What are you working on?
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lol, actually he's a little prick regarding resources like ammo and health. Cooperation and giving up resources in favour of the player is something that yet needs to be learned. However, the bot already opts for the lowest available level medikit, so he won't run to the megahealth like a sissy in the first scratch. The next step is to implement buttons usage.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Stuff that is slowly progressing:
Some spookiness (of sorts)
More of same.
Level in worldcraft, as it is so far.
Started in 2007/08, have done more in the last month than in the previous 2 years. Prolific I am.
Some spookiness (of sorts)
More of same.
Level in worldcraft, as it is so far.
Started in 2007/08, have done more in the last month than in the previous 2 years. Prolific I am.
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
@ajay: The atmosphere is indeed creepy. You almost feel as if something will jump from one of the dark alleys to attack you. But I second Tei observation: you should use a more faithful model for the light poles. They kinda break the mood. Otherwise, an impressive map.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Re: working on..,
Madfox wrote:
and now the hardest part to make them behave in an original way.
I would like to give the OldOgre a new attack way, like shielding itself off and refleckt ammu.
Dude, this is VERY cool! I don't know what you plan on doing with this monster, but we have a vacancy at the moment for a summoned monster in my mod AGR, and and this would be so cool. Make him only use axe, but make him very very TOUGH. LOVE the idea of him reflecting damage back at attacker!
Can I just say that I'm stunned by all the amazing quake1 stuff I see ppl working on here. My question is - are these ideas getting appreciated by players, or are they made for fun?
Do you guys still play? I didn't see any of you at Rock2ober 2009.
OneManClan
www.customtf.com
- OneManClan
- Posts: 243
- Joined: Sat Feb 28, 2009 2:38 pm
frag.machine wrote:@ajay: The atmosphere is indeed creepy. You almost feel as if something will jump from one of the dark alleys to attack you. But I second Tei observation: you should use a more faithful model for the light poles. They kinda break the mood. Otherwise, an impressive map.
I agree with you both; the posts are just copied from Raptors and are awful. I've done another version which is more in keeping with the mod I'll replace all the old ones soon-ish. Would prefer to find a mdl though... making my own one is 'outside my skillset' (I'm useless) however.
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
A different angle, plus different posts, no more realistic, but slightly more in keeping aesthetically.
The area on the left isn't finished, won't be that dark when done.
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Teiman wrote:I think you sould raise the view of the player a bit ( view_ofs ?). The Stepsize of Quake is very big, and looks weird and unnatural on a realilstic setting.
Or just make steps a realistic size -- you're not required to make them as tall as possible.
- metlslime
- Posts: 316
- Joined: Tue Feb 05, 2008 11:03 pm
ajay wrote:Stuff that is slowly progressing:
The building textures appear to be a bit out of focus. Hmm though, it adds depth to that image. Would be interesting in the future if an engine supported a blur filter to map textures based on distance...(?)
- r00k
- Posts: 1110
- Joined: Sat Nov 13, 2004 10:39 pm
Ajay: what version of Worldcraft are you using? I haven't used one since 1998 or so and would like to try it again.
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Error - InsideQC Staff
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- Location: VA, USA
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