#227 posted by yhe1 on 2020/01/19 19:52:53
 I See
#228 posted by madfox on 2020/01/20 00:55:52
In the ChasmQuake level it keeps that behaviour, although in a single map this is not the case. Have no idea about it.
Can be the models and qc are becoming a bit unstable.
#229 posted by yhe1 on 2020/01/20 01:52:29
The video is on private setting, I cannot see it.
what about giving Fiend code to lionman with jumping removed? The fiend had left and right slash, just like the lionman
#230 posted by madfox on 2020/01/20 03:42:34
I made the video public, it's low extention.
#231 posted by yhe1 on 2020/01/20 06:51:43
 Code
#232 posted by madfox on 2020/01/21 01:12:58
As I wrote before, most of the chasm models have only one side vertices. For some I could find a way around it, like adding new triangles that would shape up with the same skin file.
Others won't work, like adding a flamemouth to the entities by destroying the excisting skin file. So I juggled the excisting ones in the model and reordered the alpha channel one.
Skeleton is really poor with vertices, especially the boots. I tried doubling the triangles but end up with scrambled skin file.
Should find a way to get around the 64x941 skin size problem.
My attention was drawn in another specific casuality. In the mod Killer_Quake QC I came across some arguments.
float THROW_ARM = 1;
float THROW_LEG = 2;
float THROW_TORSO = 4;
float BODYPARTS_ARM = 1;
float BODYPARTS_LEG = 2;
float BODYPARTS_TORSO = 3;
Could it be possible with this code to make the entities make shootable bodyparts?
#233 posted by yhe1 on 2020/01/21 01:55:32
Well skeletons are suppose to the animated by magic anyway, so just get the movement and missile attack working.
Did you try fiend code on the lionman? what about knight code?
 Skeleton
#234 posted by madfox on 2020/01/21 06:15:16
As long as the code like #228 works I don't see a reason to change Lionguy.
Retextured the boots and hand of Skeleton, it works just like the Zombie. Only bad is it regenerates once.
#235 posted by yhe1 on 2020/01/21 06:23:45
So you are saying that the Lionguy problem is because of the map, not because of the code?
That fight looks pretty good, use the skull projectile I linked to earlier.
I think your stratos is too small, next to the Scrag it looks really small, make it because.
The Joker doesn't have regeneration either, it falls down and gets back up, But I think that is a long pain pose and not regeneration.
#236 posted by yhe1 on 2020/01/21 06:30:34
regarding limb removal, I think you should try that after all the Chasm monsters are converted and work good. The main thing about that is that the attacks change when the limbs are removed. Even Panzerchasm has problems with that.
 Drew
#237 posted by madfox on 2020/01/21 09:12:23
I'm not sure what causes this side effect.
Joker don't has a regenerate code yet, because I wonder what causes this one time self.inpain effect.
After the first time it won't respond again and won't hardly go into run or pain functions.
Just keeps attacking in one row.
It can be the frame count is or too long, or not in balance.
#238 posted by yhe1 on 2020/01/21 11:01:58
so if you placed the lionman into another map, like fourfeather, would his code work correctly?
 Fixed
#239 posted by madfox on 2020/01/22 08:20:43
- Repaired the Skeleton status to Zombie.
- Added a small Sacrof.
- Repaired the Lionguy attack.
dev2.20
#240 posted by yhe1 on 2020/01/22 09:35:19
Congrats on the lionman being fixed
Here is a saved game for dos chasm with a skeleton, so you can see how the real thing works
https://www.dropbox.com/s/llfvfeyx03d4ncp/CHASM02.rar?dl=0
#241 posted by yhe1 on 2020/01/22 09:39:47
There is something wrong with the Stratos, it changes size during its animations
Both versions of the Sacrof is too weak, change to:
sarcof - melee_attack 55* missile attack 85* health 2500. (armagon level)
sercof - melee_attack 25* missile attack 35* health 500. (shambler level)
Delete or make the rock invisible on the deadguy, and it looks like the shout attack, right?
#242 posted by yhe1 on 2020/01/22 09:40:44
what is the damage value on a fiend jump?
#243 posted by madfox on 2020/01/22 10:40:50
I accidently resized only one frame in Stratos. I did an update but it's possible it is rejected.
 Jump
#244 posted by madfox on 2020/01/23 00:00:57
Demon_JumpTouch = ldmg = 40 + 10*random();
I think Skeleton's health is too low.(:P)
#245 posted by yhe1 on 2020/01/23 05:28:17
Yes, the skeleton can take 3 rockets.
what is the code for the mincer's attacks?
I feel like both versions of the Sacrof is too slow, make them the same speed as the alien captain.
You see how currently after the Skeleton's regen, it could only be killed with rockets? Then part of the code is useful for the deadguy, as in Chasm only rockets can kill the deadguy.
#246 posted by yhe1 on 2020/01/23 05:37:09
Can you put do a test map where the big Sacrof and the mini are next to each other? How big is the boss Sacrof compared to the shambler?
Can you do another one mini Sacrof vs shambler?
#247 posted by madfox on 2020/01/23 05:45:45
Finished tt_tower. I hate turrids! Yes? I hate them!!!
Scarof and Scerof have even less attack frames than AlienCaptain,
so they are faster than him.
Their attacks were less damagefull.
Mincer is just the dog code with melee attack of 50*.
The regenerate code is rather obvious. If I make the health stratus higher they won't go down anymore.
#248 posted by yhe1 on 2020/01/23 05:54:16
I am talking about the Scarof's walk speed
Can you show me the dog code and pig code?
Make turret shoot lasers, nails, and rockets, and the damage between 20-25. Quake 2 Ground Zero shows us that high damage turrets are nasty
 Yeh
#249 posted by madfox on 2020/01/23 07:15:04
Have another play and tell me how it goes.
Their walk speed was indeed too low.
dev2.21
#250 posted by yhe1 on 2020/01/23 07:44:01
Turret is not done yet
https://www.dropbox.com/s/5mpdi65c597g3yw/84415705_497429041192355_1392103646296014848_n.jpg?dl=0
Stratos corpse sinks into the ground again, please fix
deadguy attack is good, but needs a bit more damage, also the sound is not correct, the zombie has a special howling sound.
I've seen the mincer do close to 100 damage in one attack, why is this? The melee damage should not go above 50. Pig should be slightly less than mincer.
#251 posted by yhe1 on 2020/01/23 07:50:02
I think that weird rock sound that the deadguy currently has is actually for the Gross. The Chasm developer mixed up Gross and Lionman.
|