Announcement

Collapse
No announcement yet.

Angel/Blink Mod

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

  • Angel/Blink Mod

    Hi,

    My name is Morkai and i'm a quake addict. (and shadow reader for some time)


    I wrote a little mod yesterday based on a Dr.Who episode I saw (and the ghosts from Mario Bros.).

    The idea is that while you can see a monster it turns to stone. If you can't it's after your blood.

    Apologies if someone has already done this! But the result was far too freaky not to share with everyone. The implementation seems to work, you can find the code in angels.qc (the main func is called in playerpostthink, the infront and visible stuff is in ai.qc).

    See how far you can get!

    Comments, crits and ideas all very welcome.


    LINK:

    http://www.quaketastic.com/upload/fi...mods/angel.zip

  • #2
    Haha! I gotta try this out.

    Only a month ago I thought that would be an awesome idea and posted about it at Inside3D.

    Yeah, the recent Doctor Who series with David Tennant is a great source of cool modding ideas and strategic gameplay elements.
    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


    • #3
      Just tried the mod! Creepy!

      I'm almost tempted to rip and replace all the monsters skins and do a grayscale replace.

      I'm at risk of sounding like a broken record. But this is awesome and very well done.

      This isn't your first Quake mod is it? This concept could be invaluable for a total conversion.
      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


      • #4
        Eh ... whatever ... broken record sounding or not.

        Strategically this is a HIGHLY problematic situation when surrounded by several monsters. Especially without explosive weapons.

        Most Quake mods think in narrow terms of modified existing attacks or more hit points with monsters. It is boring and repetitive.

        Lately I have invested some time thinking of more strategic and less redundant gameplay elements.

        You have pulled this idea off perfectly. It is masterfully well executed.

        Did I mention I like the mod?
        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


        • #5
          It is pretty creepy isn't it? Check out hard mode. e1m1 gets pretty tough.

          Perhaps they should go 'grey' when you look at them??

          I wanted to put in a random 'blinking' feature (stuffcmd bf or whatever, is there a way to flash the screen a particular colour with an engine?) where they all get to move a bit even if you are looking at them. Couldn't get my head around it though.

          Comment


          • #6
            "where they all get to move a bit even if you are looking at them"

            Nooooooooo.

            I'll make gray scale skins for the monster models to put in \quake\angels\progs folder as skin #2 and upload it in about an hour. You could have the stone looking Angels use the second skin when they are invulnerable.
            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


            • #7


              http://www.quake-1.com/docs/mods/angel_skins.pk3 // DarkPlaces pk3 file, just put in \quake\angel folder

              http://www.quake-1.com/docs/mods/angel_skins.zip // zip equivalent

              Both include double skinned models with gray skin as skin #0 and colored (normal) skin = #1. Both includes .bmp and DarkPlaces compatible .tga file of the grey-scale skins. Enforcer and grunt skins have muzzle flashes, those are still colored in the grey-scale skins.
              Last edited by Baker; 05-13-2010, 08:43 AM.
              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
                Cool! Yeah, that works awesome. Will upload the new code shortly. Thanks a bunch!

                Only a case of adding the .skin commands to the func if you want to give it a try in the mean time.

                Hard mode e4m2 is um... a little tough. Nothing scarier than turning your back on a shambler.

                Think this has serious potential for coop mode frivolity.

                Glad you like it! Spread the word.

                (not my first mod no, its been awhile though! did an qexpo back in 05 if your interested)

                Comment


                • #9
                  Hmm, I swear I read about this somewhere else (inside3d?). Or unless thats kimp and he told me about it on a server...

                  Baker you can colormap models in realtime with DP, where the .colormap is used to overlay the color onto the model. RuneQuake does this via quakeC (hack?) with the freeze rune, though.
                  www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                  Comment


                  • #10
                    Originally posted by R00k View Post
                    Baker you can colormap models in realtime with DP, where the .colormap is used to overlay the color onto the model. RuneQuake does this via quakeC (hack?) with the freeze rune, though.
                    Coding QC only for DarkPlaces is sort of like suicide. I'd explain, other than I don't need to.

                    [Unless it is a high demand masterpiece of such great magnitude that everyone will abandon their favorite engine for the mod.]

                    No, RuneQuake just uses the freeze sprite. DarkPlaces has a special effect that apparently is specially targeted for the freeze effect in RuneQuake. In a regular Quake engine, the player just looks normal and can't move but has a "freezy sprite" on him/her.
                    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


                    • #11
                      Hmm, weird, Qrack must have some legacy Fuh/Joe code cause if a player is frozen in runQuake on my end they are totally blue. I'll have to ss ..
                      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                      Comment


                      • #12
                        Originally posted by R00k View Post
                        Hmm, weird, Qrack must have some legacy Fuh/Joe code cause if a player is frozen in runQuake on my end they are totally blue. I'll have to ss ..
                        It's been a while, but I am rather certain that neither JoeQuake nor FuhQuake make a frozen player blue in RQ.

                        I was such a JoeQuake/FuhQuake fanatic nut back in 2003-2005 you'd think I would remember such a thing.

                        The disclaimer is that you might be right and my memory sucks
                        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


                        • #13
                          what happens in coop with this mod? i feel that could get messy.

                          Comment


                          • #14
                            Still new gameplay mods? I likey... But what about all those useless shells?

                            Comment


                            • #15
                              Interesting and fun idea on its own, then being realized in Quake tastes so much better
                              Kudos to Mokai!!
                              (I've done the same on the Source engine a while ago, but with the gravitygun you could cover your ass by moving crates around)

                              Quake Reforged
                              Retexturing and Reskinning project for Quake, Scourge of Armagon and Dissolution of Eternity

                              Downloads:
                              SoA skins
                              DoE skins pre-release

                              Comment

                              Working...
                              X