So
#185 posted by madfox on 2020/01/11 08:41:21
@_SixShoota: Maybe I have another version of noesis, I couldn't find the readme. That option is a secret to me.
@_yeh1: here's your pig and fiend fight. I saw the goblin and mong fight piggy, the chasm monsters just have a long melee attack that doesn't change fast.
chasm_quake_dev2.14
#186 posted by yhe1 on 2020/01/11 09:28:40
Congrats, the double shot is working. I think you should give double missiles to the stratos, as the ringed projectile is not worth the hassle.
The walking animation for the Gross and the deadguy is still not complete, they seem to kind of slide.
I don't understand why you keep giving the Lionman a ranged attack. His running animation is very good is the original chasm (same with gross), but you can't see it here, because he always tries to slam his club in the distance. Just give the Lionman rottweiler code without jumping. The range attack is pointless, and also not accurate.
#187 posted by yhe1 on 2020/01/11 10:38:21
After you fixed the Gross' walking animation, can you do a Gross vs Ogre fight?
#188 posted by yhe1 on 2020/01/11 21:07:15
Also an Alien Captain vs Shambler?
#189 posted by yhe1 on 2020/01/11 21:43:26
Joker's melee and ranged damage is still too low, 25 for ranged and 20 for melee.
Improve the mong's ranged attack damage to 25, and give him the same attack as a Quake Grunt.
Gross has no dead pose yet, but I am sure you already knew that.
How you are doing with the chasm skeleton?
Versus
#190 posted by madfox on 2020/01/12 04:23:00
Gross seem to kind of slide
The attack scenes are all in standing position, so there is no runattack.
I see no way to interupt its constant melee attack into a run pose.
As the Quake engine demands a walk scene it is a bit of a hussle to give the models the right speed with only run frames at hand.
giving the Lionman a ranged attack
All right.
Gross has two death poses, only the pose fails on one stand frame.
Don't know where the miscount comes from.
I made an easy skill to test your Quake monsters against the Chasm.
dev2.15
#191 posted by yhe1 on 2020/01/12 05:23:42
Regarding the Gross, I think the problem is that whenever the Gross throws a rock or uses its club, it moves/slides forward. Compare this with the Ogre, it stands still when it uses its chainsaw or throws a grenade. Maybe this can help you fix the sliding issue?
You planning to trim the edge of the Joker's sawblade?
An alien captain almost killed a shambler, so that is good. Where did you get the double shot code, for SOA or AD?
#192 posted by yhe1 on 2020/01/12 05:37:57
Oddly enough your alien warrior does not suffer from same problem as Gross. It runs toward me, stops, and fires a laser. The Gross keeps moving forward when he throws a rock. So definitely compare the attack scenes between your alien warrior and Gross.
Gross
#193 posted by madfox on 2020/01/12 06:09:47
I see where the problem lies. Gross attack pose was included with ai_charge(10) while ai_face() had been the place there.
It moves better now.
Clipping the joker's blade is asking for skin problems. Or I had to merge a j_disk with a very small skin file, but it aint woth the result.
Stratos rings would look better if the sprite would evolve.
The double shot code is looking clearly to the Start_Wizzard_Fast code.
I adde the second chasm weapon and it looks good.
Sad the static model keeps falling through the ground.
#194 posted by yhe1 on 2020/01/12 06:25:08
will looking at this guy's model help you with the Joker's blade hand?
https://www.quaddicted.com/webarchive/kell.quaddicted.com/quoth/edie.jpg
You mean your alien captain double shot code is from the Scrag?
#195 posted by yhe1 on 2020/01/12 06:38:21
Deadguy suffers from same problem as Gross, It moves when firing a projectile attack.
And I think your mincer does too much damage now, one bite took 70 health. Tone it down to the same level as a pig.
I feel that both the alien warrior and alien captain moves forward when melee attacking, can you check the ai_charge(10)for these two monsters?
Scrag
#196 posted by madfox on 2020/01/12 22:48:08
I coded all attacks with ai_charge(10);}; so that's where the odd movements come from.
The Joker's hand is right, his disk is square. I may be glad I could add two new verts to make it look good without ruining the skin file.
In the wizard code are two args that control the double fire code. Changing the vec parameter and movedirectory with the destination angle gives the result.
#197 posted by yhe1 on 2020/01/12 23:10:43
One other thing, I see that both the lionman and the pig melee attack outside of range. I don't understand why you are having this issue. Your mincer code is already perfect. Just give the mincer code to the pig/lionman/viking, and it will all be good.
#198 posted by yhe1 on 2020/01/14 02:45:00
Also, move the Gross' rock projectile a little to the right, right now it looks like the projectile is coming from his head instead of his hand.
Origins
#199 posted by madfox on 2020/01/14 04:30:48
Yes, origins are not balanced yet.
It looks as if the deadguy and other monsters use muzzle_flash in their melee attacks.
Also I start to understand why the Chasm monsters stay further off distance to the player. Chasm dimensions are ten times larger to Quake.
Is the HeroNew the Internet player of Chasm?
#200 posted by yhe1 on 2020/01/14 04:51:19
Regarding Muzzle flashes, the only really noticeable one is the yellow thing when the alien captain fires. Please remove the yellow thing.
You remember that weird code you did that give the lionman a ground slam attack? I still think you should give it to the deadguy. Maybe make a copy of the deadguy and try it?
Yes, Heronew is the Chasmguy
#201 posted by yhe1 on 2020/01/14 23:16:27
what damage values do you currently use for the mong's gun and his melee attack? what value is the mincer's melee attack?
Sarcof
#202 posted by madfox on 2020/01/16 01:50:45
- Skill settings are in the readme.
- Added Sarcof, a death pose and changed the doubled pain functions.
- First try on chasm weapons (OMG).
- Try the hard skill for your convienent.
dev2.16
#203 posted by yhe1 on 2020/01/16 05:04:25
reduce Mong melee attack to 20, also make his shotgun 20 damage.
Faust missile should be 40, same as a Ogre grenade.
Increase Orc Melee to 25
Increase fatguy missle attack to 25.
Make Viking same height as death knight
#204 posted by yhe1 on 2020/01/16 05:12:22
Sarcof is a boss, He should have around 3000 health, and be the same size as armagon.
Are you able to edit the color on your Chasm skins? like make a red Sarcof?
When you convert the Chasm Skeleton, His fireball is going to be hard to create. I suggest using this:
https://www.dropbox.com/s/6xjxub5gspmd15n/83407013_1061827204161654_7243837711960768512_n.jpg?dl=0
#205 posted by yhe1 on 2020/01/16 05:22:10
Give your Lionman rottweiler (without jumping) code. fix the lionman's ai_charge(10) problem.
Give both the lionman and the pig more health, close to mincer
#206 posted by yhe1 on 2020/01/16 06:13:36
Also, some of your low level monsters have too much health. The Chasm bat and scorpion should have around 50 health. The Mong should be at around 80, same as a enforcer, the Stratos should be around 100. The Faust should be around 160. You have to remember that 200 is already Ogre level, and the Ogre is a middle class monster
But Why?
#208 posted by yhe1 on 2020/01/16 22:04:12
I feel that the Health for the Alien Warrior and Mincer should be reversed. Alien warrior should be 300 Health, and the Mincer at 400, possibly even 450 Health as it cannot jump like the fiend, would need a bit more health to cover the distance.
#209 posted by yhe1 on 2020/01/16 22:12:08
300 Health is good for the Alien Warrior because the Death Knight's Health is 250, but his attack is more dangerous then the alien Warrior. So overall, the Alien warrior is a Death Knight level threat which I feel is perfect for him.
|