Show A Demo
#79 posted by madfox on 2019/12/03 10:13:28
That's why it had a lava ball. Monsters start attacking immediately, so as soon it is in sight it uses its first attack. In this case it is bite, but as the distance is too wide it has no effect.
All corpses disappear after death.
#80 posted by yhe1 on 2019/12/03 10:27:02
I am not talking about that, I understand the first bite has no effect, but when you are close to the mincer, the mincer is suppose to both bite and slash. Right now, it only slashes and never bites.
#81 posted by yhe1 on 2019/12/03 10:42:50
I loaded up chasm in dosbox, and I just saw a mincer trying to bite me from too far away.
so this:
" In this case it is bite, but as the distance is too wide it has no effect."
is actually normal chasm behavior.
Please re enable the mincer's bite attack.
@madfox
#82 posted by Tribal on 2019/12/03 12:01:59
"Monsters start attacking immediately, so as soon it is in sight it uses its first attack"
Fiends don't attack when they see the player, they start to run and only attacks if they are close enough. Mincer should do the same.
#83 posted by yhe1 on 2019/12/04 03:44:34
The Alien warrior is really good tho. Just change the laser to Green and it is done.
Ai Sir!
#84 posted by madfox on 2019/12/04 04:27:43
Is that the Leutenant or the TrooperCaptain?
The names are a bit confusing and I never joined the draft so I don't know their ranking.
I made the Mincer more like the rottweiler.
It feels as if the quake monsters are not (am)used with the chasm ones.:P
I'm nudging with rain, but for some reason the link in quakespasm is dead.
dev2.08
#85 posted by yhe1 on 2019/12/04 04:51:16
The lower ranking one with the single laser.
Also what's the deal with the skeleton? Was there some problem converting that model?
#86 posted by yhe1 on 2019/12/04 04:55:00
The enforcer can infight with a alien warrior (single laser), perhaps this will offer a clue?
And mincer should not jump.
#87 posted by yhe1 on 2019/12/04 05:04:11
This new mincer looks too small compared to chasm, and that jumping looks really bad. Please get rid of the jumping.
Sounds
#88 posted by madfox on 2019/12/04 08:15:52
The deal with SKelton is that I didn't find a proper code for it like zomby yet.
As the readme "not the slightest idea where to look at" covering the infight.
The skinfile of mincer already looks oversized. Making it bigger will make it worst.
I can't find any chasm monster sounds.
#89 posted by yhe1 on 2019/12/04 08:24:24
would this help?
https://forum.zdoom.org/viewtopic.php?f=37&t=46824
I think the issue is that the mincer looks too small when compared to the alien warrior
#90 posted by yhe1 on 2019/12/04 08:25:13
#91 posted by yhe1 on 2019/12/04 08:30:45
Would that Zrift mod have the monster sounds?
Nope
#92 posted by madfox on 2019/12/04 21:06:29
It is the same file as chasm ambient sound, only one monsterfile: "phbathit.wav".
Yes
#93 posted by madfox on 2019/12/04 21:24:21
Found them, although it are ogg.files.
#94 posted by yhe1 on 2019/12/04 21:28:23
So regarding the infighting, the copper quake source code cannot help you at all?
Observer
#95 posted by madfox on 2019/12/05 03:09:52
When playing quake I never cared for infight, I saw it happen but not as a oppertunity to beat the enenemy.
Do you have some qc knowhow? The compiling files are in the progs directory under chasm_quakeqc.zip.
I could go looking in other code but for now I'm just puzling out how to get the entities going.
Here is the file again with some monstersounds and running mincer. Maybe the infight is now more likely? As far as I can see they kill eachother relating health size.
For example, if stratos has less painframes than a stronger opponent he can still win concerning its repeating attack.
dev2.09
#96 posted by yhe1 on 2019/12/05 04:21:38
One issue first:
The sounds for the Alien warrior is definitely wrong. I checked chasm, the activation sound should be ALISEE2.ogg and ALISEE1.ogg
Yet your alien warrior doesn't sound like that.
You got the monster sounds from
Pan-ZRift_v1.0a.rar, right?
Names
#97 posted by madfox on 2019/12/05 06:53:00
I'm sure you're right. The grunt has three sound channels I gave to Stratos fast and mongrunt. The others were a bit harder to trace as you call it an alien warrior but the game has a leutenant captain (1gun) and a captain trooper (2guns).
#98 posted by yhe1 on 2019/12/05 10:16:12
I think there is a misunderstand here. When I said infight, I didn't mean how often infights happen, or which monster kills which monster. I only meant stuff like when a Faust hits an enforcer, the enforcer won't fire back. I suspects this is due to some Faust code that makes the enforcer not able to target it. This is why I suggest the copper quake code, as it deals a lot with defining targets.
#99 posted by yhe1 on 2019/12/05 10:18:29
Or maybe look at the difference between the code of the alien warrior (1gun) and the Faust. The enforcer fires back at alien warrior, but not Faust
So
#100 posted by madfox on 2019/12/06 04:29:05
When the Alien Captain hits the enforcer it also fights back, like mong and stratos.
Can't find out where it is nestled.
It takes some time before the enforcer responds to The Captain in its painframes.
Maybe it hasn't got time enough to shoot back?
Stratos and Grunt tend the same lack in attacking at first move.
#101 posted by yhe1 on 2019/12/06 04:36:56
Can you do an experiment? Can a fiend fight back against Faust?
#102 posted by yhe1 on 2019/12/06 08:41:02
Can a Scrag fight back against a Faust?
Lame
#103 posted by madfox on 2019/12/06 11:08:13
You could have searched that out in the dev pack.
Faust will fight a wizard, mongrunt,enforcer, army and stratos but they won't respond.
Faust will fight a demon and ogre and they will fight back.
It looks as if most monsters become astrayed when attacked by Faust.
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