Candybar Overdose
#416 posted by
sock on 2013/08/30 16:53:13
@mfx, I love how the german language mashes words together! Strudelteleporter! :)
Shadowgate (S1M1) was the first test map I created for the mod and it seemed like a good place to start with my candy bar marathon.
Guard duty in the
cave, a new
beginning and an
indoor slime pit!
#418 posted by
sock on 2013/08/30 17:14:34
@onetruepurple, do what? all the map still work perfectly fine in Fitz engines. This eye candy pass only works if the DP/FTE engine is being used. I want this mod to support more Quake engines with better specific content.
#420 posted by
Spiney on 2013/08/30 20:39:49
I think the water looks too high res compared to the rest though
It's Amazing Though How Much Those Subtle Coronas Add
#421 posted by
Spiney on 2013/08/30 20:40:52
#422 posted by
skacky on 2013/08/30 23:46:23
This is probably the only amazing use of the Darkplaces engine so far. It looks fantastic.
Had A Look At DP...
doesn't work on the windows surface pro either... so far only DirectQ works.
The touchscreen seems to mess up the mouse controls I think.
The Lighting
#424 posted by
nitin on 2013/08/31 02:20:03
in shots 1 and 3 looks rad.
Shot 1
looks like a freaking painting! Great work.
#426 posted by
sock on 2013/08/31 17:23:27
@Spiney, yeah the water/slime texture is double resolution so that the normal map can pick up light detail properly. I fixed this with the portal but felt the water needs the detail because it appears on large surfaces.
@FifthElephant, so you bought a computer than cannot run a 17year old game!?! :P
@SleepwalkR, I am using fog and light to give the image a nice vivid style, looks gorgeous in game.
Meat Meat Meat!
#427 posted by
sock on 2013/08/31 17:31:32
One of the primary features of the stealth system is that monsters explode into a shower of body parts and the default system is very basic (arm/leg/torso/slice) and the uv skins are a mess.
I think the killing of monsters should be something visually interesting, so I started by
rework the existing assets and add new multiple frames for variety. The next step was to create custom body parts which randomly drop and the final step to add various explode and impact sounds to the gibs.
Here is a collection of the more unique body parts that can appear from monsters, this is an ongoing process and more will be made.
"so you bought a computer than cannot run a 17year old game!?! :P "
Yeah it runs on DirectQ, but every other engine I have tried the controls go super crazy as soon as you jump in the game. The only thing I can think is the touchscreen causing trouble.
Even worse is I couldn't get the editor working either up until recently, I almost cried.
#429 posted by
Spiney on 2013/09/04 02:20:56
@sock hmmm, looking at it again I think it's more the intensity of the normals that are causing the reflection/refraction to break up in hard edges. Have you tried lowering the contrast in the normals a bit? Looks great either way.
DP Progress
#430 posted by
sock on 2013/09/04 18:05:14
@Spiney, I have not had a chance to do anymore with the liquid textures, I am still working my way through creating a new set of DP particles that look similar to the original game. When I use the default particle settings it feels like I am at disco having an epileptic fit! Too many bright lights and crazy colours.
I had a funny error today. I was testing some new DP specific particle calls in QC and got this
error message which had a ton of corrupt text at the bottom of the screen. In a weird way it sort of made sense, I sat staring at the screen wondering what sort of maintenance was going on and which button I had to press
... :P
#431 posted by
Spirit on 2013/09/04 18:35:18
Ask leileilol at i3d, he has faithful particles.
Error Message
#432 posted by
ijed on 2013/09/04 21:40:16
If that wasn't your story that'd be the coolest error message ever.
All Votes Are Welcome ...
#434 posted by
sock on 2013/12/02 17:20:36
#437 posted by Yhe1 on 2013/12/20 05:17:38
Sock, can you turn In the Shadow's crossbow into a normal weapon during normal mode?
#438 posted by
sock on 2013/12/20 13:32:03
@Yhe1, I am not sure why would you want a crossbow in vanilla Quake? It only does 1 point of damage at the moment, its primary use is distractions. I really should fix the model and skin, crazy low detail :D
#439 posted by Yhe1 on 2013/12/21 10:16:29
I am asking whether you can turn it into a proper weapon for the vanilla quake mode.
Some Belated Feedback, FWIW
#440 posted by total_newbie on 2014/08/19 14:05:43
So work on ITS continues, I hope?
Just revisited ITS demo v1.1 after having watched part of Daz's playthrough of it, and for the first time I "got" the stealth mechanics and had lots of fun with it.
Obviously the brushwork and everything else is just sensational and I am going to go and cry in a corner now because nothing I ever make will be anywhere near this good, but before I do that, I'd like to post three suggestions:
1) Perhaps make it more obvious in the tutorial that the player has unlimited arrows. Because the tutorial emphasises how precious the poison arrows are, I assumed the regular ones to be just as limited. Once you realise you're free to use arrows to take take down each and every enemy, shoot buttons, etc., it all becomes so much more manageable.
Just one additional sentence in the tutorial (e.g. "You have unlimited arrows", or something like that) should suffice).
2) Even if there is no automatic switch to the poison crossbow, it's too easy to use poison arrows by accident. Having two visually different weapons on screen (not just a subtle colour change in the arrow itself) should make it less likely that the player will use up the poison arrows by accident. (I guess others have made similar points above.)
3) Perhaps explain that when the amulet reactivates, the red pentagram on the floor indicates the player's last position. I guess the text about having to "keep moving" hints at that, but I never understood it before watching Daz's video, and knowing that also makes the stealth gameplay far more manageable.