Oops
I've been dropping the ball there, but it'll be more or less ready once:
1. Exploding shells implemented
2. Problems with the slug ammo box are fixed
3. Zer Troglodyte/Nemesant implemented
4. Any compile bugs squashed
I haven't implemented the Ontranto crossbowmen/archers yet.
More to the point, I'm beginning to wonder about restarting Tower of Yoth from scratch. I've been somewhat influenced by the Daedric ruins in Morrowind; all those wack-ass angles would look good, along with a stronger Anonca Base vibe.
Deadric Architecture
#318 posted by necros on 2004/10/01 18:13:33
roxors. ;)
seriously, i'm in love with all those sharp angles and viscious edges. :P
Yeah,
#319 posted by metlslime on 2004/10/02 02:47:35
glad someone else digs the Anonca Base levels.
OK Then
Excuse me while I do things to textures. Don't expect much in the way of purple though.
New Pics Up
#321 posted by dylan on 2004/10/02 22:51:13
Hmmm...
#322 posted by Shambler on 2004/10/03 05:12:24
The new fiend is good as a model, the new shambler isn't.
And I don't think either of the originals needed changing as there are two of the most characterful models in Quake.
Can't you put the good style of the new fiend to use as something else??
Well
#323 posted by Tronyn on 2004/10/03 18:38:57
I think the new shambler and fiend are cool.
I have a suggestion also: I think a version of the (CLASSIC) doom "Pinky" demon would be a great enemy for Quake SP (in the style the fiend and shambler are done in). It would fill a gap in the medium-speed, high health melee enemy category (the closest is the fiend, but its lunging and slashing rather than running make it a hugely different enemy).
Pinkies.
#324 posted by Morfans on 2004/10/04 06:43:52
Didn't Necros already do a converted fiend for At The Gates Of Midian?
That rocked. The biting fiend I mean. And the level, of course.
Yeap, That Is Still My Favorite
#325 posted by HeadThump on 2004/10/04 18:50:19
Necros level.
...
#326 posted by necros on 2004/10/06 09:49:47
you probably already know this, but i thought i'd mention that it's best if your skins are in powers of two dimensions, like textures are:
64x64, 128x128, 512x256, etc...
otherwise, glquake needs to resize them itself, and the results aren't usually pretty.
cheers (though i still can't see the website :P)
Yeah
#327 posted by dylan on 2004/10/06 17:24:01
its actually best if you do them by increments of four, it seams to work out better, and is compatible for more custom engines.
Oh Shitsn!
#328 posted by necros on 2004/10/07 18:52:35
i was finally able to access the monster page!!! those are some damn impressive monsters! i like the spikey fiend!
also, lots of detail on the skins is a major plus as well.
roxors!
Ah Skeet Skeet Skeet
#329 posted by dylan on 2004/10/07 23:27:59
i hate lil jon.
any way thanks for the compliment.
YYYEEAAAAAHHHHHHH
#330 posted by Zwiffle on 2004/10/07 23:31:01
OOOOOKKKKAAAAAYYYYYY
More Model Pics To Be Critiqued
#331 posted by dylan on 2004/10/08 22:48:26
put up some more stuff and got the "pinky" like thing i created, or at least created upon as much of the original pinky as i could remember and quite frankly there arent that many classic doom pictures available now that the new one is out.
http://buckmontgomery.tripod.com/models
Dylan,
#332 posted by HeadThump on 2004/10/09 04:24:57
I went ahead a sent some pinky pics that may help you. They are actually the in game sprites.
I've been replaying Rouge lately (thanks Tronyn!), and I can't help but think that the monsters on the first two pages in particular would look good for a Hell Fortress styled episode.
Hmmmm
#333 posted by Kinn on 2004/10/09 07:41:49
Not too sure about that pinky. It'd be better if you based him off the Doom3 pinky, but without the silly "cyber" bits.
Title Cannot Be Empty
#334 posted by LTH on 2004/10/22 10:20:14
I really like it. I don't know if it suits the project, but if it's completely animated then I wouldn't mind fiddling around with it!
... not that I have any time these days, but it still looks cool.
Hey Lth
#335 posted by dylan on 2004/10/22 20:06:59
i checked out cyberquake, its pretty cool concept. i sent you an .mdl of a player model i had laying around that might fit that mod, and i currently have no use for.
Oh, That Reminds Me
I still have some issues with the alt-weapons (Rogue stuff, chaingun etc.) Not only that, but I still have to implement explosive shells too, but that shouldn't take long once I find Painkeep and some other ammo model for the slugs - one that works.
Trigger_read is causing me to scratch my head. What the hell was I thinking when I coded it!?
I'm also preparing some prefabs for the rebuilding of Tower of Yoth in a more outre style, but until I figure out why FitzQuake is going all psychedelic, I'm going to concentrate on preparing the graveyard map. Depending on how complex the "topside" turns out, I might break it into two.
(Both the library/start map and the graveyard are "contemporary", so I'll use radiosity lighting. For some reason FQ renders those sorts of lightmaps properly. Sigh... I'd rather be modding in Morrowind.)
Headthump
#337 posted by dylan on 2004/10/28 23:50:53
can you send me the drone animations again, i cant remember where i saved them to.
Hey Dylan,
#338 posted by HeadThump on 2004/10/29 00:34:01
I can get that to you tommorow afternoon.
Cheers,
.
#339 posted by necros on 2004/10/29 09:07:54
tomorrow.
Arrrr, Hoist Me On A Petard!
#340 posted by HeadThump on 2004/10/29 11:28:32
And shoot me out into the sea.
You got me there, Captain!
Fatty, Tronyn
#341 posted by PuLSaR on 2004/11/03 17:16:25
I still don't understand what exactly trigger_read is.
Does it simply display some text to the player or is there anything more?
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