to produce such a firearm. One of many results is the FLT2 Flak Cannon, creatively dubbed the 'Tenderizer' by the ground-pounders equipped with it. Although still a prototype in its early stages of development, the Flak Cannon has already proven itself a reliable and deadly weapon when situations get messy. Firing 8 rounds of flak (a glorified nail) per shot, it can quickly fill a tight area with lethal projectiles given its respectable rate of fire. Instead of primer charges, the flak is launched via 8 high-tension springs, and auto-loads the next set of 8 self-indexing projectiles. In short, it's bulky and cumbersome, but is worth its weight in function. Keep in mind that launched flak has a tendency to ricochet and can turn against you in a hurry, but you can use this to your advantage to damage targets around corners.

          Pros: High rate of fire, sheer volume of projectiles, and no reloading to boot.
          Cons: Eats ammo like popcorn and fired flak can harm the attacker as much as the target.
          Capacity: 512 total.
          Alt Function: Rapid Fire mode. Flak nails are fired one at a time and are more accurate.


          5)'Kodiak' Sniper Rifle: Hands-down the most lethal weapon in the entire arsenal, Grizzly Defense Arms prides itself for the Army's adoption of it's state-of-the-art big-game hunting rifle, named the 'Kodiak' after Earth's largest brown bear. The GZD48 fires a fearsome .50 BMG round with enough force to take down the largest of game animals on recently terraformed worlds. Imagine what it will do to the other-worldly scum you're about to go toe-to-toe with. There is no distance outside of its range, and it will pass through anything that isn't solid wall. See how many baddies you can line up and gib in one shot. Although it doesn't have the tactical look of other comparative military sniper rifles, it has earned its place with the best.

          Pros: Nothing stops it, nothing can run from it.
          Cons: It's a manual loading rifle, meaning a lengthy reload after each shot.
          Capacity: 1 per shot, 16 total.
          Alt Function: High-powered scope with four range settings.


          6)'SlugPuppy' Grenade Launcher: If mishandled, the S10 25mm 'SlugPuppy' Grenade Launcher can be as deadly to its owner as to the target it's fired upon. That being said, nothing makes an enemy combatant scurry towards cover like a hail of highly bounceable grenades. The 'SlugPuppy' (often called the 'Pup') fires unique "Smart Grenades" that can be armed as conventional grenades or as proximity (proxy) grenades with the flick of a switch. By default, grenades are launched at a high velocity and, upon contact with a solid object, initiate a 1 second detonation timer. They deal blunt force damage to enemies when struck. Conventional grenades glow red in color. Proxy grenades launch at roughly half the normal velocity (to prevent pre-mature detonaton upon contact), glow blue in color, and stick to any solid surface. Any enemy in motion close enough will set off the grenade. Additionally, proxy grenades detonate automatically upon contact with an enemy while still airborne. The action of the Pup features a highly magnetic bore which aids the user in quick reloads after each shot by guiding the rubber-coated mild steel 25mm shells in.

          Pros: Creates a lethal environment with highly erratic grenades and proximity mines for your enemies.
          Cons: Said lethal environment probably includes you as an occupant. Take care how you use the Pup.
          Capacity: 1 per shot, 48 total.
          Alt Function: Proximity (proxy) grenades.


          7)'Ragnarok' Rocket Launcher: Named after Norse mythology's apocalyptic event, the S9C 32mm "Ragnarok" Rocket Launcher may not bring about the end of the world for all, but it certainly will for your target. Firing a highly explosive 32mm shell at a respectable velocity with incredible range and accuracy, it makes the user a force to be reckoned with. Upon launch, fired rockets deploy four spring-loaded fins that keep their trajectory true, even underwater. Contact with any solid surface will induce detonation. The 'Ragnarok' features the same magnetic bore as it's 'SlugPuppy' brother, meaning quick and easy reloads after each fired shot. Also like the 'SlugPuppy', it is incredibly dangerous in close quarter combat. That 'DANGER' sticker isn't on the firearm for aesthetics. It's Alt Function re-programs the fired rocket to detonate as a scatter bomb upon impact that will deal less initial damage to large enemies, but is great for dealing splash-damage to lots of small ones.

          Pros: Accurate and deadly.
          Cons: Somewhat slow rate of fire, dangerous to the user up-close.
          Capacity: 1 per shot, 48 total.
          Alt Function: ScatterBomb detonation



          ============================

          Hopefully that will keep everyone tied over till the next update, which could be awhile. The Combat Axe is a dressed up (poly and texture) version of CapnBub's axe on his Ranger model, which I am using as one of the playable characters (outstanding work on that model, I aim to do it justice). The remainder of the weapons to be made are:

          * 'ForceShot' Kinetic Booster (knocks enemies back and deals decent damage)
          * 'HellBringer' Flamethrower
          * Rift Rifle (with a deadly charge shot...think Spartan Laser from Halo3)
          * Rift Phaser (full-auto)
          * Rift Disruptor (breaks organic molecular bonds...this is the melting death gun )
          * Rift Launcher (gruesome bone-crunching black hole)
          * Rift Shotgun (only Rift energy, not lead pellets)
          * possibly Bloodshot's double-barreled shotgun
          Last edited by Dutch; 07-23-2014, 03:33 AM.
          'Replacement Player Models' Project

          Comment


          • Your weapons are coming along nicely, the textures on all of them are much improved, they look good. With 1 or 2 looking great! I'm not really surprised to see your models looking so much better, I could tell with the first 2 art passes that you had some talent for it and just needed practice.

            Now I'm anxiously awaiting the next demo to see what you've done in the way of coding and mapping! Good work, keep it up!
            Gnounc's Project Graveyard Gnounc's git repo

            Comment


            • Pretty damn good, Dutch! My only suggestion would be to lighten up the textures on the first 2 weapons. They almost look like silhouettes because they are so dark. Alternately, you could probably just use lighter textures on key details to better define the darker weapons visually.

              Your RL (looking weapon) is the perfect contrast. If you go up through the images from there they just get darker and darker. If you used the RL contrast as a standard you'd be on the right track.

              Edit: I moved this browser window to my other monitor (on a hunch) and realized a lot of the blackness was my monitor settings BUT the first weapon is still too dark, and instead of the RL having the proper contrast, now it looks "washed out" in comparison to the richness of the colors that your other weapons have. You need to add some love to the red and blue channels or simply raise the saturation.

              If you don't know how to do that or otherwise need help with it, you can PM me the texture file and I'll do it for you. I'm working in the program I would use for that, right now so, it would be no problem to adjust it real quick and send it back.
              Last edited by MadGypsy; 07-23-2014, 01:50 PM.
              http://www.nextgenquake.com

              Comment


              • If you do decide to put the SSG in I could contribute my model if you'd like



                Comment


                • thats one pretty awesome looking model bloodshot <3


                  care to share it?
                  would love to texture that model and animate it as replacement model for standard quake

                  did you UV-map it already or not? if not thats ok, i can UV-map models myself.
                  but if you did that would just save me some work, lol
                  .
                  are you curious about what all there is out there in terms of HD content for quake?
                  > then make sure to check out my 'definitive' HD replacement content thread! <
                  everything that is out there for quake and both mission-packs, compiled into one massive thread

                  Comment


                  • Agree with Talisa, excellent looking work so far bloodshot!

                    Comment


                    • @BloodShot:

                      Dude that is fucking sweet!! Hell yeah you can contribute, I'd love to include that model. I'll PM you about it.

                      Thanks everyone for the feedback! @gypsy: I went back and made the alterations you suggested, and once again you were right. Texturing the assault rifle was difficult because I wanted to have a black-colored rifle, which is difficult with the Quake palette since black is way too dark, but one shade up is too bright.

                      Unless some skilled modelers/textures come along to help out, I'm stuck using old-school methods in the interest of actually finishing this project before I die of old age. I'm hoping once it's released, some of our skilled members on here will start adding eye-candy to the game through replacement content, but I leave that up to whoever wants to tackle it.
                      Last edited by Dutch; 07-25-2014, 01:48 AM.
                      'Replacement Player Models' Project

                      Comment


                      • Rift quake!

                        Damn why can't I have the body exploding gore like this in my Quake! This looks epic!



                        For now this is about as bloody as a game I can make.
                        Make no mistakes here... I'm not a mere madman... I'm a realist!

                        Comment


                        • Badass Shotgun!

                          That Shotgun looks insane Bloodshot. Looks New and oldschool. I love it even without the textures.
                          Make no mistakes here... I'm not a mere madman... I'm a realist!

                          Comment


                          • I wanted to have a black-colored rifle, which is difficult with the Quake palette since black is way too dark, but one shade up is too bright.
                            Look at this scope. See how it is black, but it's not? This is probably the only way you will get away with making a black rifle...luma (or faking it in the texture)



                            You should be able to simply set up some lights in blender on your already UV mapped weapon and then bake the light onto your texture, then save the texture and use something like texmex to import it into a wad which will automatically force the colors to the Quake palette. That's the gist of how I would do it, anyway. Even if the final result comes out a little nutty (colorwise) it would probably be easier to correct those spots than try to color in all of the light by hand.

                            I can't believe that after 18 years there are still quake engines that rely on a palette. IMO that's the one thing that no Quake engine should support anymore. Aside from removing some 16 million colors from your personal options what purpose does it serve?
                            Last edited by MadGypsy; 07-27-2014, 02:44 PM.
                            http://www.nextgenquake.com

                            Comment


                            • Originally posted by Krymzon 45 View Post
                              Damn why can't I have the body exploding gore like this in my Quake! This looks epic!



                              For now this is about as bloody as a game I can make.
                              ^^
                              gj!!

                              Comment


                              • nice, what happened to the HD clean guns though looks like you went fully weapons with my style of texture <3. Or are there going to be hi res and low res options?

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