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  • #16
    Please forgive me OoPpEe, but I could not resist.
    I know you have enough humor

    That would be a good start for this map:

    [ame=http://www.youtube.com/watch?v=gohfgkHM6V8]YouTube - ‪Horn E1M1‬‏[/ame]

    Best wishes,
    Seven

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    • #17
      Make a video of you picking them all up

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      • #18
        The greatest sounds I like in Quake are:
        - lava nail sounds touching walls
        - the horn sound
        - supershotgun sound (not the one from mindgrid pack. The original !)


        What would happen, when we pick up multiple horns a short time after each other ?
        I can only guess according to the code:
        The spawned monsters will fight against each other.
        Because the target from the "horn-monsters" are .other.
        That means everyone else except the player.
        So the sample I made above is totally useless.
        It was just for fun

        Of course another thing is the missing "target" value.
        This is totally map dependend.
        The "target" value declares the spawing position of the monster.
        You even can spawn a monster on the other side/end of the map.
        It is all possible (but makes no sense).

        Thank you for join the joke.
        Seven

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        • #19
          Dear OoPpEe,

          You made me jump over my shadow again...
          I like the shalrath, so I chose her.

          I was wrong with my guess in post above.
          The "horn-spawned" creatures dont attack each other.

          [ame=http://www.youtube.com/watch?v=DraLIGygEK8]YouTube - ‪horny spiders‬‏[/ame]

          Damn, I love this horn sound !

          Kind regards,
          Seven

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          • #20
            Nice
            Did you force the Vore by qc? If so, you should try leaving it at the default and see all the combos you can get.

            For a laugh, make it spawn Armagon and Chthon

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            • #21

              This picture is what I meant by it's fully randomized. R2M1 the first Horn you encounter and this was 5 restarts of the same map. First time I got the Shambler, then Ogre (and then again on the 3rd), Zombie (first time ever) and then the Dog. Stopped there if I kept going I'd eventually would of got the Fiend too. So it isn't defined by the progress of the game - it's fully randomized between the Dog/Fiend/Ogre/Zombie/Shambler

              I did notice the Zombie cannot be killed by almost all the enemies basically. He took grenades from the Ogre and just fell. I know why this is. Easy to fix in the QC. Just make the Grenade from the Ogre do more damage to the Zombie (see Shambler reduced damage from explosives code, but instead of making it damage x 0.5 you'd make it damage x 2.0).

              However still need feedback as to which enemies should also be included in this powerup. As enemies from DoE will also be appearing in id1 and SoA maps - they should be included - only which ones. I am also bothered how the Gremlin or Centoid don't appear. So far I am thinking all the enemies except the Grunt/Enforcer/Water Enemies/Bosses shouldn't appear. As it's conjuring - it should bring almost any creature back. I excluded the Grunt/Enforcer as they are former players (not from the dimension). However I need input on which enemies shouldn't be included.
              Attached Files

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              • #22
                Ok the Centoid is very powerful so he'd have to have a spawn equal to the Shambler's. He can take out a Shambler alone and then a bunch more enemies after. Centoid = The Champ in Monster infighting.
                On Hip2m1 - he took out 3 Gremlins, 2 Knights, 2 Ogres and a Shambler (well he died on the Shambler but after the fight I shot 1 SSG blast and he died so basically killed him).

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                • #23
                  I got the firing code for QTest Lava Nailguns, QTest Multi-Launchers and Multi-Prox Launcher.
                  Now I do have one question. Due to the Lightning Gun = Plasma Gun and it fires completely different. How would you like to see the Chain Lightning + Plasma Ammo fire?
                  I've considered a few possibilities:
                  BFG - basically in a nutshell. It's the plasma shot only bigger, more powerful and slower flight (takes 2 ammo like C-Lightning)
                  Double Plasma - Fires 2 with a slight delay between. They'd give off the same damage as the default. So it kinda becomes a Doom-ish Plasma Gun (just slower rate of fire). Would be very powerful, but it'd easily chew up the ammo.
                  Railgun equal - Well more of turbo projectile. So in a way it's a Plasma shot (equal damage) but takes 2 shots. It however is 2-4x faster than a rocket in speed. So dodgeable, but would be hard to.

                  However am open to ideas. So what'd you like to see?

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                  • #24
                    I think the ideas you have sound great OoPpEe!

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                    • #25
                      Is your ChainLG based on anything in Qtest1, or just something you made up?

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                      • #26
                        Both really. It was mentioned in QTest and even had a HUD icon. However it wasn't present in any other form. Just a readme entry which didn't say anything about it's function and there was no model or sound.
                        So using a heavily modified Zerst�rer Chain Lighting code I made it how I felt id would of initially made it. I could ask Romero on FB how the gun was initially planned to function and aim for that for a more "official" remake.

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                        • #27
                          Originally posted by OoPpEe View Post
                          Both really. It was mentioned in QTest and even had a HUD icon. However it wasn't present in any other form. Just a readme entry which didn't say anything about it's function and there was no model or sound.
                          So using a heavily modified Zerst�rer Chain Lighting code I made it how I felt id would of initially made it. I could ask Romero on FB how the gun was initially planned to function and aim for that for a more "official" remake.
                          Cool. Wanted to double check to see if I didn't miss any really hidden ChainLG code in Qtest1.

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                          • #28
                            Well this is long but I think I know what you want to do because I did something like that before.

                            Go into soldier.qc, in their is a function called void() soldier_die = { ... }

                            in their when he dies, do something like

                            r = random()
                            if(r < 0.25) { ThrowShotgun(); }
                            else if(r < 0.5) { ThrowSuperShotgun(); }
                            else { ThrowWhatever() }

                            You will have to write a function to throw the weapon, which isn't hard. You spawn an entity, set it to the item, then give it some velocity. Look at like ThrowGibs() to see how you can throw stuff around.

                            As for other stuff it is same kind of idea, looking at where to hook the code in, and adding it in there like that.

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                            • #29
                              This sounds extremely cool. Can't wait to see how the finished product will be.

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                              • #30
                                oh duh, i thought someone was asking how to randomly throw weapons when monsters die. My bad. I had done a mod like this a loooong time ago but with no where near as many weapons! Mjolnir sounds kick ass I want it.

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