 Ijed
#145 posted by Mike Woodham on 2006/01/21 13:09:56
If you are into QuakeC it only takes 4 lines of code to the zombie's qc(and I'm no coder of significance so the real coders would probably say "I'll do it in one!")
Let me know if you want the details.
 One Liner
#146 posted by Mike Woodham on 2006/01/21 13:15:10
Funny really, I've just realised that you do only need one line of code. But four lines is more structured. Ho hum.
 No QuakeC Code Reqired
#147 posted by Mike Woodham on 2006/01/22 11:09:42
You can do it from the Editor but the monster count is wrong.
 Mike
#148 posted by ijed on 2006/01/23 14:18:30
I�m about to start messing with quakeC for some other stuff so maybe I�ll ask later for the zombie code (or how to do it etc.)
Also got an idea for a "construct" creature made out of multiple zombies . . .
I�m not 100% sure on gibbable corpse in OUM - I haven�t played it in quite a while but I seem to remember the evil deadisms with the chainsaw
 Mike
#149 posted by ijed on 2006/01/25 15:40:39
ah go on then, can you send me your code for the zombies please - I�m doing a few different things at once but sod it, may as well learn now. My mail is louismanningatgmaildotcom
cheers.
 AguirRe ...
#150 posted by Mindcrime on 2007/11/29 08:17:06
I'm getting your emails, but my replies are getting kicked back. Delivery failures...
 Argh
#151 posted by aguirRe on 2007/11/29 10:02:37
I've sent you an alternate address, please try that instead (don't reply to the email).
 It's Been A While.
#152 posted by Mindcrime on 2010/02/06 03:31:56
I thought this was as good of a place as any to mention that I'm still alive and -- for those interested -- that the work on the Nehahra rerelease with a new episode isn't dead. Technically. I've been left to do quite a bit that I don't normally, such as item/monster placement, and this has slowed me down considerably when I actually have the time to devote to it. No matter what, I'll be releasing *something* to the community, because I don't see the point of hanging onto all this work for too much longer. I don't expect that I will be opening a new website for Nehahra, so when the time comes, I may release it quietly on a free service such as the internet archive or anyone interested in hosting the files, you're more than welcome. This won't happen too soon, but I'm not going to let this drag out another full year from this date. I will use this thread or create a new Nehahra thread for news on that when I have it.
In other news, I've kept my real identity separate from Mindcrime/JTS for a long while, but I've since spilled the beans about my connection to it, on my blog:
http://jackkincaid9.wordpress.com
Given upcoming projects, such as a SF audio drama series under the production company name SLIPGATE NINE ENTERTAINMENT, the secret would be impossible to keep, not that it's any weighty secret. I just preferred to keep things compartmentalized.
You can find my present website at http://www.jack-kincaid.com but there's nothing Quake related there, obviously. My mindcrime|planetquake.com email is still functional, though you could also use mister.mindcrime{AT}yahoo.com
It's good to see that there is still a Quake community of sorts remaining.
That's all for the moment.
Cheers.
 Good To See This Update
#153 posted by dooomer on 2010/02/06 06:33:41
Though I think Nehahra is good enough as it is, it's even better to know there might be a new episode waiting to be played in (hopefully) near future.
 Cool
#154 posted by negke on 2010/02/06 11:07:59
Now, if only Glassman came back from the dead too, or at least released the sources of his WIP Nehahra episode...
 Need...
#155 posted by Shambler on 2010/02/06 12:12:58
...more pics of Scampie's kitten.
 :)
#156 posted by Trinca on 2010/02/06 12:13:02
Glad you still alive and still kicking!!!
Big hug mindy
#157 posted by Mindcrime on 2010/02/06 17:37:19
Thanks.
 Same
#158 posted by ijed on 2010/02/06 23:41:46
Looking forward to the future release, and it seems you've overcome something by merging personalities, so to speak.
Good to hear from you again.
 Overcoming Something
#159 posted by Mindcrime on 2010/02/07 05:02:00
I would like to think I am. Time will tell the tale. If nothing else, it should make things more interesting.
 Well, Good
#160 posted by ijed on 2010/02/08 03:02:17
Also, I just (today) stole your idea for conversing monsters. It's pretty funny :)
 Conversing Monsters
#161 posted by Mindcrime on 2010/02/08 04:14:24
That's fun stuff. Wish I could have done more with that.
 Well
#162 posted by ijed on 2010/02/08 04:54:02
I thought of making a whole conversation system, but realised that no player would even realise what was going on unless they were notargetting and there was animation going on.
In the interests of finishing before the next millenium I made it just an extended form of idle sound system.
 Lol
#163 posted by Tronyn on 2010/02/08 06:04:40
"Did you hear a sound"
"No, must have been nothing..."
still cheers to all the extra features you're puttin in ijed your project will probably be the best Quake addon ever. Awesome to see you're still around Mindcrime, can't wait to see what you cook up. Nehahra the movie is still one of the most amazing thnigs I've ever seen or heard of. Creative talent through the roof.
 Hang On
#164 posted by nitin on 2010/02/08 11:04:04
there's more nehahra coming? who made the maps?
 Ahem:
#165 posted by ijed on 2010/02/08 12:15:01
"Agragagah?"
"Muh, Bradagrugrah..."
#166 posted by anonymous user on 2010/02/08 15:11:14
Weren't there some unreleased balmaps too?
#167 posted by Mindcrime on 2010/02/09 17:14:11
The maps were made by Bal. They're sprawling masterpieces. I'm in love with them. Item and monster placement takes that much more time because they're so massive. My schedule clears up a little bit in late March and I look forward to getting back to it.
The other thing which slowed me down was moving to Windows 7 (sans XP mode) which made a number of my utils stop working, so I've had to do some jerry-rigging and tinker around with DOS boxes (for compiling code), & etc.
Murphy's Law prevails.
#168 posted by anonymous user on 2010/02/09 19:08:43
then Glassman work still�s lost in the void?
#169 posted by Mindcrime on 2010/02/09 20:39:20
ijed: which is why you would want a delay or a "relations" system like Nehahra where the monster doesn't get upset at the player (unless triggered), so you can time it to preference.
Re: Glassman's work-- As far as I know, if I remember right, he lost all the work on that.
Tronyn: Glad you liked the movie. I know you weren't thrilled about a lot of the AI in the game, but you may reevaluate that once the final version is released. My tastes are a little different now.
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