Thanks Dwere
The only place I can find a palette index for blood in QC files is ai_gibs.qc under MON_BCOLOR_RED. I changed this to the indexes 251, it is randomising the particles to use the surrounding colours aswell, I need to dig deeper to find this code and nerf it.
Thanks for the heads up man.
Hmmm...
#211 posted by Mugwump on 2016/10/03 19:21:00
Before you decide to further explore this idea, something just occurred to me: having red blood would also require having red blood decals, which probably means tweaking the palette again, which means not-pre-desaturated textures may look wrong. It probably isn't worth the hassle just for lil' old me.
I'll run some tests with and without your palette and see which suits what I have in mind best and/or what level of sacrifice of my original ideas I'll be willing to make. That's gonna wait a little though, as right now I'm focusing on finishing my jazzy/industrial main theme in time, to have at least some sort of contribution. I'll post an .ogg when it's done.
#212 posted by dwere on 2016/10/03 23:42:00
I need to dig deeper to find this code and nerf it.
Another suggestion is to use dark orange without even changing it in the palette. Lightning gun's damage effect always used it (well, at least until AD), and people still think it's blood, because it's almost red.
I Never Thought It Was Blood
#213 posted by Mugwump on 2016/10/04 00:07:26
Rather embers. Blood wouldn't float upwards.
#214 posted by PRITCHARD on 2016/10/04 00:39:36
Tweaking the palette is dangerous for my map, as I'm using regular textures right now and so any change would probably let colour leak through. As far as I can tell it's good as it is right now, save for the unfortunately grey blood.
Also, if it is possible to not pack even a lightweight versio of AD that would be a good way to cut down the download size. Just include the required directory structure with only changed/added files and I think a lot of people will be happier.
A fun benefit of building my map the way I have is that it can be played without the palette active, it looks nice there as well c:
#215 posted by PRITCHARD on 2016/10/04 00:39:38
Tweaking the palette is dangerous for my map, as I'm using regular textures right now and so any change would probably let colour leak through. As far as I can tell it's good as it is right now, save for the unfortunately grey blood.
Also, if it is possible to not pack even a lightweight versio of AD that would be a good way to cut down the download size. Just include the required directory structure with only changed/added files and I think a lot of people will be happier.
A fun benefit of building my map the way I have is that it can be played without the palette active, it looks nice there as well c:
#216 posted by PRITCHARD on 2016/10/04 00:39:54
Oh no double post :(
#217 posted by Newhouse on 2016/10/04 00:48:13
So you're also using colored texture wads when mapping your map, and only changing them to desaturated ones just before compiling.. so it looks nice with colors or without* I'm definitely going make an another standalone version about this jam map but with colors then...
Not Quite
#218 posted by PRITCHARD on 2016/10/04 01:28:26
I'm not changing the wads out at all. The only thing thst makes my map desaturated is the custom palette in /gfx
Deadline
#219 posted by PRITCHARD on 2016/10/06 13:03:07
So, is the deadline being extended or not? I'm still not sure :/ and it'd be put back to the 15th if it was, right?
I ask because if it's not, I'll either be running right down to the metal to get my map in. I can see myself finishing it if I had a bunch of time available tomorrow and on saturday, but friday in particular is looking to try and steal all my free time so... yeah.
It's tough because I don't really need an extra week; Obviously time to polish would be nice, but I tend to do that as I go and build an area almost entirely before working on the next which means that while most of the map is ready to go, the final two sections are barely even greyboxed right now.
I've been working incredibly fast by my standards though, especially for the level of quality i've been putting out, so it really feels like I could be done with the map come... I want to say wednesday? Perhaps monday, since I do have the day off and I will probably spend the entire time working on the map if I can.
This got long. Simple question: Are we getting an extension or not? Thanks!
yeah man, +1 week, the 15th
#221 posted by Newhouse on 2016/10/06 18:12:20
There is never enough time* I will definitely use all of the time polishing and extending gameplay. There is a lot of things like introducing enemies, build up, ambient, effects, scripting, timing and many other things. But I assume this map will be a pretty polished.
I can already see that there might not be enough time for me to create/implement the whole city section.. I need to cut it down a bit, because I assume ending is much more important in the end. Maybe later when I make an another standalone version, I will include even the whole city section.
Guys
when you get the chance can you let me know the names of your maps?
One Ranger Two Boomsticks
#223 posted by PRITCHARD on 2016/10/09 00:20:48
But I might change it because I'm thinking of adding a nailgun to the map...
Buried By Time And Dust
#224 posted by ionous on 2016/10/09 02:40:44
#225 posted by Newhouse on 2016/10/09 03:03:01
BlackFuture.map
Her Lips Were Wet With Venom
#226 posted by skacky on 2016/10/09 05:38:44
Length
#227 posted by PRITCHARD on 2016/10/10 06:02:01
How's everyone's map coming along? I'm almost ready to put the final room in I think, but right now it's looking pretty slick as it is. 85 monsters, takes me about 4 minutes to finish which is pretty decent (I think I'm a bit quick since i'm very familiar with it all now).
Also, I'm assuming the changelevels in the startmaps will be resetting the player inventory, right? I'd hope so.
And where can I get the template for the readme style people seem to like to use? Or should I just cut up one from another release?
#228 posted by PRITCHARD on 2016/10/10 10:20:41
Also, uh... how do we set up the changelevel at the end of our map so that it returns to the start properly? is the map going to be called jam8_start?
Everything Is Looking Pretty Good Here
Can you guys give me a list of mobs that you're using so I know which projectiles to give fullbright projectiles to?
My start map will reset weapons, yes (although im going to need to look up how to do it).
#230 posted by PRITCHARD on 2016/10/10 12:33:23
Well, I set my changelevel to clear the player inventory on my map so if everyone did the same there'd be no issues there. I think the relevant worldspawn key for clearing a player's inventory as they spawn is take_weapons, with possibly a few others? Not sure, all I could get it to do was ditch me with just an axe...
I'm using:
monster_army
monster_army_grenade
monster_hogre
monster_shambler
#231 posted by Baker on 2016/10/10 18:30:05
In Arcane Dimensions source (client.qc)
- A function is named DecodeWorldParms
has keys like ...
-ammo_shells
-ammo_nails
-ammo_rockets
-ammo_cells
-armortype
-reset_health
... in that function.
Monsters & Items I Use
#232 posted by Newhouse on 2016/10/11 03:55:49
A bit of lengthy map is coming over 100 enemies in normal.. and in hard probably way too much.
monsters I use:
monster_army_rocket
monster_centurion
monster_demon1
monster_eliminator
monster_enforcer
monster_pyro
monster_shalrath (vore)
monster_shambler
monster_spider
monster_zombie
monster_zombiek
but my map's theme is cyberpunk future kind of.. not much hopefully enough. So basically I would like to leave enemies as they are? I'm not using monster_army (basic grunts) at all.
Any Word On The Deadline?
#233 posted by Breezeep_ on 2016/10/12 00:16:53
Because I feel that this jam isn't really going anywhere.
Oct. 15th
#234 posted by Mugwump on 2016/10/12 00:37:20
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