Oh Wow
#353 posted by Zwiffle on 2010/02/23 15:36:49
That must mean that the entire pack must be quarantined and eliminated immediately! Shame on you Kell, Necros and Preach! SHAME!!!
I'm kidding.
Speaking Of Gimpy...
#354 posted by jdhack on 2010/02/25 07:30:00
The skin in the shot I posted is how it appeared in QME that day. Today, there are almost twice as many tris. Weird.
Is there a more stable modeling app out there? What do you use?
Zwiffle: It's shocking, I know. Almost like these guys are mortal or something. ;)
Modelling Tools
#355 posted by Preach on 2010/02/25 12:39:50
My personal approach is to do as little in QMe as possible. So I use gmax to make my model, animate and skin it. Then I export it to MD3 format, and convert it from MD3 to MDL. There are two paths I know of to make that final conversion. Either you can use quark, if you can set it up correctly, but that is a bit of a pain. The alternative is a command line program which I wrote for the purpose.
Once you go down the path of creating your models in MD3 format and converting them to MDL, a lot of options open up because MD3 is a much more popular format. Most major 3d modelling packages have an export to it (3dmax, maya, blender to name 3). The only difficulty is knowing what you can't do in MDL but can do in MD3 - eg MD3 supports multiple skins but MDL doesn't.
Don't You Miss Sajt's Awesome
#356 posted by Spirit on 2010/02/25 12:56:48
Tubelights
#357 posted by generic on 2010/03/21 21:20:56
There is a typo in the official Quoth 2 FGD that causes tubelights not to load.
@PointClass size(-8 -8 -8, 8 8 8) base(Light, Target, Targetname, Static) = light_tubelight : "Tube light"
[
spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
color(choices) : "Colour of light object" : 0 =
[
0 : "Yellow-white"
1 : "Blue-white"
2 : "Red"
]
]
Also, I am having no luck with the other color options. I get yellow-white every time. (Same for postlights.) The greying out works, however.
Typology
#358 posted by Preach on 2010/03/21 21:28:40
Sorry for the typo, will go fix it on my copy.
As for the color issue, you aren't having the same problem as
http://www.celephais.net/board/view_thread.php?id=60173&start=344
are you?
Yes
#359 posted by generic on 2010/03/21 22:29:09
I changed "color" to "skin" in the FGD for light_postlight and light_tubelight, and all was good.
Thanks! :)
#363 posted by necros on 2011/10/16 19:51:25
of all the threads the bot could have posted on...
#364 posted by Text_Fish on 2011/10/20 00:14:45
I'm hoping it's pertinent because Quoth Part 3 is about to be released ... ?
Fix For Stars Skybox
#366 posted by ericw on 2011/12/23 05:22:41
The JPEG artifacts in the otherwise great "stars" skybox were bugging me, so here is a fixed version where I filtered them out using GIMP:
http://www.quaketastic.com/upload/files/misc/stars2.zip
Func_door_button
how to use that?
Never mind, found the earlier posts.
Please Fix:
#369 posted by Shambler on 2012/11/20 16:18:41
Knight melee attack range (should be when it hit the player, not from miles away).
Drole melee attack range (ditto)
Grenade Enforcer shotgun attack speed (should be less than instantaneous)
Bob Model (this is Quake not kiddie robot TV show).
...these are all broken / bugged. Everything else seems to work. Kthxbye.
#370 posted by Spirit on 2012/11/20 16:53:43
would break balance on existing maps.
Meh
#371 posted by Drew on 2012/11/20 18:33:02
I guess I agree re drole/knight melee
but fuck, leave Bob alone.
Enforcer Shotgun
is pretty tough and always seemed a bit unfair for such a grunt, on the other hand it adds some challenge to a group of opponents which is otherwise not very dangerous.
Shotgun.
#373 posted by Shambler on 2012/11/20 19:56:30
Would still be very powerful even if the enforcer didn't insta-fire. What are the damage stats for them anyway?? Do any new monsters do LESS ranged damage than the most powerful Vanilla Quake ranged attacks??
Don't forget they have grenades, are tougher, and supported by all the new base enemy too.
Bobs are gay, SCIENTIFIC FACT. They just don't look Quakey enough (most of the other new monsters do). They're annoying to fight but TBH a fixed model that's slightly larger than 3 pixels would fix that anyway.
#374 posted by necros on 2012/11/20 20:06:39
I doubt Preach will want to make any changes like that (nor would I) because they would unbalance older maps.
That's not to say I don't agree with some of these. My biggest regret was that all the new monsters are so strong.
PowerMonstah'
#375 posted by JPL on 2012/11/20 20:40:58
My biggest regret was that all the new monsters are so strong.
Because players are so used to "normal" monsters, because they knows very well how to own them, because players are so experimented now... all these may explain why new monsters are so strong, and why this create a real new challenge for players...
And it does not prevent mappers from using "normal" monster for weakest player in easy skill ;)
That's The Wrong Logic
#376 posted by negke on 2012/11/20 20:55:59
Because not everybody is as skilled as the next one. Even seasoned players. A map should be balanced for everyone, and not punish "weaker" or casual players (admittedly, I made that mistake myself for a while).
All things considered, the Quoth monsters have to seen as supplements, like the occasional fiend or shambler for instance, not replacements for the regular enemies. But in quite a few maps, they are used predominantely in favor of the old ones, which, in the end, just makes the maps very hard and not fun. It's bad design, in my view.
Happens in other games, too. See the ZDoom bestiary, for example. Many of those monsters are terribly unbalanced and, as such, their often great potential is ruined.
Shambler (on Other Monsters)
#377 posted by Preach on 2012/11/20 21:58:26
I agree with your instincts on which monsters could be better balanced, but I think some of the fixes need to be different.
Knight melee attack range (should be when it hit the player, not from miles away).
I assume this is for the death guard. The slow overhead swing has quite a long range, but the regular attack has the same range as normal quake knights/death knights. I feel the latter attack is the problem, and so something else makes them harder to fight in melee than death knights. There will be a tweak to the thing I blame in the upcoming patch. Fans of the existing balance will find nightmare unchanged.
Drole melee attack range (ditto)
I think the problem is that the attack is often unavoidable even when you have space to manoeuvre. Droles have a shorter reach than shamblers, so I think monster run speed is to blame. I have an idea on how to give players an "out" without changing either run speed or melee range, but I need to test it first(it might not even be technically feasible).
Enforcer shotgun was tweaked in Quoth 2 to be a bit less dangerous, it was a known issue that we couldn't find a happy solution for. I have had one thought inspired by the death guard business, but again it needs some testing.
We already made a replacement bob model - it's called a sentinel : -P
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