OSJC's QUAKE - Descent into Heresy - revisited

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osjclatchford
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Re: OSJC's QUAKE - Descent into Heresy - revisited (july 201

Post by osjclatchford »

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? :D 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... :roll:

and I concocted a backstory to make more sense of this nonsense:
Spoiler:
its on the op too...
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Legend_Odinson
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Re: OSJC's QUAKE - Descent into Heresy - revisited (july 201

Post by Legend_Odinson »

music eh? :D that vid has absolutely sweet fa to do with quake...
Doh!
http://project-aftershock.newgrounds.com/
Fixed the link in that post. Sorry bout that.

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.
osjclatchford
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Re: OSJC's QUAKE - Descent into Heresy - revisited (july 201

Post by osjclatchford »

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:
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... :evil:

*2nd edit*
AT LAST! mediafire finally worked enough to upload again! the changes to the scrag are now in... link on OP!
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Korell
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Re: OSJC's QUAKE - Descent into Heresy - revisited (july 201

Post by Korell »

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.
osjclatchford
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Re: OSJC's QUAKE - Descent into Heresy - revisited (july 201

Post by osjclatchford »

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...
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Korell
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Re: OSJC's QUAKE - Descent into Heresy - revisited (july 201

Post by Korell »

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.
osjclatchford
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Re: OSJC's QUAKE - Descent into Heresy - revisited (july 201

Post by osjclatchford »

Well then. As I say I shall leave it be for now...
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Gollgagh
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Re: OSJC's QUAKE - Descent into Heresy - revisited (july 201

Post by Gollgagh »

Here is the promised statusbar to go along with the full screen HUD:

Image

Those used to be Hellser's version of the wide-screen gargoyles but I hue-shifted them.

I need to check a couple things, but I'll be sending it to OSJC in the morning because it's 2AM here.
JohnnyTheWolf
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Re: OSJC's QUAKE - Descent into Heresy - revisited (july 201

Post by JohnnyTheWolf »

Great work, but could you make the bits on the left and right corner use the same texture as the status bar?
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Valherran
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Re: OSJC's QUAKE - Descent into Heresy - revisited (july 201

Post by Valherran »

JohnnyTheWolf wrote:Great work, but could you make the bits on the left and right corner use the same texture as the status bar?
This. Also, nice job, that's looking sexy!
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Gollgagh
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Re: OSJC's QUAKE - Descent into Heresy - revisited (july 201

Post by Gollgagh »

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:

Image

I'd be happy to try to change the background texture though, if anyone knows how to do that.
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wildweasel
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Re: OSJC's QUAKE - Descent into Heresy - revisited (july 201

Post by wildweasel »

The background texture (and border graphics) are defined in MAPINFO's Gameinfo block. You're specifically looking at the "border" and "borderflat" properties.
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Gollgagh
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Re: OSJC's QUAKE - Descent into Heresy - revisited (july 201

Post by Gollgagh »

Excellent. Thanks, Weasel.
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insightguy
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Re: OSJC's QUAKE - Descent into Heresy - revisited (july 201

Post by insightguy »

Link seems do be dead, is it just on my end or is in unavailable for others too?
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wildweasel
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Re: OSJC's QUAKE - Descent into Heresy - revisited (july 201

Post by wildweasel »

insightguy wrote:Link seems do be dead, is it just on my end or is in unavailable for others too?
Seems to work for me. Try another browser?
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