#197 posted by
gone on 2008/05/27 14:31:21
Dark Conjunction is very :((((
Q2 Grenades
#198 posted by
than on 2008/05/27 16:33:34
they were rather nice in multiplayer because you could cook them and throw them so they would explode almost as soon as you let go, so you could catch people unawares and get them even if they dodged the grenade itself.
Ok
#199 posted by
ijed on 2008/05/27 20:52:18
But they did have monsters in q3.
Dark Conjunction
#200 posted by
HeadThump on 2008/05/27 22:33:20
Does serve as a decent template for developing Single Player games and mods for the Q3A engine as the code is available for it, despite the aesthetic displeasure that game can give you.
The Dairyman site which is oriented towards single player game code is also worth checking out if you are into that sort of thing.
Quake +DP
#201 posted by
gone on 2008/05/27 23:13:33
is the best base for developing single player mods/games for the Q3A tech
And Zombies
#203 posted by
ijed on 2008/06/28 23:57:11
Got em.
Did think this thread was never really concluded.
Reading back I see that I kind of derailed it by mentioning TDC. Stand by what I say though - it was the only mod to put singleplayer into Q3, doesn't matter how fucked alot of it was, there was an SP game there.
Here's a breakdown of what I've got atm;
Monsters:
I have z aware ogres, I tried it for the zombies but then lost the code doing a rollback, I mean to replace it. Didn't make a big difference but they played more real. Ogres made a big difference. They can hit you no matter where you are, but they don't lead there shots. Always thought it was strange that they have this complicated weapon but don't know what gravity is.
The Hk now uses all his animations for various attacks on the same theme - same as in Travail, courtesy of Patrick Martin's code.
Grunts use a slide, similar to the scrag but floorbound.
New Monsters:
Axegrunt - stole the idea from concentric, but they're now just grunts instead of knights with a different skin. Easy to kill and don't do much damage, but when placed well they're about as dangerous as normal grunts, discounting long range grunt sniping.
Berserk Ogre - No GL, two chainsaws, so does damage more consistently in his anims. I upped the damage a bit because the fat git is a bit slow to be dangerous. Really he needs to surprise the player or be in hordes. A bit of variation, really.
Player:
Chainsaw replaces axe, basically a copy of the Ogre version, but it gibs zombies after three hits.
That's it for code changes. I've toyed with various ideas but don't want to just vomit creativity onto a piece of white paper. When there's a need in the maps I might try some other stuff.
Having said that, some of these ideas came from things I always wanted Quake to do - is there anything anyone here always wanted to see in Quake? Nothing brand new, just behaviours that weren't believable or seemed stupid.
Fiends getting stuck I can't really help, but if anyone has any advice on that then cool.
#204 posted by
Spirit on 2008/06/29 00:27:30
I hate z-aware ogres. Just like strafing grunts. I like them a bit stupid. With puppy-eyes and clumsyness. It's a huge part of the attractivity of Quake for me.
The Axe
#205 posted by meTch on 2008/06/29 00:56:25
was for running around te levels slicing away to se how far you could get otherwise known as a
"axerun"
but ofcourse you use the shotgun for secrets and explodeboxes ...and scrags ofcourse
and personally the ng is the only wep i usually use for the game
cool sound
cool model/animations
cool effects
Hm
#206 posted by
ijed on 2008/06/29 01:27:41
So it probably won't be liked then. Ah well, thanks for feedback in any case.
Counterback
#207 posted by
ijed on 2008/06/29 03:32:00
Thought a bit.
Spirit,
fair enough, but I don't like being able to ignore ogres because they're too stupid to aim at me.
Then strafing grunts thing is something I might remove, I need to send out the betas for gameplay feedback. When they're done, that is.
meTch,
Sounds like you're talking about competition stuff there. That's fair enough, but I'm aiming for a more immersive sense of place than the original levels present in current FPS design.
Everyone's got their own style. In third party maps I like using the scrag groups to hurt each other before chucking a grenade into the cluster for some chunky gib rain.
#208 posted by
Sielwolf on 2008/06/29 05:37:37
I hate z-aware ogres
it's crap the default behaviour can be exploited so easily, neutralizes completely their main strength.
The previous discussion about weapons I found quite interesting; at release time many were still playing with the keyboard only.
The question might be how to enhance them without turning Quake into Halo15 with crap like alt-fire etc.
Ijed: looking forward to your mod :)
Distant Future
#209 posted by
ijed on 2008/06/29 20:36:04
But next build maybe a month.
I Dig
#210 posted by
HeadThump on 2008/06/29 20:42:52
the double chain saw Ogre :) The Ogre replacement I'm working on has talons set on the pinky. I would show the concept art, but its only rough and functional and only exist for alignment purposes in Blender.
Hell, I'll Show It Anyway ;)
#211 posted by
HeadThump on 2008/06/29 20:45:47
Not
#212 posted by
ijed on 2008/06/29 23:25:17
Organic Composite
#213 posted by
HeadThump on 2008/06/30 04:01:57
Recall the alien weapons in System Shock 2 you could specialize in? The monsters in that game didn't really match the weapons in design temperament, but here I look at most of the monsters as extensions of weapon types.
Oh, and here is the Scag replacement :)
http://mortisville.quakedev.com/Naga.jpg
Looks
#214 posted by
ijed on 2008/06/30 05:28:29
A bit . . . Legend of Zelda - need to see it with a suitably evil and blood splatterd Quake skin. I know it's an early version but maybe make it a bit more emaciated and bony as well?
The SS2 organic weapon was it? Can't really remember. Or was it that crystal thing that you put together piece by piece?
On That Scag
#216 posted by meTch on 2008/06/30 05:50:24
give it some tallon claw tings on its hands with som barb-like thinngs stikking oot ...oh and make them bloody
DM
#219 posted by
Inf on 2008/06/30 12:00:59
What about Quake DM? What features define that gameplay?
If you would want to translate that to a modern game, for instance, the new Id Tech 5. What would you need to make that gameplay feel like Quake DM?
Heheh
#220 posted by
ijed on 2008/06/30 14:00:40
Ok, so I need to put him in a level with flashing coloured lights, then.
DM Is Defined By
#221 posted by
bambuz on 2008/06/30 15:12:04
The red armor and the rocket launcher. Mostly.