No
#35 posted by madfox on 2019/11/19 16:06:47
Mong has more pain & attack poses.
Framecount
#36 posted by madfox on 2019/11/20 02:55:55
Here is framefile of the player and mong.
As you can see the painframes are 6-14 -13 for the player
and 8-11-14 for mong so there is not so much difference.
It are more the attack scenes that make it look slower.
#37 posted by yhe1 on 2019/11/20 03:57:27
I think the best way to test the attack speed is to have a map with both the mong, the grunt and the enforcer. As long as Quake monsters and Chasm monsters have similar challenge, it should be okay.
Also, infighting isn't working for the chasm monsters yet, but you could have a mong infight with a enforcer to test the balance.
#38 posted by yhe1 on 2019/11/21 03:39:05
Also, is the rifle model converted from chasm, or you made it yourself?
Rifle
#39 posted by madfox on 2019/11/21 18:43:38
The models are imported from chasm. I tried ro texture them myself but then it's almost impossibe to stay to the original.
Only two monsters have a flare mouth on their weapon. I just have to decimate it and keep one or two to create a polygon.
If I try to merge one into the model the skin texture gets ruined.
#40 posted by yhe1 on 2019/11/22 04:00:53
Then I think the weapon should not be centered, but to the right like Chasm.
Also, so now you minimized framecount as much as possible for the stratos, faust, and mong while retaining all their animations?
Self.nextthink = Time + Much Faster Than 0.1
#41 posted by madfox on 2019/11/22 06:58:17
You want to shoot it like in Doom. Chasm has the same effect with part of an arm. I don't like the way the animation holds back the playscreen.
The poses are as much relayed to the quake frame rate.
So no, they don't have the original animations. Most of them are minimazed to a half to compete the right framerate.
I could try to add a self.nextthink = time + 0.05; to make them twice as fast but it don't works that way.
#42 posted by yhe1 on 2019/11/22 07:06:52
After loading Chasm through Dosbox, the monster don't attack as fast as I thought, so I think the currently attack rate in 2.01 is acceptable.
How is the infighting coming along? it is a bit odd to just see them following each other around.
Also, I think the mong has an animation in which it reloads it gun in idle pose.
#43 posted by madfox on 2019/11/23 23:45:02
I attached the look-around pose to the Mong_stand pose. I could attach another pose, but the fact I don't see it appear sometimes it does constantly. So my qc is a bit witz to do so.
In fight has to do with health setting and the reason why they attack eachother.
#44 posted by yhe1 on 2019/11/24 01:32:57
By infighting, I mean that when a faust hits a stratos by accident, the stratos will simply follow the faust around but without attacking him.
Just wanted to be clear that we are talking about the same thing.
#45 posted by madfox on 2019/11/24 09:57:04
Yes. I understand but how to be codewise to do so.
Isn't the Ogre also attacking when catching damage from another entity?
#46 posted by yhe1 on 2019/11/24 20:07:05
Yes, all Quake monsters infight, so there should be in fight code for each of them.
How did you get the infighting working for the custom monsters in fourfeather?
V2.02
#47 posted by madfox on 2019/11/25 04:19:45
I never really cared as it turned up to go all right.
Of course you can outplay two enemies against eachother by putting them in fireline.
But I can't see a decent way to prohibit this attack somewhere in the qc.
I made it into a running map now after some clipping.
Slowly evolving to the first Chasm look alike.
- Added sounds for Stratos, Spider MonGrunt and Faust.
- Minimazed Faust pain frames from 16 to 8.
- New static for alarm sign.
- Added some teleporing monsters and slipgate.
- repositioned the gun to right side.
chasm_quake_dev2.02
#48 posted by yhe1 on 2019/11/25 05:26:40
If I may make an suggestion, after you got a few of the monsters perfect, you should insert them into your old maps, like grunt grenading, and release them.
#49 posted by yhe1 on 2019/11/25 05:37:20
The Stratos no longer kicks me?
It seems that the faust's melee attacks are slower than the mong, they should be the same.
V2.03
#50 posted by madfox on 2019/11/25 05:42:29
Here is a better version with a correkted Stratos.
I had all attack scenes wrong. Forget the other version.
#51 posted by yhe1 on 2019/11/25 05:51:12
Regarding the infighting, Chasm monsters infight in the original, so why would you want to prohibit the attack?
#52 posted by madfox on 2019/11/25 05:54:04
I can make their attacks the same count. For now I feel as if the side routines "looking around" make them slow as it are quiete long frame scenes.
So goes for Faust, although I haven't found out to make it close combat with check_attack.
#53 posted by yhe1 on 2019/11/25 05:59:11
I think for the lower tier monsters, the melee damage and rate should be close to the Quake knight.
For the higher Tier monster, like Gross, Punisher, lionman, and Viking, their damage should be slightly higher than a death knight.
#54 posted by madfox on 2019/11/25 07:45:46
How do you like the map?
#55 posted by yhe1 on 2019/11/25 10:05:45
it is a good recreation of a chasm map, but of course stuff like Tormentarium and fourfeather are better
Map Isn't Finished Yet.
#56 posted by madfox on 2019/11/26 10:44:18
Coming soon to a retailer near you.
Full feathered mission level editor.
#57 posted by yhe1 on 2019/11/26 18:27:17
Can you put some grunts and enforcers in there as well to see how they work together?
#58 posted by yhe1 on 2019/11/26 21:29:09
The chasm rifle is too weak, takes too many hits to kill even a quake grunt
No Idea
#59 posted by madfox on 2019/11/26 22:38:57
It is the same code as the normal gun.
Here is some comparisment with the usual Quake enemies.
They all start an infight.
v2.04
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