QuakenDoom 2: First Enemy: Enforcer Crouches!!

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CaptainToenail
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Re: QuakenDoom 2: Weapons 73%, Second Video Link

Post by CaptainToenail »

Bizarre, I've never seen the railgun have a central core before in regular Quake II, but then I've always either used OpenGl on the PC, or played the PSX version.
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InsanityBringer
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Re: QuakenDoom 2: Weapons 73%, Second Video Link

Post by InsanityBringer »

It's in the GL renderer -- I've seen it many times :P
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Indecom
Posts: 271
Joined: Mon Jul 13, 2009 3:33 pm

Re: QuakenDoom 2: Weapons 73%, Second Video Link

Post by Indecom »

Yea me too, but i always play in gl. Anyways, right now i have no idea how to remove either the spiral or the core. Is there a way to reproduce the spiral or the core without using the built in railgun fire code?

Also, the railgun, it fires too quickly correct? i was told this yesterday so i'll fix that
CaptainToenail
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Re: QuakenDoom 2: Weapons 73%, Second Video Link

Post by CaptainToenail »

Just stick with what you've got, it's close enough, there is no way to do it otherwise without it looking worse off.
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Indecom
Posts: 271
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Re: QuakenDoom 2: Weapons 73%, Second Video Link

Post by Indecom »

Yea, i'm slightly disappointed in the built in railgun effect, the core is just a straight line, it should be more like a cloud of sparkles that fills the area inside the spiral, that spreads out and fades away.
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TypeSaucy
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Re: QuakenDoom 2: Weapons 90%, Hand Grenades at 95%!!

Post by TypeSaucy »

what i think about the core spreading out of the spiral, it can be the decorate's job to make an unseeable projectile spawning trails that looks like the core is extending.

one thing, is there gonna be a beta of the weapons?
CaptainToenail
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Re: QuakenDoom 2: Weapons 90%, Hand Grenades at 95%!!

Post by CaptainToenail »

Yeah, but CrazyCool, to do that you would have to edit the MageWand and MageWand particle, and even then it may not be perfect :?
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TypeSaucy
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Re: QuakenDoom 2: Weapons 90%, Hand Grenades at 95%!!

Post by TypeSaucy »

...er, yea, i dont know how to respond to that. but how did the "MageWand" get in this, and what does that have to do with the railgun effect :?:

edit: forget it.
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Indecom
Posts: 271
Joined: Mon Jul 13, 2009 3:33 pm

Re: QuakenDoom 2: Weapons 90%, Hand Grenades at 95%!!

Post by Indecom »

Once i finish up the bfg, i'm going to work on creating/improving particle effects, then once that is finished i'll release the weapons wad and begin work on the enemy wad. In total there will be 3 wads, weapons, enemies, and levels/textures.

Right now i've got just the bfg left to do, then particles/explosions and i'll be able to release the wad.
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TypeSaucy
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Re: QuakenDoom 2: Weapons 100%, Ammo Finished, SFX in progress!!

Post by TypeSaucy »

if every weapons is finished, why does it say that the Hyper Blaster is 99% done? :?
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Indecom
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Re: QuakenDoom 2: Weapons 100%, Ammo Finished, SFX in progress!!

Post by Indecom »

It's finished for the most part, i just have a minor tweak to implement.
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Blade3327
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Location: The ass-end of regulated space

Re: QuakenDoom 2: Weapons 100%, Ammo Finished, SFX in progress!!

Post by Blade3327 »

Looks nice, but the levels could use some more Q2 textures instead of edited D2 textures. Also could use some slightly more detailed level design.
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Indecom
Posts: 271
Joined: Mon Jul 13, 2009 3:33 pm

Re: QuakenDoom 2: Weapons 100%, Ammo Finished, SFX in progress!!

Post by Indecom »

that's not really a level, it's just a test room with some weapons and a monster spawner. I'll do a seperate levels and textures wad once i finish the weapons and enemy wads.


EDIT: oh in some of those images the level is actually from freedoom cuz i misplaced my doom discs. Pay no attention to the crappy textures and levels in that, just the weapons.
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Alwique211
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Re: QuakenDoom 2: Weapons 100%, Ammo Finished, SFX in progress!!

Post by Alwique211 »

I'm looking foward to this being released.
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Indecom
Posts: 271
Joined: Mon Jul 13, 2009 3:33 pm

Re: QuakenDoom 2: Weapons 100%, Ammo Finished, SFX in progress!!

Post by Indecom »

Thanks, it shouldnt be too far along until it's released. I just have to make some better bullet puffs, set up some more lights and it'll be ready to go, the weapons part anyways.
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