Willem
#5295 posted by Spirit on 2008/11/29 22:15:48
I sent you a mail ~12 hours ago, did you get it (got some weird relay errors when trying earlier, that's why I ask).
#5296 posted by JneeraZ on 2008/11/29 23:02:08
Yep, I got it. Will reply...
Very Nice
#5297 posted by DaZ on 2008/11/29 23:17:58
but I must say, is that the q2 rock texture? Its horrible :(
If you can find the texture wad that is floating around from the game "Rune" it has some great rock textures in it, I've been using them exclusively in my maps for a long time.
DaZ
#5298 posted by RickyT33 on 2008/11/30 02:43:12
will check it out... ;P
Willem: Thanks :-)
Great Ricki
#5299 posted by bambuz on 2008/12/01 02:16:25
show r_showtris 1 fitz shot from that rocky area!
Reminds me of your earlier stuff and terra's first maps too, which means it's great...
I Like That Rock Texture
#5300 posted by Drew on 2008/12/01 02:28:07
I guess it could use some scaling it up or whatever, but I think it looks fine.
More Monsters...
#5301 posted by madfox on 2008/12/02 23:39:16
#5302 posted by Trinca on 2008/12/02 23:47:44
arghhhh i always hated this one in doom :\
That Idle Sound
#5303 posted by than on 2008/12/03 00:38:00
that they make used to really piss me off/freak me out
Grmpf
#5304 posted by madfox on 2008/12/03 00:58:26
I can hardly relate them to any sound, that's a small problem to me.
Sofar I can make them visible in Quake, but Doom has that 16bit texture that's horrible to substitute in Wally.
Further I get the nasty habbit, that when I export them to a modelling studio they immedeately start with vertices mixedup.
So I have to counterpart all loosing frames.
Most important is getting a good base/tex frame.
OK...
#5305 posted by JneeraZ on 2008/12/04 22:55:58
So who is working on stuff? I'm doing a medieval map at the moment that's already running me over an hour in VIS time - not sure why, but it is. I don't intend for it to be massive though.
Anyone else?
Working
#5306 posted by Zwiffle on 2008/12/04 23:00:17
On playing with textures for a project I'll be starting based off whether I can get the textures to feel/look how I want them to.
#5307 posted by Trinca on 2008/12/04 23:46:03
release soon... :\ i realy want to start a fresh no stuff
#5308 posted by necros on 2008/12/05 00:01:24
just my tower map atm. i seem to be stuck though. :P
Working On Something
#5309 posted by HeadThump on 2008/12/05 01:59:10
until I start to hate it all over again, and then I'll go back to the thing I haven't put up in the editor in over a year and if it looks slightly less repulsive than I remember, I might get that one to Alpha.
Modelling
#5310 posted by madfox on 2008/12/05 02:21:34
I'm working on the doom monsters for quake, but it's hard to substitute their sprite attacks. Quake won't give me more than one frame mdl seq.
RemakeQuake
#5311 posted by ijed on 2008/12/05 15:24:10
Long time finishing, but what's already been completed is a great incentive.
RemakeQuake
#5312 posted by Orl on 2008/12/05 18:12:50
How much is finished so far, ijed?
Hm
#5313 posted by ijed on 2008/12/05 19:07:40
~9 maps in beta.
We're basing all the code off the gameplay needed in the maps, meaning as the maps get closer to completion more entities will probably be introduced.
The basic stuff like old, known bugs and a completely reworked multiplayer system is close to finished.
New enemy list:
Axegrunt
Nailgrunt
Berserk Ogre
Nail Ogre
Vomitus
Lavaman (subject to change)
New Behaviours:
Spawning (Quoth style)
Sleeping
Dodging (mild)
Flagged 'Wargear' (some monsters can carry extra stuff)
General AI improvements
Monster grouping
And lots of stuff in the works.
Lavaman (subject to change)
Is that, like, the miniature Chthon? I didn't like those a single bit.
Yeah
#5315 posted by ijed on 2008/12/05 19:24:11
That's why we're thinking to change them - a scaled down chthon doesn't add much.
Meltpod
#5316 posted by madfox on 2008/12/05 21:24:18
I was melting some archville mdl.
What a creep that qmle and verticecounts.
http://members.home.nl/gimli/archville.wmv
He's
#5317 posted by ijed on 2008/12/05 21:30:57
Not going to blast the player in place?
Like the walk animation.
He Crawls So Hard I Couldn't Make A Demo Before He Grabbed Me
#5318 posted by madfox on 2008/12/05 23:21:19
It's a tryout for seeing how far I could imitate its original sprite.
For testing the walk scene I just put notarget.
Woah
#5319 posted by Spirit on 2008/12/06 10:39:03
That looks great. What a creepy bastard! Textures/Skins are always the "yay or nay" parts, it definitely is on a good way.
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