[Monster]Vore from Quake
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Re: [Monster]Vore from Quake
Impressive. Most impressive.
Re: [Monster]Vore from Quake
Thank you Lord Vader
Re: [Monster]Vore from Quake
Don't suppose you fancy making a full set of that cutesy big-eye caco do you? I know it would only be of novelty value but there aren't too many frames required for a cacodemon replacement.
Re: [Monster]Vore from Quake
Sorry, at least not now. I'm already working on quite a demanding sprite and then another one awaits my attention...
Maybe by the end of April.
Maybe by the end of April.
Re: [Monster]Vore from Quake
Don't burn yourself out. Take it easy.NMN_Paul wrote:Sorry, at least not now. I'm already working on quite a demanding sprite and then another one awaits my attention...
Maybe by the end of April.
Re: [Monster]Vore from Quake
Thx I'll try, coming to think about it...
Re: [Monster]Vore from Quake
her Fireball?
Re: [Monster]Vore from Quake
Vader's working on it. There's another thread on R667 about coding this thing up.Ben2k9 wrote:her Fireball?
Re: [Monster]Vore from Quake
Looks nice. I remember these things having quite weird homing missiles, they were sometimes able to follow you through sharp corners. I think they only home in every X seconds, but they turn instantly towards you.
If more of these will come, I'll be super happy. Quake has some monsters that i'd love to see in doom as well (fiend <3) , without clashing in styles (model rips are ugly).
Oh BTW I might make brightmaps for them.
If more of these will come, I'll be super happy. Quake has some monsters that i'd love to see in doom as well (fiend <3) , without clashing in styles (model rips are ugly).
Oh BTW I might make brightmaps for them.
Re: [Monster]Vore from Quake
Got it just about done! http://dl.dropbox.com/u/67411518/Vore.zip
Its projectile reasonably reliably chases around corners (every once in a while it adjusts in a way where it grazes a corner, unfortunately), it fits the same difficulty level it has in Quake 1, in terms of heath and damage, and its delay is about the same. Vader did the projectile, some slight color adjustment and did another frame so the delay on the missile attack looks better. But yeah, it's just a public beta, at this point.
@Z86: If you could do some brightmaps for the version I just uploaded, that'd be awesome.
Its projectile reasonably reliably chases around corners (every once in a while it adjusts in a way where it grazes a corner, unfortunately), it fits the same difficulty level it has in Quake 1, in terms of heath and damage, and its delay is about the same. Vader did the projectile, some slight color adjustment and did another frame so the delay on the missile attack looks better. But yeah, it's just a public beta, at this point.
@Z86: If you could do some brightmaps for the version I just uploaded, that'd be awesome.
- Xtyfe
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Re: [Monster]Vore from Quake
Hmm, looking this over, I'm not sure I understand how you made the homing function work. Could you explain I mean, It can't be as simple as it looks?Ghastly_dragon wrote:Got it just about done! http://dl.dropbox.com/u/67411518/Vore.zip
Its projectile reasonably reliably chases around corners (every once in a while it adjusts in a way where it grazes a corner, unfortunately), it fits the same difficulty level it has in Quake 1, in terms of heath and damage, and its delay is about the same. Vader did the projectile, some slight color adjustment and did another frame so the delay on the missile attack looks better. But yeah, it's just a public beta, at this point.
@Z86: If you could do some brightmaps for the version I just uploaded, that'd be awesome.
Re: [Monster]Vore from Quake
It is! "Can I see my target? If so, adjust my course to intercept him." If the player disappears around a corner, it doesn't home until it can see him again.Xtyfe wrote:Hmm, looking this over, I'm not sure I understand how you made the homing function work. Could you explain I mean, It can't be as simple as it looks?
- Xtyfe
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Re: [Monster]Vore from Quake
I'm Impressed then :O
Just a question though, wouldn't it be better if the jump was done every frame? like this?
Just a question though, wouldn't it be better if the jump was done every frame? like this?
Code: Select all
Actor XtRevenantTracer replaces RevenantTracer
{
PROJECTILE
+RANDOMIZE
+SEEKERMISSILE
+FORCEXYBILLBOARD
+EXPLODEONWATER
+BLOODSPLATTER
+DONTSEEKINVISIBLE
+THRUGHOST
//+TELESTOMP
//-NOTELEPORT
RenderStyle Add
Alpha 1
//Radius 5
Radius 11
Height 8
//Height 5
Speed 10
Damage (20)
Decal "RevenantScorch"
DeathSound "weapons/rocketexplode"
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_PlaySound ("skeleton/ballloop", 6, 1, 1)
RVTR AB 2 Bright
Goto SpawnLoop
SpawnLoop:
RVTR A 1 Bright
TNT1 A 0 A_SpawnItemEx ("XtRevenantTracerTrail", Random(-10,10), Random(-10,10))
TNT1 A 0 A_GiveToTarget ("XtRevenantTracerToken", 1)
TNT1 A 0 A_JumpIfTargetInLOS(1, 360, 1)
Goto FrameA2
TNT1 A 0 A_SeekerMissile(90, 90, 2)
Goto FrameA2
FrameA2:
RVTR A 1 Bright
TNT1 A 0 A_GiveToTarget ("XtRevenantTracerToken", 1)
TNT1 A 0 A_JumpIfTargetInLOS(1, 360, 1)
Goto FrameB1
TNT1 A 0 A_SeekerMissile(90, 90, 2)
Goto FrameB1
FrameB1:
RVTR B 1 Bright
TNT1 A 0 A_SpawnItemEx ("XtRevenantTracerTrail", Random(-10,10), Random(-10,10))
TNT1 A 0 A_GiveToTarget ("XtRevenantTracerToken", 1)
TNT1 A 0 A_JumpIfTargetInLOS(1, 360, 1)
Goto FrameB2
TNT1 A 0 A_SeekerMissile(90, 90, 2)
Goto FrameB2
FrameB2:
RVTR B 1 Bright
TNT1 A 0 A_GiveToTarget ("XtRevenantTracerToken", 1)
TNT1 A 0 A_JumpIfTargetInLOS(1, 360, 1)
Goto SpawnLoop
TNT1 A 0 A_SeekerMissile(90, 90, 2)
Goto SpawnLoop
Death:
TNT1 A 0 A_StopSound (6)
FBXP A 4 Bright A_Explode (10, 64)
FBXP BBBBCCCC 1 Bright A_FadeOut (0.05)
Stop
}
}
Re: [Monster]Vore from Quake
Surprisingly, it wouldn't. That would just make it slam into corners more often.Xtyfe wrote:wouldn't it be better if the jump was done every frame?
- Xtyfe
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Re: [Monster]Vore from Quake
Ok then, I guess I will switch backGhastly_dragon wrote:Surprisingly, it wouldn't. That would just make it slam into corners more often.Xtyfe wrote:wouldn't it be better if the jump was done every frame?