#162 posted by yhe1 on 2017/10/12 05:56:02
Also, the Baron you're talking about, is it the nehahra Baron? or the Bane itself?
#163 posted by Text_Fish on 2017/10/12 09:25:52
Plasma from Chaingun doesn't make sense
Nails do?
#164 posted by yhe1 on 2017/10/12 09:41:03
Really long bullets?
I Get It.
#165 posted by Text_Fish on 2017/10/12 09:54:54
I was being facetious because not much makes a whole lot of sense in Quake. ;)
#166 posted by yhe1 on 2017/10/12 09:59:04
I know, I was joking too
#167 posted by Text_Fish on 2017/10/12 10:03:56
I know, I was joking too.
Drake FGD
#168 posted by Qmaster on 2017/10/12 22:16:40
Does anyone have a drake fgd? Checked the Google and quaddicted but don't see one.
#169 posted by Tronyn on 2017/10/13 03:55:57
It's not 100% complete but there's one included in here:
http://www.quaketastic.com/files/misc/drakebeta.zip
Great, Thank You!
#170 posted by Qmaster on 2017/10/13 04:23:53
#171 posted by ericw on 2017/10/13 06:15:49
Global State System
#172 posted by PRITCHARD on 2017/10/14 03:39:04
I haven't looked at it, but I'm curious. Isn't it generally a pain to transfer data between maps in Quake? Something about buffers.
Are these limits overcome by the mod?
It's Very Simple
#173 posted by Qmaster on 2017/10/14 04:08:10
Uses one float so can store 24 bit states. They can be turned on currently...oh guess I should make it where you can turn them back off. Hmm.
I plan to use it for a 3 map setup where the player has to visit another nap to get a special key, journey back through the first map and finally open a gate at the exit to the 3rd map.
With the state system I can see whether to target to disable the 1st set of monsters and whether to enable the 2nd set and enable the key trigger at the end. Just setting up logic_auto's set to go off if certain state bits are on.
Any Chance To Make Him Fire Nails? Plasma From Chaingun Doesn't Make S
#174 posted by spy on 2017/10/14 16:46:36
nah, the plasma thing is ok, theres already too much the nail shooting monsters
Nails From Chaingun
#175 posted by Qmaster on 2017/10/14 17:57:38
Uh, how about zerstorer chaingun from chaingun?
How about keep it as plasma because
1) it's a >20 poly "weapon" that doesn't look anything like a chaingun
2) plasma looks much cooler and is instantly visible to the player whereas nails and the zerstorer needles are not
Ah Good Point
#177 posted by Qmaster on 2017/10/14 18:17:26
Projectile is always better anyway.
#178 posted by yhe1 on 2017/10/14 22:26:52
Wait, we're talking about the Q2 enforcer, right? How does his arm not look like a chaingun?
How does his arm not look like a chaingun?
https://static.giantbomb.com/uploads/square_medium/0/4527/1744395-enforcer.gif
How does it not look like anything else than a generic lump of metal with holes?
Added More Stuff For Next Version
#180 posted by Qmaster on 2017/10/15 03:17:31
Willy the spider
Floyd
Sentinel, by popular request (85% reverse engineered; needs spike shooting version and proper strafing)
Multiple Holes
#181 posted by PRITCHARD on 2017/10/15 04:31:08
Multiple holes tends to imply some kind of multi-barreled weapon, and that tends to imply a gatling or chain gun.
Personally I think plasma would be better though.
#182 posted by yhe1 on 2017/10/15 08:23:08
Can we get an updated monster list then?
#183 posted by yhe1 on 2017/10/15 08:28:54
For the sarge, I still think there should be a version faithful to Q2
Wait Sergeant Is A Guy From Q2?
#184 posted by Qmaster on 2017/10/15 20:18:01
Maybe I should delete it now...hmmm no plasma makes him just barely Quakey enough
May Be You Can Merge Qore Aka Brutal Quake Into You're Mod !
#185 posted by anonymous user on 2017/10/17 02:19:39
I Found The New Exploboxes Very Useful For Puzzles...
#186 posted by distrans on 2017/10/17 06:43:05
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