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no vore, no. no I'm sticking to the grunt and scrag as I feel they fit in nicely but many of the other monsters would either ruin the game-play balance or simply be redundant.
take the knights and deathknights, kinda obsolete when you have clinks and undeadknights that fulfill the same roles respectively. yeah they'd look cool but there are no sprites for them and monster spriting is a bitch. with these two things against it, decision made.
the grunt works as it fits in with the mummies (size/stature wise) and makes for a hitscan monster. something heretic is short of. the scrag was an example of too cool not to add and I had already made the sprites. it feels right amongst the monsters as its design and function is similar to the disciples.
I'd personally like to add an ogre at some point as they are quintessentially quakey, but not sure where to even begin sprite-wise... so meh
I had a dog in there at one point (code and resources are still in the monsterpack) but it looked and felt cumbersome and cheap so I took it out again...
as mentioned before, the monsters are a select few visitors randomised with heretic monsters of similar health/behaviour (where it is fitting) to suggest that shubnigguraths minions are just as much interlopers in these realms as you, the player, are... once I get round to putting the mod's story up on the OP it'll make more sense too...
as for 4bshot? I guess that's obsolete now. I'd forgotten all about it as I made the changes to the main pack and it visually wouldn't fit with the sprites for the ssg now anyhow...
music eh? that vid has absolutely sweet fa to do with quake...
*edit*
oh yeah, dl link on OP back up and running again... bastard mediafire was having a thrombo last night...
and I concocted a backstory to make more sense of this nonsense:
Spoiler:
the story so far...
Victory.
your fatigue was enormous. after scouring the four realms for the ancient runes, vanquishing untold horrors and despicable mutants, only to face the mother of them all; shubb niggurath, overwitch of the dark demense and defeat her once and for all, via a handily positioned slipgate.
Now you were ready to get back to earth to do a whole lot of nothing for a hell of a long time.
After a surprisingly quick debriefing back at slipgate command you return home in your pickup, satisfied at a job well done. Shubb niggurath was gone, the runes safely stored in stasis back at slipgate command and early retirement seemed more than welcome now... so why didn't you feel safe...
the Apsotatic pact.
it had not escaped shubb nigurath's notice that the slipgate system opened doors to more than just the known realms of old.
with the earthlings mounting a counterstrike, it was time for a little insurance policy.
A long vanquished demi-god of the serpent-riders-three seemed a likely candidate for a new ally.
the simple matter of his ressurection via the power of the runes ensured complete control ove rher new puppet.
with the help of a few of her minions, D'sparils lands were restored to their former glory, albeit forever tainted and twisted by the dark powers of quake, ready for reoccupation of his forces.
filled with new technologies and artifacts stolen from earth by shub niggurath's underlings.
and there, as a slave in his own rebuilt kingdom, D'sparil awaited his mistress' call...
the mission.
You'd barely been home a week when the desperate calls of the general came through early one morning. urgent information regarding the slipgate incident requires your immediate attention.
guess shubb nigguraths not done with you yet.
Hot-tailing it back to the base the damage around makes it clear there's recently been a rather nasty firefight. the general lays it all down.
seems they managed to capture one of the invaders alive enough for "interrogation".
"shubb niggurath's death has sparked a major power struggle resulting some interdimentional asshole called D'sparil causing a ruckus, seems he's in dire need of a good ass-kicking." at least thats how the general put it
"apparently his entire army is psychicly linked to him. kill D'sparil and its all over..."
you know whats coming. its obvious.
"...you're the best man for the job, son. noone else has ever come back from a slipgate mission in one piece."
you simply nod and go to gear up. retirement is looking anything but quiet so far...
as you approach the awaiting slipgate pad you summarise the situation with the general. "so, I go through the gate, kill all the badguys, assassinate this D'sparil and save the world..."
"just another day at the office for you, eh son?" smiled the general
"it shouldn't get old general..."
you pump your shotgun and step through...
The Aubrey Hodges quake 64 soundtrack is pretty fitting too. Don't know if it's actually possible to use it and upload it as a wad publicly though. (except the intro and intermission tunes are kinda yech.) https://aubreyhodges.bandcamp.com/album ... soundtrack
The scrag is really cool. Though seems a bit off that it spits two projectiles rather than one.
pretty sure that's what it always did in quake isnt it?
been awhile so I could be wrong...
*edit*
just watched a vid of quake on youtube and they seem to fire induvidual projectiles and jink from first left then right but its hard to tell. I'll have a proper look and come back to it later...
been having issues with mediafire again (slow as shite for some reason) but managed to do another update:
Spoiler:
- added a midi of the intermission music as a title theme because why not
- added biosuit, randomised with pentagram (more likely to be pentagram) and works exactly as it did in quake, that is to say only protects from slime, not either of the lavas.
- new sound for using a 25% medkit item. this audio reference better shows the difference between the 10% and 25% clearer
I've actually made some changes to the scrag after all but now mediafire is stalling again. this is really pissing me off. can someone please suggest a safe free alternative host to upload this to. its maddening...
*2nd edit*
AT LAST! mediafire finally worked enough to upload again! the changes to the scrag are now in... link on OP!
There's still a warning about an error in the DECORATE file, now at line 1571. It's the Powerup.color for ArtiQUAD. LightBLUEMap isn't a valid value, though it is only a warning, it doesn't stop the game running.
Oh well I guess there's always gonna be something left behind. It doesn't show in zdoom ( at least I think not ) and even if it does. With all the troubles I've been having with mediafire of late I'm happy to ignore it for the time being and catch it in the next major update.
It's on the list...
Does it screen blend blue ok in gzdoom then? Because it looks fine in zdoom. Wonder why zdoom would be able to accept lightblue as a colour but not gzdoom... Seems Rediculous if you ask me...
osjclatchford wrote:Oh well I guess there's always gonna be something left behind. It doesn't show in zdoom ( at least I think not ) and even if it does. With all the troubles I've been having with mediafire of late I'm happy to ignore it for the time being and catch it in the next major update.
It's on the list...
Does it screen blend blue ok in gzdoom then? Because it looks fine in zdoom. Wonder why zdoom would be able to accept lightblue as a colour but not gzdoom... Seems Rediculous if you ask me...
The screen blending is present but it isn't really blue, it's like a darkening effect (probably some default from not identifying the colour name). There is a Light Blue option in GZDoom, but the colour specified is LightBLUEMap which isn't present in the list. I did try it with Light Blue but it was very blue and I wasn't sure if that was what you were intending. I tried to get as close a match to the Quad Damage effect from Quake (going from screenshots as it's been too long since I last played it) and that seems to be a colour of Midnight Blue.
That's actually not part of the statusbar; I only have the width of the standard statusbar drawn, but with the widescreen gargoyles drawn on top so that you could use literally any resolution or scaling and not have edges:
I'd be happy to try to change the background texture though, if anyone knows how to do that.
The background texture (and border graphics) are defined in MAPINFO's Gameinfo block. You're specifically looking at the "border" and "borderflat" properties.