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Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str

PostPosted: Tue Feb 28, 2017 1:58 pm
by JohnnyTheWolf
I know, but this is not supposed to be a mod based on Quake World Team Fortress.

Aside from perhaps the Lava Nails from Dissolution of Eternity, the original Quake does not have fire weapons, so I do not see how the Pyro class is going to work.

Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str

PostPosted: Tue Feb 28, 2017 9:56 pm
by Matsilagi
JohnnyTheWolf wrote:I know, but this is not supposed to be a mod based on Quake World Team Fortress.

Aside from perhaps the Lava Nails from Dissolution of Eternity, the original Quake does not have fire weapons, so I do not see how the Pyro class is going to work.

He can take inspirations from mods like Rubicon Rumble.

Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str

PostPosted: Tue Feb 28, 2017 10:14 pm
by Dark-Assassin
I just found it from another Quake mod. I don't think I'll keep it.

Also, anyone got feedback on my other ideas?

Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str

PostPosted: Wed Mar 01, 2017 3:55 am
by armymen12002003
can you do optional monster pack for this?

Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str

PostPosted: Wed Mar 01, 2017 7:15 am
by Dark-Assassin
That's a far future plan. I'd like to get everything else going well before then. Yet I keep getting ideas on how to tweak things just a little.
I've already changed a bunch of things. But that also means more sprite ripping... I can say that ripping sprites from models takes a while, but an old version of Blender and batch renaming programs have come in really handy.
This is what happens when a Perfectionist makes something. They keep finding more things to tweak and won't stop until there is absolutely nothing more they can do.

Also, I've dediced to add Nash's QTilt mod with a few tweaks such as adding death tilt too that doesn't conflict and reduced the tilt amount and speed a little.

Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str

PostPosted: Wed Mar 01, 2017 9:40 pm
by armymen12002003
ok looking forward to seein some quake monsters

Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str

PostPosted: Mon Mar 13, 2017 9:21 pm
by Dark-Assassin
Fixed download links for Beta 6 only, removed old links from OP
Also please don't play this with strife, it's quite buggy. Beta 7 will exclude Strife while I spend a lot more work on it.

Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str

PostPosted: Tue Mar 14, 2017 5:15 am
by SoundOfDarkness
I like it but I was hoping for a pure weapon mod. Unfortunately you're using some other blood files and because of that I can't use the ketchup mod.

Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str

PostPosted: Tue Mar 14, 2017 7:19 am
by Doomenator
SoundOfDarkness wrote:I like it but I was hoping for a pure weapon mod. Unfortunately you're using some other blood files and because of that I can't use the ketchup mod.
Q is perfectly compatible with the ketchup mod.

Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str

PostPosted: Tue Mar 14, 2017 9:57 am
by SoundOfDarkness
Not for me, as you can see in the screenshot.

Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str

PostPosted: Tue Mar 14, 2017 12:14 pm
by Doomenator
SoundOfDarkness wrote:Not for me, as you can see in the screenshot.
Spoiler: Q-Doom video

Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str

PostPosted: Tue Mar 14, 2017 2:27 pm
by SoundOfDarkness
Strange... :?
Did you upload that video? Zandronum or GZDoom? And what mod do you use for the monster sounds?

Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str

PostPosted: Tue Mar 14, 2017 2:37 pm
by Dark-Assassin
Ketchup must be loaded after.
However, I can make compatibility mods for almost anything as long as it's not something like Brutal Doom. Ketchup looks like it modifies the monsters, so just a few edits need to be made.

Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str

PostPosted: Tue Mar 14, 2017 3:27 pm
by SoundOfDarkness
Dark-Assassin wrote:Ketchup must be loaded after.

Ah, so that was the problem. Thanks.
Dark-Assassin wrote:However, I can make compatibility mods for almost anything as long as it's not something like Brutal Doom. Ketchup looks like it modifies the monsters, so just a few edits need to be made.

But isn't the ketchup mod basically Brutal Doom light? And just out of curiosity, why do you have an aversion to Brutal Doom?

Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str

PostPosted: Tue Mar 14, 2017 4:56 pm
by Matsilagi
Oh, would it be possible to add Arcane Dimensions weapons?
They would be really useful and fitting in Doom