Some of you keeping up to speed on RiftQuake may have heard me talk about the side project I was working on. Well, I've been getting loads and loads of work done on it and I figured now's as good a time as any to open a thread on it, especially since it too will use the Double-Barreled shotgun modeled by BloodShot.
Welcome to the build thread for Quake: AftershoQs. This is a mod at it's very core, meant to take id Software's Quake and intensify the action and visuals without straying from the classic look and feel of Quake. I suppose this is what I originally hoped to achieve with RiftQuake, but having decided to steer that game in a more modern, less faithful direction, I still felt the urge to craft something specifically for Quake.
The baseline engine for the build is QuakeSpasm. There are no engine extensions, no fancy particles, no high res or poly models/textures. I aim to polish the Quake experience using old school methods on a mostly faithful engine that supports bsp2 maps, raised entity and byte limits, colored lighting, and other graphical niceties that still do not alter the game beyond recognition.
I won't flood this thread with updates of every small thing I do, because (as I'm sure a lot of you have noticed) I don't work all that fast. Between real life and the constant need to scrap and rebuild everything I make until I feel satisfied, it takes a while. But I am pleased to say that I've gotten as much done, if not more, in the way of progress on this mod as I did on RiftQuake since it began almost a year ago. So I am getting faster lol.
The biggest reason for opening this thread now is I wanted to share BloodShot's double-barreled shotgun as it sits now: textured, animated, and totally brutal:
[ame=http://www.youtube.com/watch?v=b5biXbQgN9A]Quake: AftershoQs - BloodShot's DBSG[/ame]


Instead of an incorporated muzzleflash or a spawned muzzleflash entity, I chose to use sparks and smoke particles (for whatever reason, fraps does not record these smoke particles) from the muzzle of the firearm. Real shotguns have very little muzzleflash, as the pellets do not fill the barrel like a fired bullet does, thus leaving no back pressure of ignition.
RiftQuake isn't dead, just taking a back seat for a little while, as that project will naturally take significantly more time, and I would love to release something in the near future.
More arsenal updates to come. Currently, six weapons are 100% finished. The code has been meticulously cleaned. Dozens of new features and bug fixes have been made. Functions for intense gore and blood effects have been written. Underwater bubbles and spark flashing for explosions, shotgun shell physics (float in water, for example), dozens of new player animations, so and so forth.
Welcome to the build thread for Quake: AftershoQs. This is a mod at it's very core, meant to take id Software's Quake and intensify the action and visuals without straying from the classic look and feel of Quake. I suppose this is what I originally hoped to achieve with RiftQuake, but having decided to steer that game in a more modern, less faithful direction, I still felt the urge to craft something specifically for Quake.
The baseline engine for the build is QuakeSpasm. There are no engine extensions, no fancy particles, no high res or poly models/textures. I aim to polish the Quake experience using old school methods on a mostly faithful engine that supports bsp2 maps, raised entity and byte limits, colored lighting, and other graphical niceties that still do not alter the game beyond recognition.
I won't flood this thread with updates of every small thing I do, because (as I'm sure a lot of you have noticed) I don't work all that fast. Between real life and the constant need to scrap and rebuild everything I make until I feel satisfied, it takes a while. But I am pleased to say that I've gotten as much done, if not more, in the way of progress on this mod as I did on RiftQuake since it began almost a year ago. So I am getting faster lol.
The biggest reason for opening this thread now is I wanted to share BloodShot's double-barreled shotgun as it sits now: textured, animated, and totally brutal:
[ame=http://www.youtube.com/watch?v=b5biXbQgN9A]Quake: AftershoQs - BloodShot's DBSG[/ame]


Instead of an incorporated muzzleflash or a spawned muzzleflash entity, I chose to use sparks and smoke particles (for whatever reason, fraps does not record these smoke particles) from the muzzle of the firearm. Real shotguns have very little muzzleflash, as the pellets do not fill the barrel like a fired bullet does, thus leaving no back pressure of ignition.
RiftQuake isn't dead, just taking a back seat for a little while, as that project will naturally take significantly more time, and I would love to release something in the near future.
More arsenal updates to come. Currently, six weapons are 100% finished. The code has been meticulously cleaned. Dozens of new features and bug fixes have been made. Functions for intense gore and blood effects have been written. Underwater bubbles and spark flashing for explosions, shotgun shell physics (float in water, for example), dozens of new player animations, so and so forth.
Comment