More Axe Fun
#463 posted by topher on 2017/01/11 00:37:50
ad_metmon
this one was easy. i did it in the first attempt in twenty or so minutes
http://quaketastic.com/files/demos/ad_metmon_topher_axe.7z
#464 posted by Mugwump on 2017/01/11 04:43:09
I rarely watch demos but an axe challenge could be fun to watch. I'd like to see how you axe a pyro, an ice golem or a fury knight... Which protocol are you using?
#465 posted by topher on 2017/01/11 05:33:52
protocol 666, quakespasm
fury knight are the one with two swords? i tackled one with a quad damage in this demo.
for now, the hammer ogre are the one who are seriously giving me fight and killing me. i don't record the failures.
e2m7 was hard but not as hard as e2m2. in e2m2 i finished the level after like 12 attempts or more. i made e2m7 after 5 attempts.
playing in easy certainly helps. somehow i still get shot by those xbow knights. they are good.
http://quaketastic.com/files/demos/ad_e2m7_topher_axe.7z
If You Watch Demos...
#466 posted by topher on 2017/01/11 05:36:11
i watch demos with markv, that sourceport has rewind and fast playing, with the arrow keys. quakespasm doesn't have that
#467 posted by Mugwump on 2017/01/11 06:40:19
Heh, yeah a quad certainly helps! You get hit by crossbow knights? They do have great accuracy but in skill 0 their shots are very sloooooow.
Topher
#468 posted by Mugwump on 2017/01/13 18:48:14
ad_e2m2 @5'42": Challenge failed! ;) You nailed a crossbow knight while the ledge he stands on is accessible (in fact, you land upon it @9'32").
#469 posted by topher on 2017/01/13 22:47:22
MARKV has a bug with the rewind feature in demos. when you rewind, the clock go forward instead of backward.
when you pause (down arrow) and unpause, the time is resynced.
the real time is 3:55
that xbow knight is unaprocheable with axe.
when i jumped after grabbing the sharpshoter powerup (8:53), i jumped in another area.
Pyro Explode On Death?
#470 posted by Newhouse on 2017/01/19 22:22:58
Is this a bug, I remember using gibondeath value 1 : Explode on death earlier. But now I tried it and it didn't explode. I was planning placing pyro near the explosive boxes, and after pyro is death it might trigger some boxes to explode in a row and hurt player a bit. Not sure does explode has any radius/blast damage?
#471 posted by PRITCHARD on 2017/01/27 15:46:21
Is there any good way to make a misc_smoke "start" its animation? It's pretty annoying having it just pop in when it's been triggered.
Zendar Axed
#472 posted by topher on 2017/01/30 04:34:58
ad_zendar
i have to say, the new axe make the axe only runs much more easy and quick
i shot the nour for brevity and for my sanity
http://www.quaketastic.com/files/demos/ad_zendar_topher_axe.7z
Shell Splash
#473 posted by PRITCHARD on 2017/02/01 03:43:12
Has anyone else noticed that shotgun shells make a splash sound if they land in water, but only after hitting a dry surface first? Weird.
#474 posted by dwere on 2017/02/01 04:08:34
Grenades behave the same, IIRC.
Probably some quirk in how MOVETYPE_BOUNCE works.
#475 posted by PRITCHARD on 2017/02/01 05:46:11
I am now officially requesting a mod that turns the shotgun shells into little mini grenades.
#476 posted by dwere on 2017/02/01 08:53:19
Technically, they ARE grenades...
void(float shell_qty) Launch_ShellCasing =
{
local vector org, dir, avel;
if ( self.health < 1 ) return;
if (query_configflag(SVR_SHOTGCASE)) return;
if (self.flags & FL_CLIENT) makevectors (self.v_angle);
else makevectors (self.angles);
org = self.origin + v_up*10;
while (shell_qty > 0)
{
dir = -v_right*75 + v_forward*(random()*50) + v_up*(100 + random()*100);
avel = vecrand(0,300,TRUE);
Launch_Grenade(org, dir, avel, CT_PROJ_SHELLC);
shell_qty = shell_qty - 1;
}
};
#477 posted by Shambler on 2017/02/01 10:49:04
I am now officially requesting a mod that gives the shotgun shells trajectory distance drop off, but also gives grunts and dbs enforcers z-awareness to compensate.
#478 posted by PRITCHARD on 2017/02/02 13:25:02
What happened to mon_eel? It seems to be entirely non-existent except for one tantalizing line in the documentation. Was it cut from the release?
There was a build I tested with mon_eel, it was a projectile type monster instead of a close range style one from the expansion.
I don't remember having great things to say about the implementation in place, plus I wasn't making a level that utilised it. None of the new maps had significant water sections so I am guessing Sock considered it bloat and binned the enemy off.
#480 posted by PRITCHARD on 2017/02/21 03:12:33
Is it possible to have an item resting on top of a func_breakable that falls down when said breakable is destroyed?
#481 posted by topher on 2017/02/21 03:21:45
there are several secrets in ad maps that are exactly that
#482 posted by muk on 2017/02/21 03:23:59
I believe the spawnflag "Floating" on items is what youre after.
ad_necrokeep does this.
Yap
#483 posted by mjb on 2017/02/21 11:55:02
Breakable targets item you want to fall. Have it start with floating flag.
I Feel Bad
that he didnt work out the secret language of the red painted doors (with skull wings). If he just hit the first door he'd be set. Oh well.
He seemed to have enjoyed it mostly.
#486 posted by PRITCHARD on 2017/03/22 11:07:34
How are we supposed to enter the path for ambient_custom_sound? Using the noise key, I tried "sound/ambience/liquid_bubble.wav", "ambience/liquid_bubble.wav" and "liquid_bubble.wav" and none of them worked.
AFAIK
#487 posted by damage_inc on 2017/03/22 18:22:06
All custom sounds go in "sound/" but you do not include it as part of your path.
Hence, your "ambience/liquid_bubble.wav" should work as long as it's a valid .wav file, no spelling errors and is located in the "ambience" directory inside of the "sound" directory.
This is taken from an ad_swampy custom sound entity: "ambience/woodcreak2c.wav"
Using "liquid_bubble.wav" would mean that you just have that .wav file under the "sound" directory by itself.
It's pretty straight forward so I don't know why you are having problems with it, good luck.
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