Announcement

Collapse
No announcement yet.

Quake 1.5

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

  • #16
    1) Supposed to mesh with Quake 1 enemies, but visually it's not for everyone. I personally don't really like the HD stuff that much, and I wanted it to work with more vanilla ports

    2) I do use blender to edit animations now, though I use QME to generate the frames I need as when I do it in blender it doesn't play them ingame (I'll have to look into .framegroup files, i know blender supports assigning them in the editor though)

    3) I expected to run into this and, well, you can't please everybody. The type of people I've been getting feedback from (as well as my own preference) are looking for duke 3d/quake 2 style of viewmodels and prefer the bulky ones, which I know won't please deathmatchers, but again, it's not for everyone. For the RL anyway, I already repositioned the Axe to be more facing front as it makes more sense animation wise

    4) Mod dir version will have this fixed, unless you can tell me how to offset the projectiles without the need of a mod so it will work in multiple engines like quakespasm, directq, etc.

    5) what i'm showing off is the progs replacer version, which is straight up model replacements, which limits me to vanilla frame counts - for the mod dir version I want to do a 2h axe with multiple hefty swings.

    6) no idea, probably for the mod dir version

    7) Actually, its a result of how i paint the texture then convert it but it's easily fixable (within QME no less, takes me like 2 seconds, already did it for the shotty)

    Again, a lot of this boils down to opinion, and I don't mean to sound crass but, if most DM players turn off their viewmodels, what need would they have for a visual/animation mod? I could make smaller versions but they'd probably end up turning them off as well.

    I might make a centered version of this once both versions are done
    Last edited by Bloodshot; 08-28-2015, 09:15 AM.

    Comment


    • #17
      Spike is right about the axe, it obscures the centre of the screen. You might want to lower all the weapons so that they don't obscure the player's view so much. Take a look at Unreal Tournament 4 for good weapon positioning and scale.

      Otherwise I think the axe looks really good. I think it's one of the best looking I've seen for Quake. Just sort out the overbrights

      I was playing with Quake physics today and having a lot of fun. I've added a mass property to all entities and I have knockback operating with genuine momentum. Well mostly genuine, I add a bit of velocity to make them lift off the floor more xD Because zombies are lighter than the player, when you fire at them with the double barrel up close, they go flying xD Knockback was on for all weapons, but it's seriously unbalanced. Take the nailgun for instance, you can keep it aimed at a demon, and he can't get near you, because the nails just keep pushing him back. The rockets are so powerful, that you can use the same tricks as in deathmatch, and fire tactically to knock monsters into water/lava/traps. It's very fun, but makes the game very easy. You can have it on and make the game harder in other ways, or just keep it for shotgun/sshotgun. Or I could factor the momentum down so that things don't move so much. It's up to you. At the moment it's only on for shotgun/sshotgun, and that works fine.

      Comment


      • #18
        Hmm, that seems like something that needs testing. I think it'd be okay on the RL since the Quake RL is pretty OP already, as well as the SG/SSG. Maaaybe the SNG.

        If there was a way to disable knockback for certain enemies that might help, or also make it so for certain weapons knockback only occurs when they play their death anim.

        I like the idea of knocking some dude off a ledge to his death though.

        Here's the LG





        I can't show it yet, but I think the animation came out really cool.

        Comment


        • #19
          oh murr, thats one sweet-looking lightning-gun bloodshot <3
          i also like that you added the cells to your model


          that LG would make an epic replacement for the plasma-gun from ROGUE,
          which shoots big balls of lightning which explode upon impact.


          i can totally see your weapon shooting those big lightning-orbs with how big and bulky it looks

          .

          that axe is also looking sweet
          .
          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


          • #20
            I actually had been thinking of the rogue plasma gun when i made it since its like the BFG.

            I think i'd like to make unique variants of all those down the road, with their own cool firing sounds and modifications - the LG for example, maybe the prongs would retract or be angled downward a bit when you use the plasma gun

            Comment


            • #21
              Wow, good stuff. I especially like the axe, LG and RL.

              (I can't watch the RL animation video btw, youtube says it contains music from GEMA -- some german IP organisation -- and is therefore blocked in Germany. Annoying.)
              dfsp*spirit
              my FPS maps

              Comment


              • #22
                putting the cell on the lg is just genius.
                My Avatars!
                Quake Leagues
                Quake 1.5!!!
                Definitive HD Quake

                Comment


                • #23
                  @bloodshot
                  that prongs idea is totally possible, as the LG and PG use different models
                  so you could make different versions of the same model for LG and PG

                  and that would be a cool idea, to make the prongs open further when using the PG
                  .
                  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


                  • #24
                    I took all of quake's oversized head gibs and transplanted a lot of their textures onto the actual enemy models, and did some cutting and texture painting









                    Gibbing enemies now appears like it rips them apart in various ways, and I've replaced the heads of all the vanilla quake monsters

                    Comment


                    • #25
                      model pack is just about ready, mod dir version is gonna take a little longer

                      started on the hipnotic weapons

                      Comment


                      • #26
                        Looking forward to this release!

                        Comment


                        • #27
                          Originally posted by Bloodshot View Post
                          model pack is just about ready, mod dir version is gonna take a little longer

                          started on the hipnotic weapons

                          proxy gun looks good. looking forward to trying this out. good work.
                          My Avatars!
                          Quake Leagues
                          Quake 1.5!!!
                          Definitive HD Quake

                          Comment


                          • #28
                            I posted a reply on yutube because I was too lazy to try and remember my QuakeOne password, but since I already did and posted on another topic I'll repost my reply here (a more appropriate place):

                            The Rocket Launcher looks weird but the other weapons are on the right track. That's great! =)
                            Also, I think a double-bladed axe is more fitting, more close to the classic quake axe.

                            Comment


                            • #29
                              I might try a double bladed axe down the road, but (for the first release anyway) I wanted to do this one because I liked how Nehahra described it as a fireman's axe (also it makes sense, why would a military man start off with a medieval axe)



                              Modeled and textured the hipnotic laser - it's very similar but I felt ritual did a really good job with the pickup model, didn't really need any

                              EDIT:

                              What about a more Quake 3-esque RL position?

                              Last edited by Bloodshot; 09-07-2015, 03:50 PM.

                              Comment


                              • #30
                                The rocket lancher position is not the problem, the model itself is... fat and strange, don't know how to describe, but the original model is less weird even though it looks like a metal dildo.

                                Originally posted by Bloodshot View Post
                                also it makes sense, why would a military man start off with a medieval axe
                                I don't know, maybe he stole it from some dead knight? =P

                                Comment

                                Working...
                                X