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Postby venomus » Sun Jul 30, 2006 9:10 pm

unused iD monsters.


Does that include finished off versions of the unused Qtest monsters ? (e.g. SoE dragons, Nehahra vomitus). As these have already been re-made it might make sense to just use them, though we can't know how close they actually are to iD's vision. The John R interview on Qexpo has some interesting info though:

scar3crow: In QTest one can find a model for a dragon, and also a creature called the Vomitus, along with a dragon.qc. What was the Vomitus going to be like, as it has a very curious name, and is the Dissolution of Eternity dragon similar at all to what was planned for Quake's dragon?
John Romero: I can't remember the DoE dragon, sorry. Our dragon was going to be a massive fly-by that traveled along a path outside the level, dropping in for some firebreathing every now and then. Mostly it was gonna be for a cool, huge character event. The Vomitus was going to be something disgusting that vomited small versions of itself that attacked you.


I think FC/Tronyn's dragons are a good remake, maybe the Nehahra vomitus could be adapted to spawn babies that slowly grow, that would be sick.
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Postby Dr. Shadowborg » Sun Jul 30, 2006 11:01 pm

venomus wrote:
unused iD monsters.


Does that include finished off versions of the unused Qtest monsters ? (e.g. SoE dragons, Nehahra vomitus). As these have already been re-made it might make sense to just use them, though we can't know how close they actually are to iD's vision. The John R interview on Qexpo has some interesting info though:

scar3crow: In QTest one can find a model for a dragon, and also a creature called the Vomitus, along with a dragon.qc. What was the Vomitus going to be like, as it has a very curious name, and is the Dissolution of Eternity dragon similar at all to what was planned for Quake's dragon?
John Romero: I can't remember the DoE dragon, sorry. Our dragon was going to be a massive fly-by that traveled along a path outside the level, dropping in for some firebreathing every now and then. Mostly it was gonna be for a cool, huge character event. The Vomitus was going to be something disgusting that vomited small versions of itself that attacked you.


I think FC/Tronyn's dragons are a good remake, maybe the Nehahra vomitus could be adapted to spawn babies that slowly grow, that would be sick.


Yes, it does include the "finished" versions of the unused monsters.

SoE's Dragons are if I'm not mistaken a perhaps slightly stripped down variant of the original Dragons patch originally made by Patrick Martin. As for Nehahra's Vomitus, it will probably be adapted into some sort of spawn / tarbaby generator, unless the version Asaki mentioned he was working on during QExpo 2006 comes out.

I'm uncertain as to how many other monsters remain from qtest (I don't have qtest and have been unable to find it as yet) beyond the dragons, vomitus and that big serpent thing that was briefly used in the anaconda mod / map. Perhaps somebody would care to help fill in info regarding any unused iD beasties missing from this list?

I also chatted briefly with neg|ke on irc regarding certain things such as control over setting monster armor, health, weapons, etc. as well as minor AI related items such as infight susceptibility, speed, retreat event (i.e. monster waits around then retreats along path_corner defined paths when it sees a player, possibly alerting other monsters as it goes / triggering / locking doors, etc.), angrytarget for starting monster infighting when triggered as well as walking in on a monster infight horde and them dropping everything and attacking the player when they see him, etc.

We'll just have to wait a see how things pan out.
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Postby leileilol » Mon Jul 31, 2006 3:11 am

the dragons patch is extremely complex D:

maybe utilize the lone gunmen's dragons?
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Postby venomus » Mon Jul 31, 2006 9:55 am

lol I just found Qtest.

Here are the unused monsters or with different models:

dragon.mdl
fish.mdl
serpent.mdl
shalrath.mdl
vomitus.mdl
Last edited by venomus on Mon Jul 31, 2006 10:20 am, edited 1 time in total.
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Postby FrikaC » Mon Jul 31, 2006 10:10 am

I think you're thinking of the shalrath model. The wizard model is alomost exactly the the one in the final version of Quake, except with a 'cleaner' skin (though it's messed up on one side and with a dozen more animation frames (some weird stretch out anim)

Image

The shalrath on the other hand is mucho different from the one in game that we know and love, however it shares the same head as the final shalrath. However, the body kinda reminds me of Orko.

Image
Last edited by FrikaC on Mon Jul 31, 2006 1:13 pm, edited 1 time in total.
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Postby FrikaC » Mon Jul 31, 2006 10:37 am

venomus wrote:lol I just found Qtest.

Here are the unused monsters or with different models:


Please don't edit your message to completely change what it says, now my reply to what you said before looks completely out of place.

And it's not that hard to find qtest, just google for "more_idstuff", the original cdrom.com folder that held it.
Last edited by FrikaC on Tue Sep 05, 2006 1:25 am, edited 1 time in total.
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Postby spamalam » Mon Jul 31, 2006 10:22 pm

FrikaC wrote:
venomus wrote:lol I just found Qtest.

Here are the unused monsters or with different models:


Please don't edit your message to ompletely change what it says, now my reply to what you said before looks completely out of place.


erm is that a joke? Don't be such a hard ass mr man! :lol:

That's why you need to quote, to prevent rapscallions from making you look nonsensical
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Postby FrikaC » Mon Jul 31, 2006 10:50 pm

I think that sounds fantastic, let me know how it turns out.
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Postby venomus » Tue Aug 01, 2006 3:05 am

FrikaC wrote:
venomus wrote:lol I just found Qtest.

Here are the unused monsters or with different models:


Please don't edit your message to ompletely change what it says, now my reply to what you said before looks completely out of place.

And it's not that hard to find qtest, just google for "more_idstuff", the original cdrom.com folder that held it.


It was a last second edit right after I clicked on submit. As this forum isn't exactly a hive of activity it seemed unlikely anyone would have read my original post yet. BTW if you had used quote your follow-up would have made sense even after I screwed up the space-time continuum :)

It;s great that someone put Qtest up on a mirror. The first time I wanted it (years ago) was hard to find.
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Postby leileilol » Tue Aug 01, 2006 3:31 am

venomus wrote:It;s great that someone put Qtest up on a mirror. The first time I wanted it (years ago) was hard to find.


Qtest was always available for a long time since the 90s as it was on the master idgames2 ftp archives and its official mirrors.
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Postby Dr. Shadowborg » Wed Aug 02, 2006 7:10 pm

Thanks all. I got qtest now. Though I must say, I'm taken aback somewhat by the fact that the qtest serpent.mdl is quite different from the serpent I was thinking of from the anaconda mod. I wonder why they called it serpent.mdl when it quite obviously is some sort of manta ray like beastie...

EDIT: The serpent from the anaconda mod is actually anaconda.mdl. It's been far too long since I've done a cruise through all this old stuff I've got... That said though, it would definatly make a good addition as a boss monster, since quake lacks a nice big oversized snakelike sea serpent monster.
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Postby Dr. Shadowborg » Wed Aug 23, 2006 7:11 pm

Okay, running list as of right now of things to impliment in base "Chocolate Quake" code from which FJ and DGtM will be based upon: (Unknown how many of these will actually make the cut)

Centralized AI Core ala like a bot. (?)

Health Controls (set monster and player health from mapping program)

Armor Controls (set monster and player armor and levels from mapping program) NOTE: yeah I know this is already doable on monsters.

Weapon Controls (set monster and player weapons as well as ammo from mapping program)

Damage Controls (set monster attack damages from mapping program)

Movement Speed Controls (set monster movment speeds?)

Metabolism Controls (set how much coffee gets injected into a monster from map program)

Powerups Controls (set powerup effects for monsters from map program)

Infight Susceptablility (set how likely a monster is to infight from map program)

Angrytarget Controls (set a target other than player to get angry at when triggered, etc.)

Retreat Controls (when player seen, retreat along set path)

Area Defense AI (Monster will avoid leaving set distance from defense target)

Engagement Range Controls (set what distance monsters will attack from, as well as spotting the player)

Watersight Controls (set how likely a monster is to spot the player inside water)
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Postby Baker » Mon Sep 04, 2006 4:45 pm

Just remembered some great monsters:

http://retroquake.planetquake.gamespy.com/blog/?p=117

Nihilore all-human monsters! Not a single actual monster in the map, but a ton of single player "monster" diversity (human type monsters armed with various weapons).
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Postby Dr. Shadowborg » Mon Sep 04, 2006 10:55 pm

Baker wrote:Just remembered some great monsters:

http://retroquake.planetquake.gamespy.com/blog/?p=117

Nihilore all-human monsters! Not a single actual monster in the map, but a ton of single player "monster" diversity (human type monsters armed with various weapons).


I'll check into this, though what's planned kind of renders most stuff like that obsolete...
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Postby leileilol » Tue Sep 05, 2006 6:58 am

soldier.mdl resknis as "new monsters" is pretty old, beaten and tired excuse of making new monsters like that overrated "goblin" or so
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