[Release] Quake 1 Stuff ULTRA - version 2

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Re: [Release] Quake 1 Stuff ULTRA - version 2

Postby HorrorMovieGuy » Sat Dec 12, 2015 10:25 pm

Actually, I did make a list with all monsters and descriptions for each of them, but never released it until now. http://pastebin.com/i6cBqmUe
Shrak and Malice stuff are gonna be a part of an expansion pack for the mod I want to make eventually.
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Re: [Release] Quake 1 Stuff ULTRA - version 2

Postby Legend » Sun Dec 13, 2015 1:14 pm

This is pretty cool. Was playing project Slipgate with it. Quite fitting. The monsters move kinda slow though. The enforcers was particularly noticeable.

Other than that and a small niggle about the drowning/gasping for air sound when pressing the "use" button against walls.
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Re: [Release] Quake 1 Stuff ULTRA - version 2

Postby Luigi2600 » Thu Jan 07, 2016 1:30 pm

Hey Horrormovieguy,

In version three (If it's ever going to be made) when you play the mod in Zandronum will it replace the models with Sprite versions of themselves?
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Re: [Release] Quake 1 Stuff ULTRA - version 2

Postby HorrorMovieGuy » Thu Jan 07, 2016 9:40 pm

There will be more updates in the future, but I'm gonna drop the idea of adding the sprites. I really wanted to have sprites for Software mode, but frankly, I think I bit a lot more than I could chew when I said i'd do that :oops: . The problem is that to implement the sprites I would need to make a LOT of changes to, pretty much, all the Decorate code in the mod, and it would significantly bloat the file size. Also, ripping those sprites from the models is incredibly tedious. Sorry guys.

With that said, I still have the few monsters that I did complete, and you can find them in this old thread.
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Re: [Release] Quake 1 Stuff ULTRA - version 2

Postby Luigi2600 » Sat Jan 09, 2016 2:47 pm

HorrorMovieGuy wrote:There will be more updates in the future, but I'm gonna drop the idea of adding the sprites. I really wanted to have sprites for Software mode, but frankly, I think I bit a lot more than I could chew when I said i'd do that :oops: . The problem is that to implement the sprites I would need to make a LOT of changes to, pretty much, all the Decorate code in the mod, and it would significantly bloat the file size. Also, ripping those sprites from the models is incredibly tedious. Sorry guys.

With that said, I still have the few monsters that I did complete, and you can find them in this old thread.


I didn't know about this thanks for telling me. Also I'll test out those quake enemy sprites you sent me for my upcoming Quake2DooM wad/pk3. Luckily the original QDooM creator gave me permission to use resources from QDooM if I wanted too. Anyways I'm looking forward to v0.3 when it's released, Keep up the great work man. :mrgreen:
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Re: [Release] Quake 1 Stuff ULTRA - version 2

Postby VGAce » Wed Apr 13, 2016 9:08 pm

please update this it is great!

i am sometimes having problems with collecting ammo backpacks even when i am not full on shotgun ammo
other times the weapon selection gets bugged out and i can not switch to the shotgun even if i have ammo for it

it would be good to call the resource files like their quake counterpart i tried replacing some of the very muffled ogg sounds (shotgun) with a less compressed one and had a hard time finding them because they arent called like the quake ones
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Re: [Release] Quake 1 Stuff ULTRA - version 2

Postby BFG » Thu Apr 14, 2016 6:25 pm

Exquisite bouquet, Lord Crumb! this stuff fits very nicely into Doom
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No dead Enemies Replacement Fix Here

Postby doomguy214 » Wed Mar 22, 2017 4:44 am

No dead Enemies Replacement Fix Here can be found here. I am not original Author. I just edited the mod:-
http://www.moddb.com/mods/na32609/downloads

Thanks for Making this cool mod
Can be used with colourful hell if loaded in the last i.e. colourful hell loaded in the last
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Re: [Release] Quake 1 Stuff ULTRA - version 2

Postby hoover1979 » Sat Jul 01, 2017 10:56 pm

I like this mod. :D

Nice work, merging quake and doom. Keep up the good work! :mrgreen:
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Re: [Release] Quake 1 Stuff ULTRA - version 2

Postby ArcheKruz » Tue Sep 05, 2017 10:11 am

Has anyone seen HorrorMovieGuy lately? Because I ended up loving this mod so much that I've been spending some of my free time working on the weapon code base, but until I have the go-ahead from him to work on the mod directly, I'll have to use a patch which can introduce inconveniences related to making workarounds to already established code. Anyways I am now starting work on HUD elements.

QuakeHPBAR1-sheet.png
QStuff Ultra Possible HUD replacement Pt1
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Re: [Release] Quake 1 Stuff ULTRA - version 2

Postby ghostboy1225 » Sat Sep 30, 2017 4:39 am

fun fact in quake you can gib zombies with the SSG it just requires them to be at a extremely low health and nail 100% of your pellets
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Re: [Release] Quake 1 Stuff ULTRA - version 2

Postby ArcheKruz » Wed Oct 18, 2017 8:43 am

I have created a new thread for the continued development of this mod. go here to check it out. Any and all feedback is very much welcome, especially criticisms and your findings from attempting to break the mod.
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Re: [Release] Quake 1 Stuff ULTRA - version 2

Postby HorrorMovieGuy » Mon Oct 23, 2017 7:51 am

Further development of this mod will be made by ArcheKruz in the other thread, so I guess the mods can lock this one.
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