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Quake without explosions = wake

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  • #16
    Im fine with a mod having a little extra realism, however Realism, to me, misses the point of a videogame. Here are some thoughts that come to me as I type for a mod with a different emphasis while keeping Quake aspects.

    Proportional falling damage - It isnt realistic, but you can die from falling a good distance. Jumping off of Q1edge would do some decent damage to you, so it is unwise, but you can still fall a good distance before damage becomes a factor.

    Health pickups - Instead of instantly giving you 15 or 25 health, it starts slow and accelerates until reaching self.health += 25 or such.

    MegaHealth - No longer goes over 100, instead it will automatically put your health back to 100 without any acceleration.

    Iventory - You automatically have the axe and shotgun, with normal weapon switch speeds, you have 2 medium slots and 1 heavy slot. The medium is slightly slower in switching, the heavy is slow to switch to.

    Weapon - Axe - Slower swing, does 65 damage with some random variance

    Weapon - Shotgun - Normal behavior

    Weapon - Super Shotgun - Medium- More pellets with looser spread

    Weapon - Nailgun - Medium - Normal behavior

    Weapon - Perforator - Medium - Fires a loose spread at a higher rate, making it different than the Nailgun rather than just better.

    Weapon - Grenade Launcher - Heavy - Launches a grenade, further, with a half second trigger after one bounce or 3 seconds without a bounce. Double blast radius with a few extra explosion sprites and double damage. 5 ammo max.

    Weapon - Rocket Launcher - Heavy - Launches a rocket that does 50% more damage with double the blast radius. 2 ammo max.

    Weapon - Lightning Gun - Heavy - Arcs a single lightning bolt accurately over an infinite distance until hitting a target, doing 150 damage and releasing small branching bolts that persist for 1/3rd a second doing 30 damage in a large radius. Has 10 ammo max, 1 ammo per shot, railgunish refire rate.

    Green Armor - Absorbs nails well, shells decently, miniscule explosion and shock protection.

    Yellow Armor - Absorbs nails well, shells well, a little explosion protection. Slightly slows swimming speed.

    Red Armor - Moderate shell and nail protection, great against explosions, decent against shock. Double falling damage, slow swimming speed.

    Pentagram of Protection - Redirects attacks around you, including shells. Only axe can get through.

    Quad Damage - No change

    Ring of Shadows - No change

    As I said, this is all off the top of my head, but who knows, it could be fun.
    Inside3d - Because you can't be Outside 3D!

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    • #17
      Originally posted by scar3crow View Post
      Weapon - Shotgun - Normal behavior
      Nice ideas here. But perhaps the shotgun should have a wider spread since it shouldn't work like a sniper rifle

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      • #18
        With that quote and comment, it looks sarcastic. Perhaps yeah, though they could respond with a nailgun or their own shotgun... Also, that involves open enough areas to matter.

        I kind of want to give that mod idea a go.
        Inside3d - Because you can't be Outside 3D!

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        • #19
          Originally posted by scar3crow View Post
          With that quote and comment, it looks sarcastic.
          I wasn't trying to be sarcastic <--- not sarcasm <--- not sarcasm!! <--- not sarcasm!!!!!

          Don't you agree that the shotgun should have a wider spread???????
          Last edited by Canadian*Sniper; 05-03-2007, 12:54 PM.

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          • #20
            Alrighty.

            I can see the reasoning for it, but if it does have a wider spread, Id increase the pellet count slightly as well.
            Inside3d - Because you can't be Outside 3D!

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            • #21
              ok so what if we take both shotguns and double their spread as well as their pellets?
              shotgun fires 12
              s.shotgun fires 28

              edit: doubling the spread is useless. I did some testing and using x8 for the spread works great with double the pellets.

              modified:
              FireBullets (12, dir, '0.32 0.32 0');
              FireBullets (28, dir, '1.12 0.64 0');

              original:
              FireBullets (6, dir, '0.04 0.04 0');
              FireBullets (14, dir, '0.14 0.08 0');

              Perhaps the cooldown time for the shotguns should be a tad longer for realism?
              Last edited by Canadian*Sniper; 05-03-2007, 01:26 PM.

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              • #22
                SuperCoop does it this way.

                PM_FirePellets (11, dir, '0.06 0.06 0', '5 3 0'); //SUPERCOOP VERSION
                PM_FirePellets (21, dir, '0.16 0.08 0', '5 3 0'); //SUPERCOOP VERSION

                reload times in SuperCoop are 0.8 and 1.1, and damage per pellet is 5 (normal Quake does 4, unmodified PM_F.P. does random damage)

                PM_FirePellets is by the same guy who did the cranked and respawn patches and is designed to mimic the effect of the shotguns in doom that would punch through any targets they killed and keep doing damage. It's quite subtle in play because it tends only to let one or two pieces of shot through, but thats often enough that one or more targets on the other side is reacting to pain for just long enough for you to reload and hammer them. Or you can grab the quad and turn whole corridors inside out with it.

                Sound is also a really important aspect of any game and in general Q1 has awsome sound, that really stands out against it's competitors, but the regular shotgun does sound a bit like a cat sneezing, I've used the SFX from Doom in my mod and that conveys the correct amount of machismo for using the worlds most Freudian piece of weaponry.
                Qoetia B4 == 1.93Mb

                Expo Booth '08
                !AXATAXA! == 355.24 Kb Want to take on Quake with only your axe?
                Hunting shamblers since 1996.

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                • #23
                  What does the extra parameter do?

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                  • #24
                    Originally posted by Canadian*Sniper View Post
                    What does the extra parameter do?
                    Nothing in supercoop, I bypass it at the next step and set it to 5, but in DoomShot it sets the dice for random damage. (just like in Doom.)
                    Qoetia B4 == 1.93Mb

                    Expo Booth '08
                    !AXATAXA! == 355.24 Kb Want to take on Quake with only your axe?
                    Hunting shamblers since 1996.

                    Comment


                    • #25
                      Sounds similar to a modified FireBullets function I had where I could specify pellet damage.

                      C*S: FireBullets (28, dir, '1.12 0.64 0'); results in 48.2 degrees of horizontal spread and 32.6 degrees of vertical spread. That's a little fucking ridiculous, even if you are using the randomvec() method for generating pellet displacements...
                      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

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                      • #26
                        If the double shotgun was realistic, it would fire twice then reload

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                        • #27
                          A successful thread, off to pdf studyland.
                          "

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                          • #28
                            Originally posted by Canadian*Sniper View Post
                            If the double shotgun was realistic, it would fire twice then reload
                            I'd love to do that using a reload button and alt-fire. Have fire and alt-fire controll seperate barrels, if you give it 0 attack finished time you could fire both at once. Hopefully this will be in supercoop at some point. Reloading and alt-fire definately will be getting worked on soon.
                            Qoetia B4 == 1.93Mb

                            Expo Booth '08
                            !AXATAXA! == 355.24 Kb Want to take on Quake with only your axe?
                            Hunting shamblers since 1996.

                            Comment


                            • #29
                              Reloading would be a nice change I'd enjoy. Another idea for realism would be for a player being killed to drop a pack full of ammo, and all of the weapons that player had. So if a player had 20 shells and 40 cells along side an axe, shotgun and lightning gun, killing that player would make him/her drop a pack with 20 shells and 40 cell in it as well as a lightning gun (same as the lightning gun mdl where it spins around waiting to be picked up). I haven't seen any mod do that.

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                              • #30
                                Originally posted by Canadian*Sniper View Post
                                Reloading would be a nice change I'd enjoy.
                                That will coming pretty soon, I did a patch that did that back in 99 or so, but I've lost all that period of work and wasn't smart enough to put it online, but I can remember *rougly* how I did it, and it wasn't amazingly hard, so it'll definately be in for some game modes, teamplay 3+4 for sure.
                                Originally posted by Canadian*Sniper View Post
                                Another idea for realism would be for a player being killed to drop a pack full of ammo, and all of the weapons that player had. So if a player had 20 shells and 40 cells along side an axe, shotgun and lightning gun, killing that player would make him/her drop a pack with 20 shells and 40 cell in it as well as a lightning gun (same as the lightning gun mdl where it spins around waiting to be picked up). I haven't seen any mod do that.
                                I won't be making that standard, but I could code it and have it in the source commented out so people who want to try it can build there own progs.dat without much hassle. I can't see it taking more than a few minutes to write in and maybe a few more to iron out. The current working build has players and some of the monsters dropping their armour when they die and I may extend that logic to powerups too. In SuperCoop the only gives 75% protection so that could also be stolen if you are really good at killing people.
                                Qoetia B4 == 1.93Mb

                                Expo Booth '08
                                !AXATAXA! == 355.24 Kb Want to take on Quake with only your axe?
                                Hunting shamblers since 1996.

                                Comment

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