What are you working on?

Discuss anything not covered by any of the other categories.
r00k
Posts: 1111
Joined: Sat Nov 13, 2004 10:39 pm

Re: What are you working on?

Post by r00k »

I wondered what it would look like to see the grunt shed an outer layer and expose the zombie underneath.
What do you plan to do with the non-humanoid monster types?
At this point, i'm experimenting with a few ideas, trying to decide an attractive gameplay for a zombie mod.
Would be kinda interesting to have a second kill effect for some monsters. Even something dying but the gibs turn into little creatures that attack you...etc/

why is the gun glowing when they hit you?
The deflection shield is just something there in my own personal quake setup. (i could never hear when i was getting hit so i made the effect more visual)...


For the curious, this is all i did

Code: Select all

void() army_die =
{
	sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
	ThrowGib ("progs/gib1.mdl", self.health);
	ThrowGib ("progs/gib2.mdl", self.health);
	ThrowGib ("progs/gib3.mdl", self.health);
	
	if (self.health >= -35)//R00k: If zGrunts aren't obliterated they become zombies!
	{
		setmodel (self, "progs/zombie.mdl");
		
		setsize (self, '-16 -16 -24', '16 16 40');
		self.health = 60;
		
		self.th_stand = zombie_stand1;
		self.th_walk = zombie_walk1;
		self.th_run = zombie_run1;
		self.th_pain = zombie_pain;
		self.th_die = zombie_die;
		self.th_missile = zombie_missile;
		
		walkmonster_start();
	}
	else
	{
		ThrowHead ("progs/h_guard.mdl", self.health);
	}
};
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: What are you working on?

Post by leileilol »

I hate the video modes menu code :(

Image
i should not be here
Spike
Posts: 2914
Joined: Fri Nov 05, 2004 3:12 am
Location: UK
Contact:

Re: What are you working on?

Post by Spike »

change it to three colums?
width, height, bpp.
changing the left changes the options available on the right columns.
might help make it more friendly.
ajay
Posts: 559
Joined: Fri Oct 29, 2004 6:44 am
Location: Swindon, UK

Re: What are you working on?

Post by ajay »

sock
Posts: 137
Joined: Thu Aug 23, 2012 7:16 pm
Location: Wandering Around
Contact:

Re: What are you working on?

Post by sock »

Rock Knight Sword!
Image
Well he was evil, but he did build a lot of roads. - Gogglor
r00k
Posts: 1111
Joined: Sat Nov 13, 2004 10:39 pm

Re: What are you working on?

Post by r00k »

:shock: wow!
Nahuel
Posts: 495
Joined: Wed Jan 12, 2011 8:42 pm
Location: mar del plata

Re: What are you working on?

Post by Nahuel »

sock wrote:Rock Knight Sword!
Image
i cannot believe this is q1bsp :o your work is awesome
hi, I am nahuel, I love quake and qc.
ceriux
Posts: 2230
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Re: What are you working on?

Post by ceriux »

socks work is always awesome!
Irritant
Posts: 250
Joined: Mon May 19, 2008 2:54 pm
Location: Maryland
Contact:

Re: What are you working on?

Post by Irritant »

Wow, that is terrific brushwork! Looks like a much more modern map format for sure.
http://red.planetarena.org - Alien Arena and the CRX engine
Seven
Posts: 301
Joined: Sat Oct 06, 2007 8:49 pm
Location: Germany

Re: What are you working on?

Post by Seven »

ceriux wrote:socks work is always awesome!
Nothing more to add. :)
I fully agree.
There are not many Q1 mappers with such a talent and sense.
It is 'quamazing' ;)

I do not understand the meaning of his words (together with the screen) though:
Rock Knight Sword!
frag.machine
Posts: 2126
Joined: Sat Nov 25, 2006 1:49 pm

Re: What are you working on?

Post by frag.machine »

A map I've been working lately... Took a different approach from my usual: building it from end to start. Not populated yet, lights are a WIP.

Image
ImageImage

As you can see in the last image, I'm having troubles again with models not correctly lit in Darkplaces. The map is fully VIS'ed.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
ajay
Posts: 559
Joined: Fri Oct 29, 2004 6:44 am
Location: Swindon, UK

Re: What are you working on?

Post by ajay »

The curved ceilings/tunnels are amazing, especially where they intersect, yet have properly aligned textures etc. Wonderful.
ceriux
Posts: 2230
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Re: What are you working on?

Post by ceriux »

yeah those tunnels look nicely done. which mod is it that you start with fists? o.O
sock
Posts: 137
Joined: Thu Aug 23, 2012 7:16 pm
Location: Wandering Around
Contact:

Re: What are you working on?

Post by sock »

@R00k, thanks :)
@Nahuel, thanks, I am still trying to push the visuals of Quake
@ceriux, thanks
@Irritant, with better brushwork shapes Quake can look more modern.
@Seven, the title of the screenshot is a play on words, Rock, paper, scissors. :)

@frag.machine, you need to vary the floor it is too flat. Get the player moving up and down through the environment. It will also make the AI more fun to play against when they have different height to attack from. (ogre grenades etc). Also vary the width/scale of the lattice ceiling woodwork, it looks too uniform and add some angled supports (eg like doorframe). I would recommend using a proper groin vault texture (something with a trim and diagonal edges) instead of brick. Make your broken wall detail larger, don't cut small bricks, use large cuts and show more of the wall layers. Let people fill in the fine details with their imagination.
Well he was evil, but he did build a lot of roads. - Gogglor
ajay
Posts: 559
Joined: Fri Oct 29, 2004 6:44 am
Location: Swindon, UK

Re: What are you working on?

Post by ajay »

Sock, what editor do you use for Quake mapping?
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