News | Forum | People | FAQ | Links | Search | Register | Log in
General Abuse
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.

News submissions: https://celephais.net/board/submit_news.php
First | Previous | Next | Last
Mispack 2 Thoughts (rogue DOE) 
Maps: Okayish for the most part, occasionally memorable locations such as Osiris Temple. Neat idea of different time periods though not very well polished.

Enemies:
Invisible Swordsmen - I rather like these dudes though their animation is a tad jerky. Not sure I like the glow on them.
Mitosis Spawn - Green version that splits into 2, interesting concept but it seems too slow.
Stone Knights/Death Knights - Nice! Could use some extra sfx to match the theme of stone.
Eels - what's not to love, always need more water enemies. Nice radius zap.
Morph - meh, kinda wierd, always was confused by how more than one came but only one was the 'real' one or something. Source of the minion concept maybe?
Lavamen - Yeah!! Would have benefited from maps that gave them room to roam, they do walk/swim after all. Hmm, another liquids monster.
Wrath - creepy, I really liked the evil feeling from these guys.
Wrath Overlord - A cool boss, love the death gib burst.
Mummy - excellent, combined with ineffective effects (AD) for normal on zombies and it would be obvious that this enemy was afdected by normal weapons. 
And The 
Dragon - Great rumble, hard catch, needs a lot of ammu before it roasts with a fire blast.
Another lizzard hard to set up.

I have a memory of a strange face I saw that grew and split out transparant in front of me. 
Shrak 
Gorok

It's a very rare view, because the red part becomes transparant,
which in my knowing was impossible for model mdl's. 
My Face When 
Reading up on multithreaded programming and discovering that "Dekker's algorithm" is a thing. 
#27995 
What is that from? Did you make that? 
Shrak 
It's a bit of a low edge commercial expansion pack for Quake.
With new monsters and weapons,
not as good as "Malice" but surely worth a try
 
That website. My eyes.

Good to know there was a patch. To my surprise, I still have this thing installed, even though I only played it for a couple of minutes before encountering the "classic" untextured head gib bug (or something of this kind, I don't remember), getting annoyed, and switching to something else.

I even ripped the music, it seems. 
 
I was hyped for X-MEN: THE RAVAGES OF APOCALYPSE total conversion too, but it was mediocre...
I have same feelings for Shrak, looks lame :P 
 
The only decent commercial addons were the official mission packs and malice. Everything else was cack. 
Oh, I Remember Passing Up Shrak 
...may I'll give malice a try, though.

Everything else was cack.

CACK� - a total conversion for quake, summer 2017 
Shat Out By Kinnes 
 
I Know How Shotgun Will Look In CACK 
 
Malice Is Very OK 
 
 
I remember Malice's rain effect rocked my balls back in the day. Might look a bit crude now though.

I'd love to see a nice rain effect in AD. Would add a ton of atmosphere. 
BTW 
There's a game-breaking issue on one of the levels. A patched map (that you had to pak yourself) was available on the official site, but I don't think it's still alive.

I don't remember hearing a lot of complaints about that problem, despite its importance. Was there a late pressing with the fixed map or something? 
Agreed! 
I'd love to see a nice rain effect in AD. Would add a ton of atmosphere. 
QuakeC Rain Has Problems: 
QuakeC rain, every rain drop is an entity.

* Huge demos saving each rain drop.
* Huge save game files saving each rain drop. * Nearly uncoopable because huge amount of data sending each rain drop to other player(s).

Engine rendered rain or snow is only true solution:

DarkPlaces snow and rain (at 1:12) in video:
https://www.youtube.com/watch?v=BkXA4BoYhiM

Qrack has engine rendered rain which isn't bad, looks about the same as the rain in the above demo.

Nehahra had a smallish area with some QuakeC snow. 
Mdl Rain? 
If the raindrops were 1x1x1 unit cubes, the mdl format gives you a 255x255x255 voxel grid to work with.

Give the mdl a scale factor of (4, 4, 16), then your 1x1x1 raindrops are stretched to that size, and the whole mdl covers 1024x1024 units.

could be viable, and would look good with alpha + fog. The trick would be getting the lerping right to give a convincing animation loop.. 
MDL Rain... Interesting 
DP rain/snow can easily become a framerate destroyer. 
Snowsprite 
I approached the idea of snow with a sprite.
It sounds a bit rare, but what if it was added to the v_weapon so it dazzled on the video screen.

snowsprite 
 
Could do it as a static entity if the drop falling and splashing is a looping model animation 
 
All the cheetz ideas.

/Static entity idea is very, very intriguing. Becomes almost free. 
@killpixel Re:DP Rain/snow Slow 
I think Seven made it and while he's awesome, I think he did it in an inefficient manner just because "it worked" (and if optimized would be seriously faster, it's not even CSQC like I was thinking initially). 
#28016 - Ah, That Makes Sense 
That critical point when framerate tanks was always strange to me. I appreciate the feature and it's great in a pinch. A more optimized iteration would of course be nice. I agree with you that engine-side weather is the way to go.

I've poked around at some alternatives using a "forest" of player-facing sprites for rain and a decal on the ground for splashes/ripples, which is the same way I achieved the water caustics effect I posted a while ago. This looks ok and certainly has its limitations, namely, it gets pretty cluttered in the editor. 
1 post not shown on this page because it was spam
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2025 John Fitzgibbons. All posts are copyright their respective authors.