#330 posted by
Ankh on 2009/08/15 12:32:11
I would like to try the qonquer mod with the weapons from this mod. It could be fun.
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Hm
#331 posted by
ijed on 2009/08/15 15:02:08
New game mode there. We've got alot of SP maps to slay though - as well as the DM demo coming up.
Nice idea, shelved for now - but not discarded.
#332 posted by
JneeraZ on 2009/08/15 17:04:27
I could work that mod into the RMQ code base when the time comes if you want. I don't think it would be that much work - a few new entities, really.
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You Want Onto The Team?
#333 posted by
ijed on 2009/08/15 18:09:04
The SP maps are the more grueling task, so it's nice to work on smaller stuff in-between - Qonquer maps fit that profile well.
#334 posted by
yhe1 on 2009/08/15 21:09:23
Is remakequake going to feature new weapons?
#335 posted by
JneeraZ on 2009/08/15 21:11:35
ijed
Sure. I can make small arena maps for a Qonquer type mode without a time issue. Hook me up. :) Remember, I'm a Mac guy so if this will be a Windows only affair, I might not be able to help.
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We're Already
#336 posted by
ijed on 2009/08/16 04:08:50
Windows / Linux, so there shouldn't be any problems.
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New Weapons
#337 posted by
ijed on 2009/08/16 04:10:53
Are a possibility but not planned as yet.
Stealing Enforcer weapons is a maybe.
There is a grappling hook, based off the wicked hook - rope style physics as opposed to ignore gravity pulling.
#338 posted by
yhe1 on 2009/08/29 01:41:33
[quote]Stealing Enforcer weapons is a maybe. [/quote]
Didn't NSOE already kind of has this? Also, I feel that the remake Quake Chainsaw isn't as good as the one in Zer.
Is something like a railgun possible in Quake I?
#339 posted by
RickyT33 on 2009/08/29 02:35:08
YEA!!!
btw i need a kick up the arse
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Railgun = Mmmmmm YEAH!!!!
#340 posted by
RickyT33 on 2009/08/29 02:35:47
just port a model already pls :D
Is something like a railgun possible in Quake I?
http://www.quaketastic.com/upload/files/screen_shots/railgunRQ.png
The pickup model is WIP, the gameplay is yet to be finalized (although it's very close to final). But the thematical direction is there - a weapon from the other side of the slipgate. Might become a monster weapon, too.
And that's the new DM7RQ in the background, by ijed.
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Err
#342 posted by
negke on 2009/08/29 12:49:09
This looks more like a... gross!
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That Model Is *so* Not Final, FYI
#343 posted by
Supa on 2009/08/29 14:12:58
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Yeah
#345 posted by
ijed on 2009/08/29 15:32:57
Going to lay off the lunchtime q3 next week and get the new version in.
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Hmm
#346 posted by
nonentity on 2009/08/29 17:16:52
That's an under lit brick wall in the background ijed... ;p
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Actually I Find The Model Not Too Bad
#347 posted by dooomer on 2009/08/29 17:47:11
although it certainly could use more polish, the idea is clearly shown even with such a rough model. Flesh combined with steel. I like it!
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Yes
#348 posted by
madfox on 2009/08/29 18:07:01
Should it need much hard coding to get the circulair ammu spread?
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A Circular
#350 posted by
ijed on 2009/08/29 18:40:34
particle effect would be nice, but very hard to to, AFAIK.
And since it's now the Cauteriser as opposed to the Railgun we'll need to look for something else. Currently it's a straight line with red electrical effect and white particles.
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Railgun In Quake1
#351 posted by
PM on 2009/08/29 19:41:01
Piercing hitscan is not hard. The part that makes adding a Quake1 railgun problematic are the visual effects, at least if one wants the corkscrew trail as seen in Quake2. The corkscrew can be done, but I found it to be a particle hog, similar to the lavasplash effect.
Another problem with the railgun in Quake is against monsters. Unless enough monsters are modified to be a threat from long range, or ammo is very rare, a railgun with power comparable to the rocket launcher will destroy monsters before they become a threat to the player.
And since it's now the Cauteriser
I guess I wasted my time blurring the name out, then...
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Maybe The Spirlal Effect Could Be Done Using An MDL?
#353 posted by
RickyT33 on 2009/08/29 20:07:31
Like the lightning model