Vortigaunt QC
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Vortigaunt QC
Here's a little patch that put HL vortigaunts into Quake. They're a bit dangerous, and comes with source code.
File: http://www.quaketastic.com/upload/files/single_player/mods/vortigaunt.zip
Here's how they look in-game:

File: http://www.quaketastic.com/upload/files/single_player/mods/vortigaunt.zip
Here's how they look in-game:

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Orion - Posts: 476
- Joined: Fri Jan 12, 2007 6:32 pm
- Location: Brazil
Agreed. The only HL characters that has some place on Quake are the aliens(not all). Yeah, what's the point of encountering and fighting Freeman in the middle of vanilla Quake maps?
Now the aliens you can assume they're allied and are trying to kill the Quake Guy.
But it depends on the mod you're working, because if your mod has new maps etc, you can change the storyline and put HL chars in it.
Now the aliens you can assume they're allied and are trying to kill the Quake Guy.
But it depends on the mod you're working, because if your mod has new maps etc, you can change the storyline and put HL chars in it.
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Orion - Posts: 476
- Joined: Fri Jan 12, 2007 6:32 pm
- Location: Brazil
Cool! Love the attack. The collars interesting...
Like to see a map with scrags, fiends, vores, vortigaunts and orb, with some alien landscape such as Hrimfaxi's Voidscape ???.
Hmmm... maybe orb with his humanesque weapon would be out of place. Quoth's Night Gaunts, Polyps and Droles would make it a real hotpotch.
The mix of human and alien enemies in quake has always niggled me. HL 1 did it much better.
Like to see a map with scrags, fiends, vores, vortigaunts and orb, with some alien landscape such as Hrimfaxi's Voidscape ???.
Hmmm... maybe orb with his humanesque weapon would be out of place. Quoth's Night Gaunts, Polyps and Droles would make it a real hotpotch.
The mix of human and alien enemies in quake has always niggled me. HL 1 did it much better.
- stevenaaus
- Posts: 23
- Joined: Fri Jan 08, 2010 10:15 am
Feel free to use it anywhere you want, as long as you credit me.
And also, the hgrunt I've done before the vortigaunt, but it's not as smart as HL's. Still need to put reload AI on him, though. They already throw hand grenades when not seeing the enemy.
And also, the hgrunt I've done before the vortigaunt, but it's not as smart as HL's. Still need to put reload AI on him, though. They already throw hand grenades when not seeing the enemy.
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Orion - Posts: 476
- Joined: Fri Jan 12, 2007 6:32 pm
- Location: Brazil
of course you get credit
I know you have done the headcrab,houndeye, and barnacle+this, all I need to complete the alien monsters in my game from hl1 is the bullsquid, and a xen light stalk.
I also need a the soldier(which will be redone a bit to become a combine soldier)
I know you have done the headcrab,houndeye, and barnacle+this, all I need to complete the alien monsters in my game from hl1 is the bullsquid, and a xen light stalk.
I also need a the soldier(which will be redone a bit to become a combine soldier)
Last edited by Biodude on Fri Apr 02, 2010 2:48 pm, edited 1 time in total.
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Biodude - Posts: 186
- Joined: Wed Aug 27, 2008 7:17 pm
The zombie hit sound wasnt working on any engine I tried, preche error. I converted some more hl1 vort sounds to quake 1 like charging, zapfire,clawmiss,claw hit if you want to use those instead.
http://www.sendspace.com/file/ioaysw
read the pm I sent ya
http://www.sendspace.com/file/ioaysw
read the pm I sent ya
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Biodude - Posts: 186
- Joined: Wed Aug 27, 2008 7:17 pm
I'm gonna download zie quake-life source code now... LOL!
I love HL single-player maps.
Gotta convert and throw in HL monsters.
Will be ready on 12 years, because there are a LOT of monsters.
And I'm not doing that because someone requested, I'm doing that because I love coding.
I love HL single-player maps.
Gotta convert and throw in HL monsters.
Will be ready on 12 years, because there are a LOT of monsters.
And I'm not doing that because someone requested, I'm doing that because I love coding.
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Orion - Posts: 476
- Joined: Fri Jan 12, 2007 6:32 pm
- Location: Brazil
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