OSJC's QUAKE - Descent into Heresy - revisited

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Xim
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Re: QUAKE: Descent into Heresy (WIP)

Post by Xim »

osjclatchford wrote: I had not intended to implement a thunderbolt. I'm going for good gameplay balance here and the lightninggun is a bit overkill.
What's wrong with having the ammo for it just being super rare?
osjclatchford
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Re: QUAKE: Descent into Heresy (WIP)

Post by osjclatchford »

ok I am seriously pissed here. My machine wont let me access my 4shared account so I tried dropbox.com and I cant even access the damned site. my chrome thinks its a toxic site or something. I'm running xp so guess its because the os im using is now outdated. what the funt can i do? >:(

the forums here cant support a file of this size. so I cant upload the damned file here either...

ideas please?
Tux
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Re: QUAKE: Descent into Heresy (WIP)

Post by Tux »

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ETTiNGRiNDER
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Re: QUAKE: Descent into Heresy (WIP)

Post by ETTiNGRiNDER »

osjclatchford wrote:ideas please?
Get a Jimdo and make a little homepage for your project. 500MB of storage for a free account. File sharing sites are crap.
osjclatchford
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Re: QUAKE: Descent into Heresy (WIP)

Post by osjclatchford »

thnaks guys ive tried a few but the only one i could get near was filesnack... update in first post...

oh, and:
gqrla0.PNG
coming soon...
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Ixnatifual
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Re: QUAKE: Descent into Heresy (WIP)

Post by Ixnatifual »

Will there be a trusty axe?
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xenoxols
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Re: QUAKE: Descent into Heresy (WIP)

Post by xenoxols »

Okay, so a few things, as the weapons don't operate much like their quake counterparts.
1. There should be no kickback on the player fro firing.
2. the shotguns need to fire faster.
3. the pitch needs to come back down to where it was originally so that there is no real recoil. Also it needs to be smoother.
4. the grenades need to have less gravity.
5. the nails need to be perfectly accurate.
6. Your player definition is in KEYCONF, where it should be in MAPINFO.
7. A few things in the decorate file are deprecated.
8. You replaced the rocket class.
9. There is a kick instead of an axe. Also the ranger doesn't wear green.
But despite all this, it is quite good.
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Project Shadowcat
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Re: QUAKE: Descent into Heresy (WIP)

Post by Project Shadowcat »

xenoxols wrote:2. the shotguns need to fire faster.
Shotguns both feel fine to me. I'm listening by ear myself and as I was just done with a Quake binge just before trying this out, the firing speed is just right.
4. the grenades need to have less gravity.
That would be nice, actually. Maybe a little bit of a positive pitch when firing, too, before I have a grenade bounce off that fucking high ledge and return to me again.
EDIT: The wrong sound is used when the grenade launcher fires. It sounds like the bounce sound instead of the actual firing one. Whoops!
5. the nails need to be perfectly accurate.
Agreed... sort of. For gameplay purposes, I say reduce the cone of fire instead of tightening the accuracy to perfection.
Also: The Nailgun should be allowed to fire 1 nail at a time.
6. Your player definition is in KEYCONF, where it should be in MAPINFO.
7. A few things in the decorate file are deprecated.
Given his earlier posts in a different topic, he's not had much of a chance to get with the times. :P
9. There is a kick instead of an axe.
I'm going to forgive this one because it's handy to have.
Also the ranger doesn't wear green.
You're not Ranger. :P
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agaures
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Re: QUAKE: Descent into Heresy (WIP)

Post by agaures »

Some of the sounds aren't there and the super nailgun firing animation looks bad.
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zrrion the insect
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Re: QUAKE: Descent into Heresy (WIP)

Post by zrrion the insect »

Haven't checked this out yet but the download has begun.

The sprites are gorgeous btw.
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Captain J
 
 
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Re: QUAKE: Descent into Heresy (WIP)

Post by Captain J »

alrighty, after playing this thru, it was really good. except some flaws and disappointments;

-the first thing is nailgun's ricocheting sound won't play whatsoever. would be appreciated if you can add 'em.

-second is grenade plays bounce sound when i launched it. also launcher's fire sound never plays at all. anyway i think grenade is exploding much faster than the original game when it's stops moving, is that was intensional?

-lastly, super nailgun seems held up too much. comparing with other weaponries, they are fine but it doesn't IMO. and btw, it has no muzzle flash but basic nail gun.

also, i had some mind to do some sprite fixin' things for you. hope you liked it or least you needed it;
quake_sprite_fixes.PNG
now good luck!
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osjclatchford
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Re: QUAKE: Descent into Heresy (WIP)

Post by osjclatchford »

I'm done...
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Average
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Re: QUAKE: Descent into Heresy (WIP)

Post by Average »

osjclatchford wrote:I'm done...
In a good or bad way?
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Captain J
 
 
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Re: QUAKE: Descent into Heresy (WIP)

Post by Captain J »

if those problems keep bothering you, i can help you. just say yes if you need to.
osjclatchford
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Re: QUAKE: Descent into Heresy (WIP)

Post by osjclatchford »

@ average; sorry that was unclear; 'done' as in version 2. see first post :wink:

now before i go any further, a few points i'd like to raise to all here.

- this is not quake. it is a quake themed mod in heretic. it has been made purely from memory and has not been created to simulate quake physics and or gameplay TO THE LETTER. if you want 100% quake then go play quake, if you want it in the zdoom engine, go play samsara... :roll:

- altered behavior of weapons IS intentional. for example the shotgun recoil/pitch is there to add a bit of life to the otherwise static quake weapons. The observant among you will notice that the nailgun will randomly fire nails that can bounce off of walls/floors adding an extra tactical element to the weapon. also the supernailgun will randomly fire ripper nails. making it a more deadly weapon than the nailgun. all of this (and more) is designed to create a set of weapons that fit the Heretic monsters and maps with gameplay balance in mind.

- read my posts CLEARLY please. as stated in the subject heading; this is a WIP. therefore, unless stated otherwise, the sprites code and sounds used are how I want them at present and do not always reflect how they will be in the final version. as such, things like the doomguy kick are intended as placeholders*. if sounds aren't there I haven't put them in yet. patience is a virtue.

now dont think i'm being an ogre here (pun unintended there), I have taken some things into consideration. the cone of fire on the nailgun, for example, was indeed way too sparse. this is altered now. the grenade behavior is altered to be much less dangerous when aiming high but, again, the short fuse time is indeed intentional.

oh and @captainJ; no offence, but I did not feel my sprites needed 'fixin'. :? the nailgun is green to add a bit of variety to the colours. yes I know quake was almost entirely brown but, again, this is not quake.

please bear in mind that this mod is in no way going to please everyone. and that is not its intent. I am sorry. but if there are things that you just don't like when the final version is done then thats tough. I create mods to play myself, therefore its how I want it to be. I share them because I'm a generous sort :wink: . no offence but I'm really not making it to please a huge audience. if it does please some then jolly good.
I tend create my mods with a rigid specification set in mind before I even start. this allows me to work from section to section getting things done. That does not mean that some things wont change as I go along, that's only natural with alpha testing, but If theres things you'd do differently feel free to alter, remove or completely change it to make a version that suits you. all I ask is let me get my final version done first... :wink:

*
rangerkick.PNG
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Last edited by osjclatchford on Wed Aug 06, 2014 8:19 am, edited 1 time in total.

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