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Angel/Blink Mod

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  • #31
    cool i lik ethe second vid ....i cant seem to get this angel mod to work tough i extracted it into my q1 folder and than i added -game angel to my shortcuts command line and it still dont work

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    • #32
      Extract to quake\angel folder

      Then use the -game angel command line parameter.
      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 ...

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      • #33
        WAIT! How would you get past the bosses? You have to KILL the vores, Cthon and Shubby! Not to mention Armagon!
        Check out my awesome Deviant art page!
        Quake fanart (obviously included)!

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

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        • #34
          Never said it would be easy now did i? hehe. Better stock up on those grenades...

          RL has had to take over again for the time being so if anyone has cool ideas about some extra special weapons... loving the mines and GL ideas feel free to code and repackage to your hearts content. Blinking people... code some blinking...

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          • #35
            On another note... the implementation IS rather a little hacky. It's interrupting the monster code.. or jamming it really... hence monsters don't always notice that they are dead... or do some weird stuff...having read the previous posts properly... hilarious zombie heads... really I suppose this should be handled in the monster code from their perspective rather than the players... but i'm annoying like that.

            Forgot to say I love the shader stuff. Looks really cool.

            On another complete tangent. Has anyone tried spawning monsters in dark corners on the fly in quake? (possible only with engine mods i imagine) is there a mod that does this? Only I was trying to think of other ways in quake to really upset people (perhaps this is a whole new topic of evil game/mod design who knows?)

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            • #36
              Good to hear- I think for Blinking, you should just have accelerated monster walk speed (not as much as in Doctor Who, it would be impossible to get past).
              Check out my awesome Deviant art page!
              Quake fanart (obviously included)!

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

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              • #37
                I noticed "notarget" doesn't seem to deter the statue monsters from noticing you, just fyi.
                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 ...

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                • #38
                  By the way has anyone done a speedrun?
                  I managed to get to Door to Cthhon in about 5 minutes, and was promptly killed the minute in after I rocket jumped over the lava to the gold key, rocket jumped OVER the fiend just as it lunged in to get me, opened the door with a tiny amount of health left and got promptly filleted by the ogres on the other side...
                  Check out my awesome Deviant art page!
                  Quake fanart (obviously included)!

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

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                  • #39
                    Yeah, there are problems when you try to kill the Shub-Niggurath (at least in Qrack). When you try to telefrag it, the game goes to the camera as usual, but the thing never dies and the message at the beginning of the game (walk into the slipgate to start playing quake!) is shown. Also, the light in the map glows indefinitely. This happens even if you're not looking at the boss when you telefrag it (that's what I did).

                    Otherwise, this mod is even scarier than playing through Episode 4 starting every level with just a shotgun on nightmare skill . Seriously, good work.

                    One suggestion: make the vore pods work the same ways as the monsters. That would scare the shit out of anybody XD.

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                    • #40
                      I'll be trying this tonight. So tell me, is it winable at all?

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                      • #41
                        Oh, it's winnable all right, but you really need to know what you're doing. Easy skill is hard (especially when you can't find a grenade launcher ).

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                        • #42
                          Originally posted by ChronoSeth View Post
                          Oh, it's winnable all right, but you really need to know what you're doing. Easy skill is hard (especially when you can't find a grenade launcher ).
                          How?! Lol. I tried it last night and I just was spinning in circles!

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                          • #43
                            You just need to keep moving. It's also helpful to know how to use infighting efficiently (though that's a bit harder when you can't see the monsters you're trying to get to fight each other...). This mod is great for a new speed running challenge too.

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                            • #44
                              So the goal is simply to make it out alive right?

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                              • #45
                                Pretty much... you can still kill most of the monsters in the game using nailguns and explosives though (shoot then duck behind a corner or look away). I think rocket jumping through the maps is also acceptable when you can't kill certain monsters (like the vores in the last map of E2).

                                Funny how I keep adding my thoughts on the mod as you post...

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