Sock
#27031 posted by Kinn on 2016/01/24 18:35:16
Damn, that would work I guess.
Impossible to intercept hitscan with SOLID_TRIGGER though, right?
All Or Nothing
#27032 posted by sock on 2016/01/24 18:44:20
Impossible to intercept hitscan with SOLID_TRIGGER though, right?
Yeah trace will ignore triggers, unless you give them some collision. You could let the player walk through the barrier (check pre/post client functions) but monsters have no such (luxury) function. Its really all or nothing with Quake, a shield stops everything or nothing.
You could approach from a different direction, let the monster create a shield infront and then throw projectile over the top. So players have to use grenades for arc/bounce instead. Something I was thinking of doing with blue flail knight, create a yellow shield infront and then spin the flail round in the air throwing grenades!
#27033 posted by Shambler on 2016/01/24 20:26:07
Zer Enforcers were always a favourite addition because of the shield mechanic. Same with the Quouth uber-death-knight. Both shields were suitably obvious of course.
Shambler
#27034 posted by Kinn on 2016/01/24 20:50:19
can't tell if sarcastic or serious.
#27035 posted by necros on 2016/01/24 23:07:06
the demons that have the quake staves in ne_ruins can shield other monsters.
the shield also removes some portion of health (down to 1 hp) from the monster so that eventually after repeated shielding, the monster is left with 1 hp and dies right after the shield breaks.
i used .alpha and a sphere model that tracks the monster and flashes when they take damage.
i think that was a better monster than the resurrecting angel.
Amazing
#27036 posted by adib on 2016/01/24 23:23:52
Kinnbler.
#27037 posted by Shambler on 2016/01/24 23:52:48
Serious, HTH, xx
Adib
Not sure I like some of the piss-weak sound effects from that wad. Doom had very good sound design already. Also, not a huge fan of the high-res textures, I think the original low res aesthetic was fine as it is.
It still looks ok though, I like the song in the wad.
The Greyscale Imp
#27039 posted by adib on 2016/01/25 01:23:40
5th, yes, no need to change the sounds, some of them are like nail on a blackboard. But the music is fantastic. The level is beautiful. I understand what you say about HD textures: it's ugly when they try to bring ultra-realism to a cartoony game. In this case I think it was done right, it added quality blending with original textures very well. It didn't deranged from the original feel.
#27040 posted by - on 2016/01/25 01:41:39
Is the music in the video the same as in the .wad? Because that's from American McGee's Alice, which had a fucking awesome soundtrack.
^ Makes Sense
#27041 posted by adib on 2016/01/25 01:52:16
The Whole Wad Is Excellent
#27042 posted by aDaya on 2016/01/25 07:50:05
I Enjoyed The Death Lord As Well As The Zer Enforcer
#27043 posted by Drew on 2016/01/25 19:50:18
although the latter's shield was sometimes glitchy/unpredictable, I actually felt it added something new to enemy routines and freshened up gameplay.
Serious.
The Death Lords shields are fine because they work without any problems.
The Mega Enforcer is broken to the point where there is no correlation between the shield visual and the actul shielding effect.
Question
#27046 posted by mankrip on 2016/01/26 09:05:02
I'm realizing that every time I switch to a conceptually different programming problem, I become a dumbass.
For example, I've never had any trouble coding the Quake's GUI, and I even ended up rewriting most of it. But recently I've implemented a mouse-driven interface to navigate through the palette and experiment with some color transformation algorithms, only to realize that I was overcomplicating the task because the classic key/button-driven interface is equally efficient.
I should have quickly realized that before, but I didn't. And that wasn't the only thing. In the last couple weeks, my first iterations of the color generation algorithms were utterly moronic; even though their conceptual designs were fine, their implementation took more effort than it should have and lacked trivially basic programming skills, so it was awful to work with.
It's like I forget how to code when the task is conceptually different. It kinda scares me because I have no trouble with far more advanced tasks like texture mapping.
And I realize that all this tends to make me work towards whatever I feel that is the most difficult task at the time. I'm always trying to overcome my own stupidity. But if this is somehow making me more stupid, perhaps there's something very wrong.
I think a mouse driven interface for Quake would be a nice addition.
Maybe One Of The Most Sensible Talk About Doom's Design
#27050 posted by aDaya on 2016/01/26 18:55:04
Fifth
#27051 posted by mankrip on 2016/01/26 21:30:27
There's actually a reason, I'm eventually going to implement a kind of scene inspector tool to help with some experiments on rendering, since the number of onscreen vertices, edges, surfaces, etc can become overwhelming for a keyboard-driven interface� I guess.
But for the palette stuff there was no need.
Mankrip
#27052 posted by mfx on 2016/01/26 21:46:33
just make an ingame mapeditor, mouse is useful then.
I mean, think about it for a moment, compile the bsp at runtime, i don't know what i'm talkin about.
Just do it, please...
Kidding aside, when i first met sleepwalkR a while ago he brought that up, and the thought blew my mind.
I'm sure with enough computing power these days this is totally doable in 10 years.
I can't wait :)
Moving Textures As Seen In Doom And Unreal When?
#27053 posted by aDaya on 2016/01/26 22:05:58
#27054 posted by ericw on 2016/01/26 22:29:05
How bad does it really look if you use all 10 frames of a standard animated texture for scrolling? It's not going to be super smooth like doom, but it should look ok for a slow scrolling effect.
#27055 posted by mankrip on 2016/01/26 22:44:13
mfx: There are enough good map editors. I may probably implement some ingame editing, but only for Retroquad-specific features.
Daya: Scrolling textures are dead easy by now, but my current focus is on color transformations (tinting, lighting, fog, blending). The current solutions either results in distortions with significant loss of fidelity & detail, or are too slow. This is why I've used the lava texture for the molten mapping demo, since it's fullbright and opaque.
Water in Retroquad should be molten-mapped, lit, with Phong shading (thanks, Spike!) and colored lighting, supporting global fog, translucency with no noticeable color distortions, and another three features� one of which is lightmapped caustics, which is just for Saturn Quake feature completeness and isn't necessary for the first game I'll develop using this engine.
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