Oooh
#21933 posted by DaZ on 2012/07/28 13:25:22
Yeah, totally forgot about that one
Whiteroom also :o
When I'm Trying To Run
#21934 posted by spy on 2012/07/30 11:06:19
the mod i got this error
PR_ExecuteProgram3: misaligned edict 0
this happens running aguirre's glquake133 engine
i think this somehow related to the qc, as for example fitzquake's running just fine
Doing A Quick Google Search
#21935 posted by spy on 2012/07/30 11:12:56
i found i've been actually asking the same question a couple years ago
sorry
#21936 posted by Ankh on 2012/07/30 18:12:26
I have tried to expand the flight simulator demo using games for windows live but to no avail. All the things you need to do do to install some free additional content is unnerving. In the end after setting up all the accounts and transaction details etc it still didn't work because it claimed that login details were wrong. I could log in using the browser though...
They do everything to tempt me into other solutions.
In The Shadows
#21937 posted by sock on 2012/08/02 02:56:14
Stealth Mechanics
Posting screenshots is only interesting up to a point, certainly more fun to watch a video of something. A short video showing the basic stealth mechanics of my Quake Mod. All feedback welcome.
O_O
#21938 posted by - on 2012/08/02 03:50:48
^that's my feedback
Confused
#21939 posted by DaZ on 2012/08/02 04:15:19
I expected the Ogre to aggro when the eye turned red! Is there some sort of grace period between the eye turning red and the ogre aggro'ing?
Just seemed odd to me.
Aside from that, I loved everything about this :)
Daz
#21940 posted by sock on 2012/08/02 04:43:54
Originally the eye went red when the player was too close, so I moved the colours outwards. green = good, yellow = be careful, red = dangerous, you are very close to being seen. There is like only 30 map units between those boundaries so it can be tricky with the quake movement speed.
The next video will show actual encounters and the AI moving around. This is a training area of the start map with a monster that does not move so people can understand the distance. I was hoping people would also see the pattern on the floor and how that relates to the eye.
The main problem with the video is that it is very long and slow, I think the pacing could be better. Was it too dark or too bright for anyone?
Not For Me!
#21941 posted by Drew on 2012/08/02 05:17:01
brightness level was about perfect.
I'm really looking forward to this now, despite feeling 'meh' about the idea of stealthy quake when you first mentioned it. Will that music be playing in the level? Or is that just for the video? I vote no music. Zelda vibes mixed in with the utterly quake looking architecture due to that music and some of the new effects (the eye effect, for some reason).
Anyways, looks amazing, can't wait til it's done!
Sock
#21942 posted by negke on 2012/08/02 10:51:03
This looks good.
I was under the impression using a poison bold made the monster aware of the player and causes it to turn around. Apparently it's much easier.
Poison
#21943 posted by sock on 2012/08/02 17:07:12
Well, the bolts still have limitations, if you shoot a monster in the face they will see you. It is better to turn the monster first with a distraction bolt and then use poison. This video shows the mechanics in a very clinical light, so it might seem easier than a real encounter.
Also the speed of the bolt is designed to be slow, so you can shoot a bolt and have plenty of time to duck behind cover before you are spotted. Also poison cause monsters to in-fight, which you don't really see here but will be more obvious in the next video.
Music
#21944 posted by sock on 2012/08/02 17:12:35
@Drew, the music in the video is just to give the video something interesting in the background while you are watching. It took me a while to find this music because most creative commons style sites are full of endless happy go lucky trance/techno music!
I don't plan to include any new music (don't know anyone who makes music) with the MOD, just going to use the standard ambient stuff and maybe a couple of new sounds if I have time at the end.
#21945 posted by Spirit on 2012/08/02 18:57:29
I listen a loads of free ambient music and generally a lot of different genres primarily free. If you need suggestions, give me a theme or style and I will try to find some.
http://archive.org/details/KLLE-Crawl for example has not been used in a map so far afaik.
http://www.quaddicted.com/stuff/temp/spirit-sleepdrive2_20120429.ogg is an unfinished mix. Check my posts in the Music Thread, I often post ambient.
@sock
#21946 posted by quakis on 2012/08/02 19:22:09
Out of interest; will it be possible to play the entire mod being stealthy, avoiding enemies and combat?
Stealth
#21947 posted by sock on 2012/08/02 19:34:23
@quakis, yes, there is ways to avoid all combat with the distraction bolt for turning monsters and special stealth alcoves that allow the player to hide from passing patrols. You cannot distract patrolling monsters, only stationary ones. The stealth combat with the backstab / poison combo is for players who want to get all kills. The hardest method is certainly avoidance but it will be possible.
@spirit, wow that is exactly what I need, fantastic stuff. downloading and keeping in a safe place :) Thank you.
Sock :)
#21948 posted by Spirit on 2012/08/02 22:11:40
John Carmack's Quakecon 2012 is supposed to happen in 50 minutes after this post.
http://www.quakelive.com/#!stream
Smart people use https://github.com/chrippa/livestreamer (on http://www.own3d.tv/QuakeCon )
WARNING: Currently the stream plays derpstep Shambler would compose if he was not so uptight.
Sock...
#21949 posted by generic on 2012/08/03 01:04:47
That is one impressive mod you have so far. I can't wait to give it a whirl!
Livestreamer
#21950 posted by jt_ on 2012/08/03 14:15:01
Thanks for that link, spirit! Gonna have to check that out.
Yes
#21951 posted by madfox on 2012/08/03 19:48:14
Good link, Spirit.
Sock
#21952 posted by than on 2012/08/04 04:23:27
Damn, that ikblue shot looks fantastic! The video showing stealth mechanics was interesting too - I'm looking forward to seeing some real gameplay.
Carmack Keynote
#21953 posted by than on 2012/08/04 04:24:20
is there ay non-live version of the video? It must have been uploaded somewhere on the internet by now, but I can't find it :(
Btw, Sock
#21954 posted by than on 2012/08/04 04:27:26
Your shot doesn't really look much like ikblue now I look at it. Looks really amazing though. Love the white bricks - I would have never thought to put them in like that but it works really well.
Actually, it kind of looks like a misaligned texture, but maybe if you made the white bricks seem even less aligned (on purpose) by having the odd white brick here and there it would probably look nice too.
How Do You Rate Maps On Quaddicted?
#21955 posted by negke on 2012/08/04 11:46:55
Yeah, I know - you don't. But imagine you were to rate SP maps you've played, which aspects would determine your rating and how would you interpret the score options (1 through 5 points)?
Also, go rate maps on Quaddicted, you cumstains!
Carmack Keynote
#21956 posted by Mandel on 2012/08/04 14:20:23
Thx for the youtube upload, Spirit.
Mandel, I Just Stole It From The Official Upload For Cheap Views :(
#21957 posted by Spirit on 2012/08/04 14:25:52
Addendum to negke's question: Would less points work for you too? Like 0-3 or 1-3 or something like that?
|