[Monster]Vore from Quake

Sprites, textures, sounds, code, and other resources belong here. Share and share-alike!
Forum rules
Before posting your Resource, please make sure you can answer YES to any of the following questions:
  • Is the resource ENTIRELY my own work?
  • If no to the previous one, do I have permission from the original author?
  • If no to the previous one, did I put a reasonable amount of work into the resource myself, such that the changes are noticeably different from the source that I could take credit for them?
If you answered no to all three, maybe you should consider taking your stuff somewhere other than the Resources forum.

Consult the Resource/Request Posting Guidelines for more information.

Please don't put requests here! They have their own forum --> here. Thank you!

Re: [Monster]Vore from Quake

Postby Enjay » Wed Apr 04, 2012 9:15 am

Impressive. Most impressive.
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: [Monster]Vore from Quake

Postby NMN_Paul » Wed Apr 04, 2012 9:31 am

Thank you Lord Vader ;)
User avatar
NMN_Paul
wtf lol!
 
Joined: 23 Mar 2012
Location: Butt end of space

Re: [Monster]Vore from Quake

Postby Enjay » Wed Apr 04, 2012 11:41 am

Don't suppose you fancy making a full set of that cutesy big-eye caco do you? I know it would only be of novelty value but there aren't too many frames required for a cacodemon replacement.
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: [Monster]Vore from Quake

Postby NMN_Paul » Wed Apr 04, 2012 12:55 pm

Sorry, at least not now. :( I'm already working on quite a demanding sprite and then another one awaits my attention... ;)
Maybe by the end of April.
User avatar
NMN_Paul
wtf lol!
 
Joined: 23 Mar 2012
Location: Butt end of space

Re: [Monster]Vore from Quake

Postby Ghastly » Wed Apr 04, 2012 1:54 pm

NMN_Paul wrote:Sorry, at least not now. :( I'm already working on quite a demanding sprite and then another one awaits my attention... ;)
Maybe by the end of April.

Don't burn yourself out. Take it easy.
User avatar
Ghastly
Rather ghastly
Spotlight Team
 
Joined: 06 Jul 2007

Re: [Monster]Vore from Quake

Postby NMN_Paul » Wed Apr 04, 2012 2:05 pm

Thx :) I'll try, coming to think about it...
User avatar
NMN_Paul
wtf lol!
 
Joined: 23 Mar 2012
Location: Butt end of space

Re: [Monster]Vore from Quake

Postby Virtue » Wed Apr 04, 2012 8:35 pm

her Fireball?
User avatar
Virtue
We Stand to Fight
 
Joined: 19 Nov 2006
Location: Manchester UK

Re: [Monster]Vore from Quake

Postby Ghastly » Wed Apr 04, 2012 9:28 pm

Ben2k9 wrote:her Fireball?
Vader's working on it. There's another thread on R667 about coding this thing up. :D
User avatar
Ghastly
Rather ghastly
Spotlight Team
 
Joined: 06 Jul 2007

Re: [Monster]Vore from Quake

Postby Z86 » Thu Apr 05, 2012 5:17 am

Looks nice. I remember these things having quite weird homing missiles, they were sometimes able to follow you through sharp corners. I think they only home in every X seconds, but they turn instantly towards you.

If more of these will come, I'll be super happy. Quake has some monsters that i'd love to see in doom as well (fiend <3) , without clashing in styles (model rips are ugly).

Oh BTW I might make brightmaps for them.
User avatar
Z86
 
Joined: 24 Jan 2011

Re: [Monster]Vore from Quake

Postby Ghastly » Thu Apr 05, 2012 10:57 am

Got it just about done! http://dl.dropbox.com/u/67411518/Vore.zip

Its projectile reasonably reliably chases around corners (every once in a while it adjusts in a way where it grazes a corner, unfortunately), it fits the same difficulty level it has in Quake 1, in terms of heath and damage, and its delay is about the same. Vader did the projectile, some slight color adjustment and did another frame so the delay on the missile attack looks better. But yeah, it's just a public beta, at this point.

@Z86: If you could do some brightmaps for the version I just uploaded, that'd be awesome. :D
User avatar
Ghastly
Rather ghastly
Spotlight Team
 
Joined: 06 Jul 2007

Re: [Monster]Vore from Quake

Postby Xtyfe » Thu Apr 05, 2012 2:07 pm

Ghastly_dragon wrote:Got it just about done! http://dl.dropbox.com/u/67411518/Vore.zip

Its projectile reasonably reliably chases around corners (every once in a while it adjusts in a way where it grazes a corner, unfortunately), it fits the same difficulty level it has in Quake 1, in terms of heath and damage, and its delay is about the same. Vader did the projectile, some slight color adjustment and did another frame so the delay on the missile attack looks better. But yeah, it's just a public beta, at this point.

@Z86: If you could do some brightmaps for the version I just uploaded, that'd be awesome. :D


Hmm, looking this over, I'm not sure I understand how you made the homing function work. Could you explain :P I mean, It can't be as simple as it looks? :shock:
User avatar
Xtyfe
Neque Deos, Neque Dominos
 
Joined: 15 Dec 2007
Location: The Intertubes

Re: [Monster]Vore from Quake

Postby Ghastly » Thu Apr 05, 2012 2:39 pm

Xtyfe wrote:Hmm, looking this over, I'm not sure I understand how you made the homing function work. Could you explain :P I mean, It can't be as simple as it looks? :shock:

It is! "Can I see my target? If so, adjust my course to intercept him." If the player disappears around a corner, it doesn't home until it can see him again. :P
User avatar
Ghastly
Rather ghastly
Spotlight Team
 
Joined: 06 Jul 2007

Re: [Monster]Vore from Quake

Postby Xtyfe » Thu Apr 05, 2012 2:40 pm

I'm Impressed then :O

Just a question though, wouldn't it be better if the jump was done every frame? like this?

Code: Select allExpand view
Actor XtRevenantTracer replaces RevenantTracer
{
PROJECTILE
+RANDOMIZE
+SEEKERMISSILE
+FORCEXYBILLBOARD
+EXPLODEONWATER
+BLOODSPLATTER
+DONTSEEKINVISIBLE
+THRUGHOST
//+TELESTOMP
//-NOTELEPORT
RenderStyle Add
Alpha 1
//Radius 5
Radius 11
Height 8
//Height 5
Speed 10
Damage (20)
Decal "RevenantScorch"
DeathSound "weapons/rocketexplode"
States
   {
   Spawn:
      TNT1 A 0
      TNT1 A 0 A_PlaySound ("skeleton/ballloop", 6, 1, 1)
      RVTR AB 2 Bright
      Goto SpawnLoop
   SpawnLoop:
      RVTR A 1 Bright
      TNT1 A 0 A_SpawnItemEx ("XtRevenantTracerTrail", Random(-10,10), Random(-10,10))
      TNT1 A 0 A_GiveToTarget ("XtRevenantTracerToken", 1)
      TNT1 A 0 A_JumpIfTargetInLOS(1, 360, 1)
      Goto FrameA2
      TNT1 A 0 A_SeekerMissile(90, 90, 2)
      Goto FrameA2
   FrameA2:
      RVTR A 1 Bright
      TNT1 A 0 A_GiveToTarget ("XtRevenantTracerToken", 1)
      TNT1 A 0 A_JumpIfTargetInLOS(1, 360, 1)
      Goto FrameB1
      TNT1 A 0 A_SeekerMissile(90, 90, 2)
      Goto FrameB1
   FrameB1:   
      RVTR B 1 Bright
      TNT1 A 0 A_SpawnItemEx ("XtRevenantTracerTrail", Random(-10,10), Random(-10,10))
      TNT1 A 0 A_GiveToTarget ("XtRevenantTracerToken", 1)
      TNT1 A 0 A_JumpIfTargetInLOS(1, 360, 1)
      Goto FrameB2
      TNT1 A 0 A_SeekerMissile(90, 90, 2)
      Goto FrameB2
   FrameB2:
      RVTR B 1 Bright
      TNT1 A 0 A_GiveToTarget ("XtRevenantTracerToken", 1)
      TNT1 A 0 A_JumpIfTargetInLOS(1, 360, 1)
      Goto SpawnLoop
      TNT1 A 0 A_SeekerMissile(90, 90, 2)
      Goto SpawnLoop
   Death:
      TNT1 A 0 A_StopSound (6)
      FBXP A 4 Bright A_Explode (10, 64)
      FBXP BBBBCCCC 1 Bright A_FadeOut (0.05)
      Stop
   }
}
User avatar
Xtyfe
Neque Deos, Neque Dominos
 
Joined: 15 Dec 2007
Location: The Intertubes

Re: [Monster]Vore from Quake

Postby Ghastly » Thu Apr 05, 2012 4:07 pm

Xtyfe wrote:wouldn't it be better if the jump was done every frame?
Surprisingly, it wouldn't. That would just make it slam into corners more often.
User avatar
Ghastly
Rather ghastly
Spotlight Team
 
Joined: 06 Jul 2007

Re: [Monster]Vore from Quake

Postby Xtyfe » Thu Apr 05, 2012 4:21 pm

Ghastly_dragon wrote:
Xtyfe wrote:wouldn't it be better if the jump was done every frame?
Surprisingly, it wouldn't. That would just make it slam into corners more often.


Ok then, I guess I will switch back :P
User avatar
Xtyfe
Neque Deos, Neque Dominos
 
Joined: 15 Dec 2007
Location: The Intertubes

PreviousNext

Return to Resources

Who is online

Users browsing this forum: No registered users and 4 guests