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/vr/ - Retro Games

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>> No.10839538 [View]

>>10839458
>but have you made any decision in regards to how exactly the /VR2.0/ alt-fire for the SoA Laser Cannon using DoE's PlasmaCells ammo should act and look in order to stand-out from the other weapons using that precious alt-ammo?
Yes, I just never got around to finishing it. Basically the plan you can shoot 3 Halo-style plasma bombs at a time that will tether enemies together when near before exploding, OR if all 3 charges are available you can alt-fire to make a small blackhole that sucks in enemies before exploding for mega bigdick damage.
I might come back to it after the Malice mod, but I've got a FTE engine third-person shooter project with some friends lined up after that, so we'll see.
>Also can you please include the older (dark-blue/purple) ammobox textures of the NapalmShells that were later made black to look a bit less like LavaNails in the unused data folder of VR2 dev resources in your Mega?
Best I still got is the GIMP XCF files with layers. You'll find them in a new folder under 'useful stuff'.

>> No.10687434 [View]

>>10686648
Maybe...
It's the latter. I was going insane from the buildup of spaghetti code. Sorry if you're that one guy still mapping.

>> No.10498818 [View]

>>10498353
>As long as VRanon hasn't officially called it quits I'll still plug away.
I've been working on some other things (which may have been posted in this thread) to try to work up more motivation for Violent Rumble stuff. It will take a lot for me to 'officially' end it, but unless a few anons randomly feel inclined to map for Quake, it's just going to continue to be a devkit that gets updated occasionally without a playable release in sight.

>> No.10416974 [View]

>>10416846
>Keep at it man, the new mechanics you showed off in webms look very neat.
That anon wasn't me (might be the guy who was posting WIP melee map screenshots?), but thanks. I've also been extremely busy, but hopefully I'll have more to show by Christmas.

>> No.10291570 [View]

>>10291553
https://www.youtube.com/watch?v=u8-mw79NGDU
>>10291556
Huh, I'll have a look at those when I get the chance. Thanks.

>> No.10282726 [View]

>>10281403
>>10281414
Yeah idk what is going on with Ironwail. I had a rewrite a bunch of stuff to avoid logic loops that are too long for it, but work fine in vkQuake and every other modern sourceport. Maybe one day it will suck less.
>>10281445
I still intend to overhaul the Mjolnir at some point - both with Drake-ish throwing and (if I can get it to work) directional attacks with different effects. Some underwater utility might be involved in that.

I've been sidetracked by IRL being fake and gay recently, hence the lack of updates. : /

>> No.10230862 [View]
File: 814 KB, 834x810, nice balls nigga.webm [View same] [iqdb] [saucenao] [google]
10230862

>>10230712
Placeholder projectiles that don't do anything, but I think I've got this display screen on the plasma laser cannon looking decent despite it only playing 4 frames for some reason.
Each barrel needs to recharge, and when you have all 3 charges you can use the secondary fire.
Don't want to spoil too much of what this is gonna do before I can show it, but hopefully it will fill a nice niche between the AOE of plasma lightning and the precision of the railgun.

>> No.10230154 [View]

>>10229585
I'm really not sure what you're asking at this point. You can change the model of a monster by using the 'mdl_body' field. Skins in that model are selected using the 'skin' field. 'Style' is a unique field that has a different effect for each monster, if it even has one at all.

>> No.10228296 [View]

>>10228283
>Wtf is this dude in VR2?
No, but it can be if that anon wants to use that as a model replacement for Death Knights in his map.

>> No.10228292 [DELETED]  [View]

No, but it can be if that anon wants to use that as a model replacement for Death Knights in his map.

>> No.10227726 [View]
File: 68 KB, 759x572, zombmummy.jpg [View same] [iqdb] [saucenao] [google]
10227726

>>10227689
Zombies don't even have a style selection, anon. Mummies are a separate entity.
If you don't see a key in the entity panel for a selected entity, then it likely isn't usable on it.

>> No.10227557 [View]

>>10227528
>Mummy (PD's alternative skin/style for the Zombie monster entity),
It's actually just the DoE version.
>should they get differentiated from the regular Zomibes by giving them a gib-spray attack of 3 regular Zombie projectiles in a roughly the same spread-pattern as a Grunts shotty attack?
I guess I could add something like that as an option. I don't really want to overwrite the original.

>> No.10227342 [View]

>>10226876
Yes, he is set on berserk.
>>10226923
monster_preset_commando_...
Should be able to get them just typing 'commando' in the entity browser.

>> No.10220565 [View]

>>10220502
>>10220512
>>10220449
Yeah, looks like one little line of code fucked it up. Seems to be working now.
New progs.dat and FGD is up.

>> No.10220502 [View]

>>10220474
Nope, should just 'inventory' set to 1 on the item.
It's possible I broke it recently. I'll do some testing.

>> No.10220469 [View]

>>10220449
Does an object error get printed to console?
You might need to set the item's 'suspended in air' spawnflag because Quake 1 physics autism is making it fall through the map.

>> No.10218405 [View]

>>10218364
Ironwail.
>non-standard gamma/contrast/bloom settings
Yeah, that ended up being it, possibly combined with the 8-bit color mode. It seems to only really do it to the three blue fullbright colors in the palette, so I never noticed it before.
Ah well, guess I'll have to go without the sweet spot of gamma 1.2 and contrast 1.5, at least for testing.

>> No.10217790 [View]
File: 35 KB, 328x228, these are different colors.jpg [View same] [iqdb] [saucenao] [google]
10217790

>>10217767
Also, anyone know why those fullbrights would be getting washed out? Pic related is the actual texture.

>> No.10217767 [View]
File: 79 KB, 1336x720, fug.jpg [View same] [iqdb] [saucenao] [google]
10217767

>modifying laser cannon model for plasma ammo
>manually export from Gimp a 10 frame skin animation for an automatic framegroup
>model only plays the last 4 (had to draw numbers on the skins to figure this out) despite being set up correctly in QME
>spinning Strogg logo and everything : /
>model clipping through camera, even though it was fine in Blender and QME
>proportions get fucked because vertex grid-snapping
AHHHHHHHHHHHHH
Back to the drawing board I guess

>> No.10208423 [View]

>>10207683
hmm... I'll have a look.
>>10207718
That's how I remember it working in the original jump boots mod. I'll check it again to be sure.
>>10208210
>>10208303
I still have plans for the plasma laser cannon. Just been putting it off because re-texturing and re-animating boneless vanilla Quake models with their shitty UV maps is always pretty annoying.
SOON.

>> No.10206502 [View]

>>10206491
That's from the current dev version of Violent Rumble with the Doomed Rumble modifier on - which now makes it behave like the Quake 2 BFG.

Regular plasma lightning isn't anything to scoff at though. Total direct impact damage is slightly more than a rocket, and the lightning can spread out pretty far without damage falloff.
DoE levels don't really give it much of a chance to shine, admittedly.

>> No.10206474 [View]
File: 1.07 MB, 1600x900, q1bfg.webm [View same] [iqdb] [saucenao] [google]
10206474

>>10206390
>q1 bfg
Yes.

>> No.10205376 [View]

>>10205371
Well, you got me there.

>> No.10205338 [View]

>>10204624
Uhh... for skating? This is Quake, not Tony Hawk.
>>10204626
>How is Doomed Rumble activated for dm?
I'd guess you'd still use impulse 30, but that raises the question of whether everyone in the match can toggle modifiers at a whim. Disabling modifier impulses in deathmatch would be easy enough though.
Modifiers are stored in the 'scratch4' cvar as flags to be retained between levels. Doomed Rumble uses flag 32, so if you set that manually before using changelevel it *should* work.

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