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
#187 posted by yhe1 on 2017/10/17 07:48:00
The travail spider has a fiend like Jump?
That Says
#188 posted by Cocerello on 2017/10/17 10:20:17
in the website
Travail exploboxes seem like a groundbreaking addition. Please include them.
Nehahra Src
#189 posted by spy on 2017/10/17 14:44:51
maybe you could add some features from Nehahra,
http://www.quaketastic.com/files/misc/Nehahra_extended_for_Darkplaces_20160527.rar
the src doesn't look like your vanilla qc, tho
Drat The Fuzz
#190 posted by Qmaster on 2017/10/17 16:19:19
Was wondering how long it would take before someone mentioned Nehahaha. Maybe I'm one of very few people who didn't like Nehahra.
Travail will be added...most of it already is such as the mega and ultra enforcers. Mixibg func_pushbox and misc_exploboxes shouldn't be too hard either. Hmm...now I wonder if I should do the same for func_breakable.
Maybe I'm one of very few people who didn't like Nehahra.
Not alone. I couldn't get past the cut scenes and voice acting. I respect what they accomplished, but not my cup of tea. I wonder if there's a non-cutscene build?
Maybe I'm One Of Very Few People Who Didn't Like Nehahra.
#192 posted by spy on 2017/10/18 08:20:43
that's why i started converting nehahra maps to make them compatible with AD, but AD lacks of some nehahra's features like trigger_custom, misc_boom etc, to name a few
@dumptruck_ds , to interrupt the cutscenes, just press "1" on your keyboard
#193 posted by Text_Fish on 2017/10/18 09:27:07
Nehahra had some stunning bits of environment design, but it was pretty much style over substance.
#194 posted by spy on 2017/10/18 10:14:17
@spy
I think I played it back in the days when I didn't bother with the readme. doh! Question is do people like Nehahra because of the gameplay or the story?
Personally
#196 posted by spy on 2017/10/18 16:12:36
i don't like the gameplay, all of those strafing monsters are driving me nuts
and i still believe that mapping work hadn't been bestest comparing the other works of the very same authors
There Were Highlights, Though
#197 posted by spy on 2017/10/18 16:16:52
neh1m4 by damaul
neh1m5 by czg
neh2m2 by czg
neh2m5,6 by bal
#198 posted by yhe1 on 2017/10/18 17:21:31
The monsters and weapons are still good tho, esp Nehahra himself
@spy
#199 posted by Qmaster on 2017/10/18 18:16:02
Polyp: will check it out, thanks.
NehADra: sounds cool. Maybe I will at least add some basic neh entities that improve logic, add effects, etc., if that helps you out. The mapper is always right, after all, hence this mod.
I Actually Really Liked The Nehahra Story
#200 posted by Tronyn on 2017/10/18 21:41:52
The gameplay, not so much however. The mapping also seemed inconsistent although obviously there were some epic parts. I actually intend one day to go back and watch The Seal of Nehahra and then play Nehahra (disabling the damn strafing monsters of course).
IT'S PHIL!
Now I've seen everything.
#201 posted by Qmaster on 2017/10/19 05:55:53
Fixed a bug where selecting the axe when player has no weapons would make the axe model appear.
Fixed a bug where picking up upgrade weapons wouldn't let you switch to it unless you already had the previous weapon.
Fixed a bug that crashed when cycling weapons when the player doesn't have any.
Fixed a bug where monster_polyp used movetype walk instead of fly.
Fixed a bug where monster_polyp was trying to set frame on its gibs to different values.
Added worldspawn choice to use original axe or AD axe (default).
Added willy the spider
Added Floyd
Added Sentinel
Not So Much An Issue But
#202 posted by spyatwork on 2017/10/19 08:24:55
the ammo hud icon doesn't match the selected weapon
#203 posted by spyatwork on 2017/10/19 08:27:58
Added willy the spider
kewl, willy the spider's the most underrated(and underused) custom monster ever
How About Adding Metlslime's Werewolf?
#204 posted by generic on 2017/10/22 22:35:54
That happened, right?
Where? Where?
#205 posted by Cocerello on 2017/10/23 10:44:04
|