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Conquest: Monster health bars and mid-air damage prints

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Postby Tei » Sun Mar 20, 2005 3:11 pm

Imho the backtopic of Quake its alternate dimensions. You move from future dimensions to backwards dimensions. Even to alien dimensions.
Also exist some very ancient criatures, the acncient gods, that hare bastly evile and want to corrupt everything under his black control. After the breach on SliperGate One you mission whas to kill one of these ancients gods, the Sub Nighrath, that its triing to control the earth for is corrupt purposes.
=> Its ok to have futuretech on oldish dimensions.

imho.
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Postby scar3crow » Tue Mar 22, 2005 5:00 pm

well instead of doing "shields" for certain monsters... you could do the equivalent for demons with magic, and make it correlate directly to Quake in making the Earth Magic, Black Magic, Hell Magic and Elder Magic.

each monster has unique types of magic protection, +5% boost depending on the dimension they are in. a Hell Magic creature in episode 1 gets a small bit of Earth Magic protection due to the residual mana in the realm, and a Black Magic creature in the Realm of Black Magic gets a +15% bonus to that magic.

however grunts and enforcers could still easily have "Shielding" (i just dont see a rottweiler packing shield technology)

oooh, even more so... a player in possession of a rune gets +30% boost to that type of shielding/magic. so defeating the Earth Magic Realm makes the Black Magic Realm is a little less tough, because you now hold up better against plain scrags, knights, and ogres, however death knights are still quite the danger, for they are a new magic to you at that time

i dunno, just musing.
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Postby Entar » Tue Mar 22, 2005 6:16 pm

That's a pretty good idea, scar3crow - it would also discourage players from beating the game backwards...
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Postby Kools » Tue Mar 22, 2005 9:12 pm

Magical shielding was exactly what I was going to suggest untill I read scar3crow's post.
That would fit the theme quite nicely, I'm very much interested in seeing it's outcome.
The health bars are awesome by the way, good work!
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Postby Spirit » Tue Mar 29, 2005 8:26 pm

Somehow I can't compile the hp_install stuff. Some function seems to be different than it should be in my sources :oops:

Could someone just compile the plain quake1.06 & the hp-bars for me? Would be really(!) nice.

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Postby Supa » Tue Mar 29, 2005 9:33 pm

Fair enough. I was going to attach it but I3D's attachment system isn't quite working right now, so I'll mail it.

It is a bit hacky but A) I only took half an hour on this :P and B) the instructions don't match up with id106 in some places.
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Postby Wazat » Tue Mar 29, 2005 10:57 pm

Doh!

Sorry, it wasn't working. Here are some fixed instructions (attached, assuming I3D attachments work). I also fixed it in the downloadable .zip:
installer
ready-to-play example mod

What's changed:

In NOTICE about engine suport:

Make sure you have dpextensions.qc in your mod, or be prepared to remove whatever .floats etc I use (such as .alpha, EF_NODEPTHTEST).

Step 4:
don't add that line above "client.qc", add it above "combat.qc". My bad.

Step 8:
targ.health = floor(targ.health - take);
should actually say:
targ.health = targ.health - take;


I've tested adding it to plain old 1.06 source. It should work now, I hope. Sorry about that. ^_^
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Postby Spirit » Wed Mar 30, 2005 5:22 am

^^
Thanks a lot to both of you :wink:
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