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...
I Need...
#138 posted by MisYu on 2004/05/26 21:03:36
...some smallish, fast and scareish monsters in Quake, just like facehugger from AvP or headcrab from Half-Life. That's first.
For the second I'd love to see a decent flying enforcer with proper model, animation and code.
For the third I'd much appreciate any good techy-melee monster, like, I dunno- a fiend plated with armour, mechanical dog or something like that.
However, you guys rock with modelling, skinning, coding and sounding the new stuff for Quake, which the community can use in projects, maps etc. Respect to you all, magicians =)
MisYu
#139 posted by HeadThump on 2004/05/26 22:49:25
'...some smallish, fast and scareish monsters in Quake, just like facehugger from AvP or headcrab from Half-Life. That's first.'
Kona's Carved in Flesh has a miniture but fast fiend that is very convincing in that role.
HeadThump
#140 posted by MisYu on 2004/05/27 08:29:19
But the problem is I don't understand and tolerate any resized standard Quake monsters, because it looks ridiculous. =( =(
Necros And I Are
#141 posted by Kell on 2004/05/27 10:46:54
so ahead of you guys ;)
<scitter>*twitch*
Kell,
#142 posted by HeadThump on 2004/05/27 12:37:47
my model work using Blender isn't intended for Quake, but okay, you deserve that one uppage
It Wasn't Intended
#143 posted by Kell on 2004/05/27 13:05:29
as one-uppage
Go Ahead, The Model Is Nice
#144 posted by HeadThump on 2004/05/27 18:58:29
pat yourself on the back. You're a good kid, Kell. Don't be so hard on yourself.
Kell
Cheeky bastid... now put your web page back up somewhere (if it is already, URL!?)
'You're A Good Kid, Kell. Don't Be So Hard On Yourself.'
#146 posted by HeadThump on 2004/05/29 12:19:49
was meant as a South Park allusion and not as an insult. You're awesome, Kell.
Anyways, my mom says I'm cool.
Sorry About Bumping The Thread
#147 posted by starbuck on 2004/06/17 18:00:41
but hows the progress going?
(i'm a little excited about new monsters)
Very Well.
#148 posted by necros on 2004/06/17 18:12:45
^_^
Well...
#149 posted by madfox on 2005/01/23 01:36:55
Floyd went to the petition for making Logo
candidate, meanwhile bulls and crickets made Floyd almost run for soldier.
http://members.home.nl/gimli/floyd02.jpg
http://members.home.nl/gimli/floyd01.jpg
http://members.home.nl/gimli/floyd03.jpg
For the part of the floyd.mdl I'm working on;
http://members.home.nl/gimli/floyd01.zip
Floyd03...
#150 posted by distrans on 2005/01/24 22:57:14
LOL
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