Nitin
and your post sounded a bit over-generalized and negative.
Custom monsters add to the experience IF they are well done. Given Tronyn and FC's experience, i say go for it Tronyn.
FYI
#168 posted by R.P.G. on 2004/08/22 16:12:03
nitin rocks.
New Models
#169 posted by Jago on 2004/08/22 19:44:41
where are the screenshots?
With The Update...
#170 posted by Tronyn on 2004/08/22 21:23:15
which is coming soon, I'm having a problem with my PQ account for some reason...
Tronyn
#171 posted by . on 2004/08/23 06:41:34
Just thought, how've you been getting by on PQ without ads? ;)
Anywho, maybe I'll toss in a few skin designs for the mod and if music is to be included, maybe that too.
Where Is Bifffbase
#172 posted by Jago on 2004/08/23 19:27:00
Working URL?
#173 posted by anonymous user on 2004/08/23 21:01:49
Uh Oh...
#174 posted by metlslime on 2004/08/23 21:31:04
Another lost post?
Tronyn
#175 posted by dylan on 2004/08/27 13:17:50
when will the website be updated
#176 posted by anonymous user on 2004/08/31 18:32:29
Nonexistent Post Error
#177 posted by starbuck on 2004/08/31 19:28:51
metl, your nemesis returns
That's Strange
#178 posted by Tronyn on 2004/08/31 19:36:55
web site will be updated "soon" (I'm too busy mapping ATM)
I Also Got
#179 posted by aguirRe on 2004/08/31 19:56:31
invalid "New post" indication in this thread.
Hmm
#180 posted by Tronyn on 2004/09/01 04:46:52
ok I'm still not sure what's happening with the custom monsters/new models/skins etc. Fatty and I will decide that soon privately I suppose.
I'm wondering if anyone is interested in doing a simple html design, based only on colours and text, that I could use both for this (Arcane) and Unforgiven as a site. I'd just change the colour of the design for one project. The site's sections would be exactly the same for both projects (something like news, development, story, shots, func_thread).
I'm All For Sites
#181 posted by . on 2004/09/01 05:08:18
but I think Von would best fit your request.
Tronyn
#182 posted by dylan on 2004/09/01 17:14:01
i have been working on a cultist model if you want to check it out
Hm...
#183 posted by necros on 2004/09/01 17:57:57
hexen2 has a cool medieval archer dude...
Sendage And Recievage
#184 posted by Tronyn on 2004/09/03 02:19:35
alright dylan, send it over. I didn't recieve your axeman by the way, could you resend it?
Pulsar, Fatty and Distrans (the mappers), I've emailed you the prefabs I made for the project (500k zip file). No entities are included.
Tronyn
#185 posted by PuLSaR on 2004/09/04 12:43:06
I recieved those prefabs. But don't you think that those thin brushes may cause problems for engine? Even turnung them to func_illusionary is problematic for me because I create lots of buttons/doors so I'm affraid to rach bmodel limit to fast.
And what about some new visual effects? I mean some new lightnings or something like that. And also earthquake effect would be nice IMHO.
Egh
#186 posted by PuLSaR on 2004/09/04 12:45:10
to rach bmodel limit to fast.
That should be: to reach the bmodel limit too fast
Lightning/earthquake
#187 posted by Tronyn on 2004/09/04 21:29:44
those could be cool yeah, I'll have to ask FC about those. Now, for thin brushes, which prefabs in particular are you talking about? The spiral staircase is a fairly nasty one, but you can just clip it and turn the smaller rail brushes all into one func_illusionary. Of course you'd sacrifice some potential cool shadows. For some of the prefabs featuring intricate arches or lighting beams etc, I didn't really worry about engine concerns when I made them. If you think they'll cause problems then you may have to modify them or just not use them, but I don't think they'll cause any troubles as-is. You would really be surpised with how much you can get away with these day s in terms of compiling and loading in-game, thanks to help from folks like aguirre :)
Zaps 'n Wobbles
Some remarks on intended environmental effects.
There's the whole trigger_read business, of course. Hopefully this time I'll get the stupid thing coded so that it's much easier to implement.
ambient_* entities can have their sounds overridden by a noise key: just enter the path- and filename under the "sounds" directory and you should be OK. (e.g. for the standard slipgate drone, that would be "ambience/drone6.wav".)
I also intend recoding trigger objects to play custom sounds in much the same way. Incidental sounds, anyone? (And why didn't I think of doing that during Ontranto?)
Trees were suggested, and I'm putting them in anyway.
Lightning: My "arcane" map (The Tower of Yoth) intends making use of Rogue's lightning trains, but I'll have to have a good look through both the Scourge and Rogue codebases and see if I can blend them together.
Earthquakes: I can't remember which I decided to use in OUM, but I think it might have been the Zerst�rer version. I'll have to find out.
By the way, what's with these "cultist" models I keep hearing about? If they're any good, they could be of use - with certain sounds from Blood.
Anyway: The chaingun ammo boxes still aren't showing, and I've added the baron, gremlins, axeman, modified magi, dragon, wraths and eels as monsters to the compile list.
Title
#189 posted by Tronyn on 2004/09/05 06:35:13
I think my map will be called
"In Darkness They Conspire"
There will be 2 parts (rather than 2 seperate maps). The first is a large palace/library complex, all indoors, ending in a gargantuan library/cathedral area. The second will be more focused on odd architecture and traps, lots of func_trains and void for floor (think the demonic library section of KSP1 expanded into a full map, only bluer).
Oh man, those QC functions sound awesome. I'll be collecting some evil ambient noises and putting in trigger_reads will be great for the story.
The only I can describe monster list you just posted, is that it seems like AN ORGY.
Fat Controller
#190 posted by dylan on 2004/09/05 18:12:46
if you want to check out the cultist as is, i can send you a copy as well as a copy of the other stuff i am working on
Dylan
#191 posted by Tronyn on 2004/09/05 18:40:24
finally got a chance to check out your cultist and axeman models. Nice work, they both really kick ass. I reaaally like both of them, they're very "Quakey" and just kick ass in general. The cultist just makes me want to make a map of an abandoned church in the woods being used for satanic rituals... but I won't too many maps already :)
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