Explosion Sprite
#485 posted by sze on 2020/10/12 23:10:25
Hey Madfox, dunno if it's still relevant and I understand the problem correctly, but I found out why the explosion sprite for the skeleton doesn't appear. I looked at your quasm2.41qc.
in skeleton.qc you basically remove the projectile instantly when it hits anything, instead of waiting for the explosion animation to be played and then removing it.
To fix it, in skeleton.qc line 247: replace "remove(self);" with "BecomeExplosion();"
The last frame of the explosion sprite automatically then gets rid of the projectile. Hope it helps.
Yes!
#486 posted by madfox on 2020/10/13 15:22:01
Hey see.., thanks for the hint!
It's possible I have overseen the explosion effect. After all the coding these little errors keep breaking me up.
I will add it after I finished the code for that last Worm in the game.
Sprites
#487 posted by madfox on 2020/10/26 04:49:33
It seemed to be the thing I was looking for @sze!
Now I understand yhe1's complain about no explosion.
It was a long consistent error. I could add it to the Sacrof and Faust.
I'm looking for a sprite thet could compare to the sparkle edgy thing from Chasm.
I made a start with it, but it is still under construktion.
That way I could also change the Skeleton's attack with some kind of fire flash.
After playing Chasm again I can't get rid of the idea Quake plays much slower than Chasm.
#488 posted by yhe1 on 2020/10/26 05:22:30
Glad you got that solved.
Add it to the Stratos as well, the manual shows that the stratos is supposed to fire missiles.
#489 posted by yhe1 on 2020/10/26 10:05:48
The video is private
Ounlblished
#490 posted by madfox on 2020/10/26 11:19:46
It was only for a short seeing if the chasm monsters would jump. Actually they need a trigger_jump.
#491 posted by yhe1 on 2020/11/03 01:21:31
Hey madfox, sorry, the method of attack for the big Phantom that I told you is wrong. The big phantom should fire 3 homing projectiles like a vore. You should take a look at the coding help thread.
#492 posted by yhe1 on 2020/11/05 01:14:43
Can you do a video of your phantom that shoots three voreballs? I could compare it to chasm.
Skill 2
#493 posted by madfox on 2020/11/05 03:20:33
Not sure what happened. All skills use the same trigger_counter for three to open the second door, but only normal works. It are the same amount of enemies, three to kill. But the counter asks four?
Three voreballs are a lot to cash. You can't compare this to Chasm, as I explained in the code tread. See for yourself.
Quasm_dev2.44
#494 posted by yhe1 on 2020/11/05 03:50:06
I think it is pretty good. It is pretty similar to chasm, as the Chasm bats themselves often stay together and not spread out. I think all you need to do is lower the damage to something like 15, remove the explosion, and change the model to chasm bat
Well..,
#495 posted by madfox on 2020/11/06 18:50:50
- Added NewHero as enenmy ,should be a dmplayer, no runattack yet.
- Voreball explo not deletable, as incapsulated in Become_explosion.
- Lasts touch will be endboss Worm & hart.
Quasm_dev2.45
#496 posted by yhe1 on 2020/11/07 04:22:24
It seems that the voreball explosions have a lot of particle effects than the explosions of the Scarof and the Faust.
#497 posted by madfox on 2020/11/07 11:56:20
I used a new s_puff.spr sprite in the voreball explosion in order to eliminate that. It seems as soon as Become explosion is called it relays on the older command, so this new sprite causes this effect.
I'm searching for another way to pass this old explosion effect.
I have the idea the banshee is a better way to make the fantom's attack clear. It may be a bat in Chasm, but that's a rather dark projectile.
#498 posted by yhe1 on 2020/11/07 18:38:56
I think the way the banshee spins is a bit weird, that is why I suggest to change to chasm bat.
Or maybe the red voreball from mission pack 2 could be a good choice.
One more thing before I forgot, you said before that you have code to make the shielded ogre only take damage from certain attacks. The chasm zombie only take damage from explosives.
#499 posted by madfox on 2020/11/07 22:47:45
Chasm zomie = deadguy?
#500 posted by yhe1 on 2020/11/07 22:55:02
Yes
#501 posted by madfox on 2020/11/08 11:42:17
Where does the banshee fit in?
The shield code only preserves the higher weapons range. So I could make deadguy only vulnerable for grenades. The shotgun uses another code that's not available for this purpose. So this is still in progress.
It would be nice if I could give the first dead frame a Throw_gib head.
#502 posted by yhe1 on 2020/12/20 21:26:28
Madfox, check the mapping and banter discord, we were talking about the Stratos projectile there.
And
#503 posted by madfox on 2020/12/21 17:01:43
I was thinking of a way to get the spiral trace code of the new Stratos sprites turning.., here.
#504 posted by yhe1 on 2021/02/04 04:39:00
Say your new video, you got the stratos's projectile working?
End Boss
#505 posted by madfox on 2021/02/05 12:19:47
I'm working on a boss map with heart and worm. It becomes a little tricky as I see no way to make a player sink through a haunting worm basebox. There shall be a work around for ir, but I'm still searching.
When I started the mod I was planning to convert the monster files. Didn't had the idea to make it solid for an end boss.
#506 posted by yhe1 on 2021/02/05 22:41:54
I think that end boss fight needs to be redesigned anyway, since if you maintain the "Player jumping into worm" mechanic, the worm must be really small. Thw worm needs to be same size as shub.
Can you do a picture of shub and the worm next to each other?
#507 posted by madfox on 2021/02/06 01:29:41
It's possible to make the bouncing box of the Worm shrimp to a one unit tall. Point is to make a clipping brush under it to vanish on the moments its mouth is wide. For now I haven't found a workaround to use a clipbrush. When I use a func door the model falls through it.
#508 posted by yhe1 on 2021/06/27 08:19:24
I noticed in alkaline there is an new explosion sprite which does the require the particle effects. Maybe you can use this sprite to solve the Problem of the explosion particles not appearing.
Error In Quakespasm And Ironwail
In Quakespasm 0.94.3 and Ironwail 0.6.0. when loading the test81 map, I get a hard crash to the desktop with this exception:
posenum >= MAXALIASFRAMES
I assume this means there are too many frames in one or more of the models. This loads in Mark V r4, Quakespasm-Spiked and FTEQW.
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