Tower Of Shrakith'a (Unreal) Review
#21558 posted by quakis on 2012/04/03 20:19:15
Yhe1's earlier post about this Unreal SP level reminded me that I needed to get off my butt and actually review it. For those interested;
http://taw.duke4.net/2012/04/unreal/tower-of-shrakitha/
Never Try To Understand Fried Gamba's, They're Like Scampies.
#21559 posted by madfox on 2012/04/03 20:30:20
We were talking about the meaning of nicknames and scampies declared it were fried prawns.
I may be mad but I rarely stare into the sun without glasses.
Thanks for the pipe manual though.
I'm on quark since the first qmap, and that's 15 years ago now.
Its a fine editor I'm acustomed to.
Tried many others untill there was QRadiant.
One slice into a polygone and I had a clear half one on grid.
Sharp! Gone were my leakcheqes ans warnings.
From now I take all the hussle and make it my own.
Yeah
#21560 posted by Drew on 2012/04/04 00:01:31
I really ought to move on to a different editor.
Ogier?
#21561 posted by necros on 2012/04/04 02:06:01
i took a quick look but couldn't really make sense of it at first glance.
i picked up 1.02 (the enclave version).
czg, maybe you can weigh in and let us know what the more interesting features it has? good tex align? better brush manip of some sort?
Drawings!
#21562 posted by quakis on 2012/04/04 02:07:56
Had a good session in OpenCanvas with a friend today and we did the following drawings together. They're comic-representations of ourselves, Tam & Micki! where we usually reference various games;
TAM & Micki! goes S.T.A.L.K.E.R.
TAM & Micki! goes RAGE
TAM & Micki! goes APB
#21563 posted by necros on 2012/04/04 02:10:46
lol
Poll
#21564 posted by Kinn on 2012/04/04 05:02:48
fiends insta-killing/gibbing you when they land on your head - bug or feature?
Bug
#21565 posted by - on 2012/04/04 05:10:25
The Publicly Available Version Of Ogier...
#21566 posted by czg on 2012/04/04 07:09:12
...is not worth bothering with. It's like 10 years old or something?
The latest version that was used inhouse though was pure sex.
Feature
#21567 posted by Shambler on 2012/04/04 09:37:44
Kinn, Chalk One More Up For Bug
#21568 posted by Preach on 2012/04/04 09:39:23
Make sure you fix it for spawns and dogs too! Spawn insta-killed me in Saint : - (
#21569 posted by Spirit on 2012/04/04 11:06:14
I am pretty sure that anything living dies if shambler sits on it.
I am torn. I kinda like the instant severe death but it sure is frustrating since it happens rarely and usually completely unexpected. if it happened more regularly I would definitely consider it a feature.
leave it in and let people embrace quake's revolutionary innovative unlimited save-as-you-like feature.
#21570 posted by negke on 2012/04/04 11:10:49
How would one go about fixing it anyway?
What about some sort of max_damage value for those monster classes?
Holy Lol
#21573 posted by czg on 2012/04/04 11:59:46
��String, or nothing!�� shrieked Gollum, Hermes handbags
Haha
I always laugh at this shit. So much effort to peddle Louis Vuitton bags, do they not realise that there's like 10 people coming to this site and they all have dicks?
Unless of course some of you are Chinese women and neglected to mention it!
Well, surprisingly enough... <pulls off wig>
Fiend Fix
#21576 posted by Preach on 2012/04/04 12:39:36
You need some kind of flag on the monster so that when it does damage during a jump, the flag gets set. The monster then will not do damage on further collisions until the flag is cleared when the monster lands again.
Jumping Fiend Death
#21577 posted by Kinn on 2012/04/04 14:42:14
I'm pretty sure all you need to add is one line: self.touch = SUB_Null; just after the T_Damage call in Demon_JumpTouch
Anyway...I'm actually tempted to leave it in, remembering a beautiful moment when playing the N64 port of Quake as a kid - that one fiend guarding the entrance to the Wizard's Manse pushed my shit in about five times in a row (I wasn't very good at dodging back then). That little dude rightfully earned my fear and respect, and I'd feel a bit bad about treading on his memory.
Bleh I dunno, I need to fix it prolly 'cos there's dogs in my map which almost always land on my head and I don't wanna move 'em really. Doesn't really make sense to fix for just dogs and not the other monsters.
#21578 posted by JneeraZ on 2012/04/04 15:10:43
id may have left it in so they wouldn't have to deal with the resulting problem ... now there's a monster on your head. What happens? :)
Haha
#21579 posted by Kinn on 2012/04/04 15:25:49
good point :)
Although looking at the code, it does a check to make the monster jump again if it detects it's landed on problematic ground (loosely speaking) - I would have expected id to have made it also jump off if it lands on another monster/player - but the function seems to exit in that case in a way that makes me think they didn't really account for it.
Why Is Quake Injector
#21580 posted by RickyT33 on 2012/04/04 15:44:12
Not just an .exe file? I downloaded it yesterday because I was a friends and mentioned czg and Scampie's new maps, thought I'd show him the Quake Injector.
Basically I spend half an hour dicking around and couldn't get it working at all.
Does it support Windows?
#21581 posted by JneeraZ on 2012/04/04 15:49:17
It supports Windows. You have to have Java runtime installed though.
I also wish it was an EXE ... and that it would remember the sort order I set. I can't believe it doesn't do that. :)
Maybe Add A Timer Or Somthing To The Touch Code?
#21582 posted by czg on 2012/04/04 16:00:32
Add self.attack_finished = time + 0.5; and then return if time < self.attack_finished.
That way it wouldn't be insta-death because you touch every frame, but it would still hurt more than usual?
Maybe that would make it even worse, if it makes the fiend hang around in the air for longer.
How about doing some maths to see if it's the bottom of the fiend that's touching, and then do something based on that? Maybe pushing the player away could be interesting...
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