Facts:
#247 posted by Shambler on 2008/07/26 19:07:54
Cool:
Spawn (being well used these days)
Vomitus
Ogres
Spike Mines
Uncool:
DOE Guardians (crappy, ugly, badly themed anti-Quake bollox)
Jury's still out:
Z-Axis Ogres or whatever the fuck they're called.
Thanks Madfox
#248 posted by ijed on 2008/07/26 19:38:05
I've downloaded the source now, but the qc that you looks to be the gremlin or fiend - odd.
The guardian - thats the egyptian enemy? always thought they were crap, tbh. And a bit gay.
The Vomitus and Zombies are also z-aware, though I'm thinking to cap their max throw distance so they hit the ceiling less.
Hipqc: Unknown Format Or Damaged . . .
#249 posted by ijed on 2008/07/26 19:48:10
How do I open the Resource.7 files?
Ijed
#250 posted by madfox on 2008/07/26 19:55:08
Hipqc.zip is packed with winrar.
Not Really
#251 posted by HeadThump on 2008/07/26 20:10:35
(Isn't 'tarbaby' kind of a racial pejorative?)
It comes from folk lore:
http://en.wikipedia.org/wiki/Br'er_Rabbit
term refers to a type of trap which describes the hellspawn though they don't actually stick to you. The id guys were probably thinking of a bugs bunny version of this where the tarbaby was a lit piece of dynamite that the antogonist could not shake off once he grabbed it. Boom!
#252 posted by ijed on 2008/07/26 20:20:57
It was winrar that reported the file as corrupt.
Spawn...
#253 posted by metlslime on 2008/07/26 21:08:22
used to be the enemy everybody hated. But, they can be used (and as shambler says, have been used) well, and they are great for causing panic.
Also, spike mines are simple and cool.
Z-aware Zombies
#254 posted by Shambler on 2008/07/26 21:52:37
Sweet mother of christ when will this madness stop?!?!
Actually I think they'd be a lot better balanced as z-aware than the Ogres would...
Shambler
#255 posted by rj on 2008/07/26 22:05:45
stop being a pussy and admit you only don't like z-awareness because you suck :p
Monster AI
#256 posted by inertia on 2008/07/26 23:24:23
Has anyone worked on making the monsters hunt in packs, or any sort of group behavior?
Ijed
#257 posted by madfox on 2008/07/26 23:24:28
yes, my homepage got overloaded.
Try again, it's right now.
Doe.qc
#258 posted by madfox on 2008/07/26 23:25:53
Again
#259 posted by madfox on 2008/07/26 23:27:04
Will Try
#260 posted by ijed on 2008/07/27 04:08:34
when I'm soberer
Inertia, like I'm always banging the drum for - lazarus q2.
They had damage groups. When an enemy gets hit by another it gets angry at it, damage groups meant that one group could get angry at a singular other enemy. It was meant so that a player couldn't snipe a group with the railgun without the others waking up.
Thanks for the link Madfox, I'll check try and integrate it tommorow, on hangover sunday.
Z-aware
#261 posted by Preach on 2008/07/27 21:16:38
I think that making ogres z-aware shouldn't be the same thing as making them infallible, continuous dropshot lobbing monsters. Sometimes it looks a bit odd when they're actually firing down a flat long corridor and the regular shot would work fine, but they lob into the ceiling instead. What I would try is:
1. Have them check the intersection point of the regular shot trajectory with the ground level they are standing on (might have to go 1 unit below to deal with the edge case). If this is solid, then take a regular shot, and if it's non solid assume you need to lob. This is obviously a fairly crude decision process, but places it might break down like broken ground/uphill will only look as odd as it did before one way or the other.
2. Have the ogre decide the elevation in advance. Make a separate function that calculates elevation, and call it from say two attack frames before the grenade is fired(is that ogre_nail2 ?). Then store that elevation in an unused field on the ogre, and use the value when you fire. Of course, y-axis yaw should still be tracked accurately, that would be a penalty too far.
I'll admit I've not gone away to create and test an ogre like this, but I think it might help them feel less robotic in the way they aim. At the same time, it wouldn't revert back to the point of being safe from an ogre simply by putting a chasm between it and you.
Well
#262 posted by ijed on 2008/07/28 00:19:17
I should make them check for low-lying beams etc. since that's their foul-up atm. I've compensated by not placing Ogres in places where it's shown off, fairly crude, but it works.
Madfox, you posted DOE instead of SOA . . . no mines :(
I tried the older link and it gives me an error message in Dutch (?).
Well
#263 posted by madfox on 2008/07/28 02:03:00
alright, then I started searching on the game org.
Here's your part for DOE as well SOA qc.
http://www.gamers.org/pub/idgames2/more_idstuff/
I couldn't find your spike mine either, might be encapsulated in one of the other files.
Got It
#264 posted by ijed on 2008/07/28 02:38:27
Was in items, thanks again Madfox.
Now to integrate it.
Still
#265 posted by madfox on 2008/07/29 01:55:26
think the firs qc I offered was the real spike mine.
It has an substitutional qc as the gremlin, but then I realized it would only work in order with the whole qc script.
#266 posted by necros on 2008/07/29 05:34:38
Has anyone worked on making the monsters hunt in packs, or any sort of group behavior?
kell and i had several ideas about something like this but nothing ever came of it.
i'd love to see a boss that uses minions in some creative way.
i liked the guardian in d3 because it's sight depended on the seekers. i think something like this, but much more complex could be cool.
i'd also love to see bosses with phases, healing, interruptible abilities or something...
The Custom Entities
#267 posted by HeadThump on 2008/07/29 07:02:34
has the zombie master, but that is simply a creature that ports in zombies.
Over the past few weeks I have revisited Max Payne 2, and played Gears of War. After dealing with frustrating bosses I have to conclude one of Quake's strengths and an element that helps the game flow is the absence of serious boss monsters until the very end. There is Chthon, but he isn't that big of a deal to fight.
It has led me to redesign the hub scenario I am fiddling with because boss fights just stop everything in their tracks until the fight is resolved. It seems to me that better game flow can occur by allowing the player to work the boss fights around
his personal schedule of play.
How many people have dropped a game altogether because of the boredom and tedium of a boss fight? I would have likely stopped playing GoW but I called my nephew up to come over and fight it out for me. Not that I couldn't do it, I just despise repetition. I probably have a condition that is the exact opposite of obsessive compulsion whatever that may be :)
#268 posted by metlslime on 2008/07/29 08:20:13
...boredom and tedium of a boss fight...
I think you can make a non-boss climax just as boring, tedious, hard, or frustrating as any boss fight. I've played some giant horde endings to levels that i had to play through 3 or 4 times, and they're long, and tedious, too.
And surely if you can make a fun horde finale, you can make a fun boss fight.
I think quake would benefit by more good bosses.
Episode 3
#269 posted by meTch on 2008/07/29 09:12:32
should of had some sort of boss, due to it was the more metal theme
metal refering to the original map types
base
metal
midevil
at least i think that was the episode
also i have z aware ores andzombies
where zombies are no a problem due to unintentional fast move ment making them hard to hit, strifing all round
the ogres on the other hand i have seen the beam problem where they will shoot it too high and hit a beam and bounce it on to them selves,
but when there health rech lower than 25 they start shooting and strifing round like crazy, all the monsters due that now, the draw backs i have ran into was the knight and the fish, the fish are fine now but the knight runs in to a problem where i had to give him a th_missile attack and now when hes far away hell start slashing, so i might try and make him fore some kind of spike :P
I've Joined This Discussion A Little Late
#270 posted by Text_Fish on 2008/07/29 11:08:28
but I just saw HT's new Scrag and simply had to comment.
Quake's hordes should defy explanation. The scrag is scary because it flies without the aid of [big butterfly] wings, and doesn't have any arms. It's like a ghost.
Quake's anatomy should always be slightly questionable.
Yeah.
#271 posted by Shambler on 2008/07/29 13:49:55
Like Fiend and Shambler and Vores WITHOUT EYES.
The essence of Quake.
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