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Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

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It is good, although I think an analog for the stratos weapon can be found in quake malice

https://www.dropbox.com/home/Public?preview=blast.jpg 
Good 
Do you still have the links to that site of panserkreuzer?
I'm searching for the monster sounds, but I can't find them. 
 
@dumptruck_ds 
Thanks for the screenshots. The Heresy one looks particularly interesting, but probably will need to put something after the door or block more of the door frame with it 
 
Madfox, one other thing, the faust's rocket can homing in, so you may want to check the code of the Quoth or AD rocketeer 
 
The stratos also has a kick attack when he is close to the player 
Readme 
Lame attacks, small amount routines
My qc isn't the hat of the wizard, for sofar I'm comparing the seize, not the attack or weapons.
Some parts of the poseframes in the models look almost identical. 
@_yeh1 
Here's a kinky wmv of the collected chasm_entity file. I've managed to get the skin as close as possible, but it leans on chasm.pal still. I am surprised the odd skin file 64x1010 won't crash qmdl.

I'm not sure the seize of the creatures is proper. The comparisment between the two games is rather large. All textures are twice as big,
the entities I made 0.25 smaller. Worm is a mystery to me.

Looking at the seperate frame poses there are a lot of doubles in the attack and pain frames. Stratos has three identical pain poses,the fourth is a repeat of the shoot pose.

In quake they act kind of slow, as I used all available frames, reason the pain pose is too slow. At the point of the qc I have still my doubts. :P

loko1.zip 
Looks Amazing, Madfox! 
These fit into Quake so well!

Can't wait until they're all up and running ingame :) 
Chasm_devkit? 
As a matter of fact I can use some help as I'm feeling everyone wants a chasm quake mod, but I'm the donkey that carrots.

So far I've got the models in Quake running, but only on "notarget" function. If you have any ideas here is a devkit with the results.
There is still a lot to be done before all subroutines are cleaned up. For some I have a solution, but there are a lot of double poses in them.

To be done:
- stripping the frames for double action.
- adding the attack pain and death qc.
- eventually change the weapons.
- adjusting the sound files.
- making maps for it with the chasm.wad

chasm_ent1
chasm_ent2
chasm_ent3

chasm_quake_dev_00.zip 
Erratum 
.., forgot the deadguy.

chasm_quake_dev01 
 
haha fifth, can we count on you to make a map for it when this is done? 
 
I think the turrent is missing 
 
faust skin taller than 480? 
I Hate Turrets! 
Reason my subcouncious fragged it. If you had read the reade you see all skins are 64x1010.

The viewport in Quake is larger than in Chasm compared to the texture. In quake you can't slip that easy aside corners with a streetlamp. 
Yhe1 
It's a solid maybe 
 
I can't run it in quakespasm, gives me the faust error 
 
I think it's in models as a static.
What is the statement of the faust error? 
 
The error was faust skin taller than 480 
Ah! 
I was afraid of something like that, 64x1010 is much too large. Can you open faust in a modeleditor? 
 
But you were clearly able to open it in quakespasm.092.2 rss admod 
 
I thought the skin limets were 300xwhatever, although quakespasm_spike_ad these limits were crossed. 
 
can you upload the quakespasm_spike_ad? 
Link Quakespasm 
quakespasm_ad_mod

I tried chasm_quake_dev01 out on a win98 computer with winquake and it runs fine. 
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