.
#113 posted by necros on 2004/05/09 13:57:33
i got the updated model, and working in the new frames wasn't a problem. i'm wondering if you did or not email the follow up you talked about in that email, because i haven't gotten it. just checking, because emails between us has been kind of buggy.
Update
#114 posted by Kell on 2004/05/09 15:35:37
Just sending it now - I took some time to consider the 'axe-only/use of weapons' issue.
Detailed feedback.
Archer
Was reading the lord of the rings last night, and they are currently with the rangers in Ithilien, and I suddenly imagined how cool a dark, shadowy, rather camouflaged archer enemy would be in quake.
Appearance:
Very tall, 7 feet.
Wears dark gray robe.
Face is hooded and shadowed.
Carries a bow which is as long as himself.
Attributes:
Very fast.
Same health as an enforcer.
Fires very big, fast, and high-damaging arrows, at a fire rate of about 1 arrow per 1.5 secs.
AI:
Stays as far away from you as he can, while still keeping you in his FOV. Easily detects the player and it is very hard to surprise him.
Sound:
A heavy grunt as he fires an arrow, is otherwise very silent, except he screams "SLIPGATER" upon spotting you(shouldn't really be heard what he screams until listening closely. More like "Sli-gaehe" in game)
He has a dark, bassy voice.
Just figured I'd post this to see if I could contribute. Not sure if this goes with your overall vision for the project, but I sure would like to fight with a monster such as this one.
Archers
#116 posted by Kell on 2004/05/10 06:59:20
Check the Arcane Wizard thread - Fatty was talking about some medieval archer monsters...
Incidentally, I could throw in the Ontranto Archers and Crossbowmen as well. These guys automatically replace grunts and enforcers in medieval (worldspawn.worldtype = 0) maps and drop nails. There's rather a lot of them about in Ontranto :)
Seems Rather Cool.
Maybe have my own monsters throw spears for some originality then? :D
Hows The Gaunt Doing?
#118 posted by starbuck on 2004/05/13 09:45:38
any new animations/skins to gape at? looks nice so far
#119 posted by Kell on 2004/05/13 16:22:03
Animations are essentially complete, excepting any last-minute tweaks. Code is all there, just playtesting now.
*hoot* <chirp>
Hardcore
#120 posted by starbuck on 2004/05/13 16:33:38
keep up the good work kell, if it ends up half as good as it sounds, i'd definitely include it in the level im working on
Well, You Know...
#121 posted by necros on 2004/05/13 16:37:34
keep up the good work kell
well, you know, i did do a bit too... :P
...
#122 posted by starbuck on 2004/05/13 17:12:40
but i havent seen any of your work on it yet so i don't know if it's good :). I'm sure it will be though if it's up to your nespxx standard, so keep up the good work! And Preach too, the modelling oracle!
#123 posted by Kell on 2004/05/14 10:02:18
well, you know, i did do a bit too... :P
More than a bit. Quite a lot in fact. And then a bit more.
Oh, And
#124 posted by Kell on 2004/05/14 10:03:13
necros: did you get my mail? I'm getting a little worried about the email b0rkage that seems to be going on :(
...
#125 posted by necros on 2004/05/14 12:58:11
i got feedback on the 11th, then a followup on the 13th. i had sent a reply, i think on the 13th.
unless you've sent others, i've recieved all the mail you've sent me. i'm beginning to think there's something wrong on hotmail's end... perhaps try a different email thing?
there's this thing called spymac, and although it's geared towards macintosh users, their email is free to all. plus they give you like a freakin gig of email space. i used to have an account there. or just try yahoo or something...
Necros
#126 posted by Kell on 2004/05/15 08:14:31
just opened your resend from 14th. Feedback to come, as always >:D
cheers
Kell:
#127 posted by necros on 2004/05/15 15:36:47
A Fiend From The South Pacific Perhaps?
#128 posted by HeadThump on 2004/05/15 16:49:47
<nt>
Heh
#129 posted by metlslime on 2004/05/15 19:23:37
I like the almost-haiku up in the corner, too.
Necros
#130 posted by Kell on 2004/05/16 07:56:36
thats weirder than I thought; so it actually walks on the points of it's talons. Interesting :) I have your latest mail, feedback shortly ( when I walk to a better cafe :P )
/cl_army_boots 1
Holy Shit.
#131 posted by necros on 2004/05/17 16:23:32
i've just discovered one can specify _any_ colour on the palette for explosions. O_O
also, did you get my reply on TE_BEAM? you made no mention in the later feedback (may17) so i'm thinking you didn't get it.
Necros: Explosions
#132 posted by Preach on 2004/05/17 18:24:21
How? Are you sure this works in all engines?
Well,
#133 posted by necros on 2004/05/17 22:01:24
it worked for rogue's mission pack.
Ok, I Figured It Out -- I Think...
#134 posted by necros on 2004/05/18 01:11:42
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_EXPLOSION2);
WriteCoord (MSG_BROADCAST, coordinates_x);
WriteCoord (MSG_BROADCAST, coordinates_y);
WriteCoord (MSG_BROADCAST, coordinates_z);
you use the normal temp entity setup like for all the others, but...
WriteByte (MSG_BROADCAST, #);
WriteByte (MSG_BROADCAST, #);
replace # with actual numbers.
add in those last two lines. the first writebyte controls the palette colour to start at (look at any quake palette and count the blocks to find the colours you want)
must be a number between 0 and 255
the sencond writebyte controls how many colours to go up, to add some variety to the particle colours. so a setting of 3 would use the colour you specified and the next three. (or maybe it's the one you specified and the next two... not sure, i don't sharp enough eyes i guess. ;) )
don't forget you need to declare the TE_EXPLOSION2 constant in defs.qc or just put the number 12 instead as that's what the constant is set to.
cheers!
Necros
#135 posted by Kell on 2004/05/18 10:11:29
yup, I got your reply re: TE_BEAM ( and the resend ) I was just waiting 'til I had some stuff to send and was keeping it a bit separate from the gaunt discourse for the moment.
I concur with your general opinion, though I still want to implement the design. Shouldn't be very hard anyway, and I have some specific map designs that are highly relevant.
Feedback later today. If I seem to be getting a little slow with replying it's just that I think I should spend more time in front of qME and Radiant instead of Hotmail ;)
cheers, dude
Some Stuff You Might Be Intrested In....
#136 posted by venomus on 2004/05/26 19:28:58
I made a model once for a 'broodling', kinda like a small vore-type monster (looked related to a vore). The idea was that it would walk on dark ceilings high above, then drop down on a line of 'spider web' (invisible really) when the player had his back turned. It would then creep up behind the player (actually you could hear a quiet clicking of its claws) and perform a simple melee attack. Typically get around 6 of them attacking at the same time. You could send a rocket up into dark ceilings and see them falling down like apples ;) .
The code was never quite finished though. If anyone is interested (ie: wants to use them in a map or something) I'll upload the stuff.
Also I made a maggot enemy with an example map, you might have seen it.
Also
#137 posted by venomus on 2004/05/26 19:31:01
Someone should also convert all the Hexen 2 monsters...
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