Quake: Nexus Aftermath - /me casts Resurrection

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
Ghastly
... in rememberance ...
Posts: 6109
Joined: Fri Jul 06, 2007 2:34 pm

Re: Quake: Nexus Aftermath

Post by Ghastly »

The new Light Guard is done, and is about the same resolution and style as the Gunner. I'm working on the Machinegun Guard, then I'll do the Shotgun, Laser and Ripper Guards. What other monsters, exactly, need work?
User avatar
Orangewaggs
Posts: 395
Joined: Sat Dec 01, 2007 9:03 pm

Re: Quake: Nexus Aftermath

Post by Orangewaggs »

speaking of quake 4 weapons now that the doom 3 weapons is basically done except for bug fixes wouldnt a quake 4 weapons mod on a stand alone be interesting?
User avatar
Ghastly
... in rememberance ...
Posts: 6109
Joined: Fri Jul 06, 2007 2:34 pm

Re: Quake: Nexus Aftermath

Post by Ghastly »

The lightning gun would be nearly impossible to code correctly (I just use a spray of projectiles. It's not exact, but not everything in this mod is), but as for the rest of it, it would work pretty well, and Quake 4 has it's own model viewer (modview in the console).

I'm busy with a lot of other stuff, at the moment, to make it (at least authentically), though.

Edit: Okay, the new Machinegun Guard rip is done. What do you all think?:
ImageImage
User avatar
Orangewaggs
Posts: 395
Joined: Sat Dec 01, 2007 9:03 pm

Re: Quake: Nexus Aftermath

Post by Orangewaggs »

oh i figured you would be busy, the gun does look good, but i was saying after all is done
User avatar
Blade3327
Posts: 1064
Joined: Wed Jul 09, 2008 10:34 pm
Location: The ass-end of regulated space

Re: Quake: Nexus Aftermath

Post by Blade3327 »

@Ghastly_Dragon: I suppose this WAD would require new levels?

Maybe THIS is a WAD that I could make music for! What do you think? :)
User avatar
Ghastly
... in rememberance ...
Posts: 6109
Joined: Fri Jul 06, 2007 2:34 pm

Re: Quake: Nexus Aftermath

Post by Ghastly »

@Orangewaggs: I re-ripped the monster (Machinegun Guard) featured in those screenshots, not the gun XD.

@Blade: We have music directly ripped from Quake 4, but they're kind of big. If you could make midis that sound like the Quake 4 music, I'd be grateful :D.
User avatar
Blade3327
Posts: 1064
Joined: Wed Jul 09, 2008 10:34 pm
Location: The ass-end of regulated space

Re: Quake: Nexus Aftermath

Post by Blade3327 »

I guess I could, but I have a rule of thumb about MIDI: If there aren't many instruments on an existing song, chances are it will not sound good in MIDI form.

I'll try, though. I'm thinking of ways I could do this as I'm writing the message :D ! I'll post downloadable tracks when I finish some songs!
User avatar
ShadesMaster
Posts: 658
Joined: Thu Jun 12, 2008 2:05 am

Re: Quake: Nexus Aftermath

Post by ShadesMaster »

Strange, whenever I try to load it up I get the following 'FATAL' error message:
EXECUTION COULD NOT CONTINUE

Script Error, "Actors/Weapons/QBFG10k.txt" line 12:
"Weapon.NoLMS" is an unknown flag
What gives?
CaptainToenail
Posts: 3975
Joined: Fri Jul 06, 2007 9:16 am

Re: Quake: Nexus Aftermath

Post by CaptainToenail »

use latest ZDoom/GZDoom/Skulltag
User avatar
Ghastly
... in rememberance ...
Posts: 6109
Joined: Fri Jul 06, 2007 2:34 pm

Re: Quake: Nexus Aftermath

Post by Ghastly »

Weapon.NoLMS is a Skulltag-specific flag that keeps a weapon from automatically being given in Last Man Standing mode. After 2.2.0, a dummy flag was added to ZDoom to keep compatibility.
User avatar
Blade3327
Posts: 1064
Joined: Wed Jul 09, 2008 10:34 pm
Location: The ass-end of regulated space

Re: Quake: Nexus Aftermath

Post by Blade3327 »

Hello? Anyone there? I played around with some Q4 music in MIDI, but it doesn't sound great. You could convert the existing Q4 music into a smaller format that ZDoom supports, like .ogg! It should work!
User avatar
.+:icytux:+.
Posts: 2661
Joined: Thu May 17, 2007 1:53 am
Location: Finland

Re: Quake: Nexus Aftermath

Post by .+:icytux:+. »

i wonder if .aac's works in doom :O since that is a goddamn ultra compressed music file :O a mp3 like that takes like 100kb
User avatar
Remmirath
Posts: 2562
Joined: Sun Dec 23, 2007 3:53 am
Graphics Processor: nVidia with Vulkan support
Location: My house
Contact:

Re: Quake: Nexus Aftermath

Post by Remmirath »

Enjay, in an Editing thread, wrote:According to Wikipedia:

"FMOD Ex supports the following audio formats: AIFF, ASF, ASX, DLS, FLAC, FSB, IT, M3U, MID, MOD, MP2, MP3, OGG, PLS, RAW, S3M, VAG, WAV, WAX, WMA, XM, XMA"
User avatar
Ghastly
... in rememberance ...
Posts: 6109
Joined: Fri Jul 06, 2007 2:34 pm

Re: Quake: Nexus Aftermath

Post by Ghastly »

They already are in ogg format (every sound is, since it's the smallest audio format I can convert to, and that's how they are in Quake 4s archives anyway).

Anywho, the Sentien (a monster from Team Evolve's unofficial Zaero expansion pack (the closest thing to a new monster we have :P). You can see them in the demo guarding the red key) and Shotgun Guard have been re-ripped and look great :D. I'm hoping to re-rip the Laser and Ripper Guards from the Reckoning expansion set later today. I might do the Technician and Flyer, too, but I think that's about it.

I've also just added in an ACS script (Through LoadACS) that gives the Gauntlet to players in deathmatch mode. I'll work on getting team-based projectiles working before the next demo (to be tested in Skulltag's Team Deathmatch mode), but I'm not sure I can. It depends on if anyone helps with the upcoming editing forum thread :P.
User avatar
Blade3327
Posts: 1064
Joined: Wed Jul 09, 2008 10:34 pm
Location: The ass-end of regulated space

Re: Quake: Nexus Aftermath

Post by Blade3327 »

I know what would make a good template sprite for the gauntlet (death-match)! The circular razor-type thing in the Doom 2.5 Resource Pack! I think it's in one of the first folders...
Locked

Return to “Abandoned/Dead Projects”