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  • #16
    Hi guys,

    Gotta say I'm flattered! Making the main page too, great stuff.

    I want to add something to make this even nastier but haven't got round to it yet (see above). RL keeps taking me away! I kinda enjoy the whole sadistic quality trying to play the game this way has. e4m2 (i think!) was truly ungodly. Nothing scarier than shamblers coming after you like this.

    Anybody know how to custom colour flash with "bf" in console? the yellow looks a little rubbish as a 'blink'. Any engines add this as a feature?

    Anyone tried it co-op yet?

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    • #17
      Gave it a try on e1m1 with the gray skins Baker made, really a fun mod.

      You could make the GL bounce even more and make it the default weapon to allow players to kill enemies with a bouncing grenade (while looking elsewhere).

      EDIT: Trip-wired mines would also make a cool weapon for this mod. I mean running around without using your weapons is ok and fun for a few maps but this is Quake and people want to kill those monsters!
      Last edited by dfsp_spirit; 05-19-2010, 11:55 AM.
      dfsp*spirit
      my FPS maps

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      • #18
        stuffcmd("bf\n");

        Comment


        • #19
          Sorry, I couldn't resist to make this proof of concept...

          petrify.avi

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

          Downloads:
          SoA skins
          DoE skins pre-release

          Comment


          • #20


            Nergal, did you do the petrify special effect animations with skin groups in the mdl? [this is shown in the uploaded AVI]

            Looks great, but if it is skin groups I am wondering how it could be implemented in QC and "stopped" at the appropriate time.

            Either way that is an awesome effect and I'm sure the same concept could be used for weapons that "freeze enemies".
            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


            • #21
              Originally posted by Morkai View Post
              Anybody know how to custom colour flash with "bf" in console? the yellow looks a little rubbish as a 'blink'. Any engines add this as a feature?
              stuffcmd (self.owner, "v_cshift 256 256 256 "); <------------ Red Green Blue values (0-256)

              This isn't BF, but is possible to flash color intensities on the screen the way Quad damage does blue and the enviro suit does green.

              I'm not Mr. QuakeC but the flash grenades in RuneQuake 0.5 would flash the screen and it appears the color can be specified.

              ftp://ftp.runequake.com/quake/runequ...ke-0.5-src.zip


              Originally posted by in source file rjs.qc
              void ()
              blind_think =
              {
              local float lev;
              local string s;

              if (self.cnt <= 0 || self.owner.health <= 0)
              {
              stuffcmd (self.owner, CSHIFT_NONE);
              remove (self);
              return;
              }

              // With cnt starting at 20, this drops from 250 to 206 by 4s,
              // then from 175 to 50 by 25s.
              self.cnt = self.cnt - 1;
              if (self.cnt < 6)
              lev = 25 * (self.cnt + 2);
              else
              lev = 254 - 4 * (18 - self.cnt);
              s = ftos (lev);
              stuffcmd (self.owner, "v_cshift 256 256 256 "); <------------
              stuffcmd (self.owner, s);
              stuffcmd (self.owner, "\n");

              self.nextthink = time + 0.2;
              };

              void (entity inflictor, float radius)
              T_RadiusLight =
              {
              local entity old_self, head, e;

              old_self = self;
              head = findradius (inflictor.origin, radius);
              while (head)
              {
              self = head;
              if (head.classname == "player"
              && head.runetype != RN_ENVIRO
              && !head.items & IT_SUIT
              && infront (inflictor))
              {
              // Have flash grenades report.
              if (old_self.owner == self)
              sprint (old_self.owner, "You've blinded yourself!\n");
              else
              {
              sprint (old_self.owner, self.netname);
              sprint (old_self.owner, " was blinded by your flash grenade\n");
              }
              e = world;
              do
              e = find (e, classname, "light_think");
              while (e != world && e.owner != head);
              if (!e)
              {
              e = spawn ();
              e.classname = "light_think";
              e.owner = head;
              e.think = blind_think;
              }
              e.cnt = 18;
              e.nextthink = time;
              }
              head = head.chain;
              }
              if (e.owner == head)
              sprint (old_self.owner, "Your flash grenade exploded\n");
              self = old_self;
              };
              Last edited by Baker; 05-19-2010, 06:18 PM.
              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


              • #22
                Oooh- trying it out....

                (be interesting to try out on coop- and it'd also be intersting when you enter rooms with some flying guys as well).
                Check out my awesome Deviant art page!
                Quake fanart (obviously included)!

                http://harry-the-fox.deviantart.com/

                Comment


                • #23
                  @Baker: yes, it's done by animating several skins with a .shader file, though it may be a bit expensive for older systems.
                  In my version I had much more control on materials, but I hope to find an efficient solution for quake too.
                  Using this effect you've a gain from a design/estetic perspective, while gameplay-wise is almost irrelevant, so I'd invest time in other kind of tweaks (ex. weapon balistic).
                  Obviously if I find a quick method, I'm glad to do all the skins

                  Example (50% quality):
                  Attached Files

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

                  Downloads:
                  SoA skins
                  DoE skins pre-release

                  Comment


                  • #24
                    Hello all,

                    I've just been playing around with this and it's really cool.
                    It got me thinking though, if you replace the ammo/weapons all to the rockets/grenade launcher, you could (maybe ?) complete the whole game.
                    Throw and look away, that kind of stuff.

                    Just a suggestion.

                    Comment


                    • #25
                      I wanted to say that this mod is not only awesome but some seriously scary shit!
                      (noticed just one bug where if you lob grenades around the corner and splatter the zombies, the heads still throw gibs at you when you're not looking)
                      I would either make the monsters fully indestructible, or permanently killable by grenades around the corner?
                      For that matter, what happens if you shoot some nails at a badguy but look away quickly if that were the case?
                      Some interesting things to consider...
                      (I'm loving it though- would like to see a speed-run- or try it multiplayer)
                      Check out my awesome Deviant art page!
                      Quake fanart (obviously included)!

                      http://harry-the-fox.deviantart.com/

                      Comment


                      • #26
                        Following the logic of the mod, you should be able to kill a monster that's around the corner, even if you're looking at them.

                        Note to Morkai: Do a traceline from the player to the monster as well as doing a dotproduct of v_forward and the direction of the monster.
                        16:03:04 <gb> when I put in a sng, I think I might need nails
                        16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve

                        Comment


                        • #27
                          Good point Lardarse- But I think the fact you can't kill what you look at is a pretty good twist- and I suppose nails would make it too easy.
                          So I think for now just make the monsters invulnerable.
                          (By the way, what happens with Cthon and Shub *****rath? Do they freeze too?)
                          Do they take damage if you were looking at them?
                          Check out my awesome Deviant art page!
                          Quake fanart (obviously included)!

                          http://harry-the-fox.deviantart.com/

                          Comment


                          • #28
                            looks cool ,fun u ever play on servers baker i never seen the name baker on a server :p

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                            • #29
                              Originally posted by ▫▪☼{~Ĵჶκჳჩ~}☼▪▫ View Post
                              looks cool ,fun u ever play on servers baker i never seen the name baker on a server :p
                              I don't play as Baker on the servers except sometimes on the bigfoot server.

                              Lately I spend more time working on the Quake projects than playing on a servers. Part of the reason is the kind of stuff I like playing is doesn't get played (I don't like team DM [too much like "work"] --- or modern RuneQuake [too newbie and not oriented towards map control] and don't like DM3 [a map with a single control point] so .... ).

                              One example of what I do like:



                              Or another example ...



                              At the present time, that kind of stuff sees no action. And so I wait ...
                              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


                              • #30
                                I thinks it's fair to say that you'll always be welcome to come on over and DM FFA with us on Bigfoot Baker
                                Mr.Burns
                                "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
                                WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
                                Servers: Quake.shmack.net, damage.servequake.com

                                News: JCR's excellent ctsj_jcr map is being ported to OOT

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