Quake: Nexus Aftermath - /me casts Resurrection
Re: Quake: Nexus Aftermath
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?
- Orangewaggs
- Posts: 395
- Joined: Sat Dec 01, 2007 9:03 pm
Re: Quake: Nexus Aftermath
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?
Re: Quake: Nexus Aftermath
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?:


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?:


- Orangewaggs
- Posts: 395
- Joined: Sat Dec 01, 2007 9:03 pm
Re: Quake: Nexus Aftermath
oh i figured you would be busy, the gun does look good, but i was saying after all is done
Re: Quake: Nexus Aftermath
@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?
Maybe THIS is a WAD that I could make music for! What do you think?
Re: Quake: Nexus Aftermath
@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
.
@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
Re: Quake: Nexus Aftermath
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
! I'll post downloadable tracks when I finish some songs!
I'll try, though. I'm thinking of ways I could do this as I'm writing the message
- ShadesMaster
- Posts: 658
- Joined: Thu Jun 12, 2008 2:05 am
Re: Quake: Nexus Aftermath
Strange, whenever I try to load it up I get the following 'FATAL' error message:
What gives?EXECUTION COULD NOT CONTINUE
Script Error, "Actors/Weapons/QBFG10k.txt" line 12:
"Weapon.NoLMS" is an unknown flag
-
CaptainToenail
- Posts: 3975
- Joined: Fri Jul 06, 2007 9:16 am
Re: Quake: Nexus Aftermath
use latest ZDoom/GZDoom/Skulltag
Re: Quake: Nexus Aftermath
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.
Re: Quake: Nexus Aftermath
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!
- .+:icytux:+.
- Posts: 2661
- Joined: Thu May 17, 2007 1:53 am
- Location: Finland
Re: Quake: Nexus Aftermath
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
- 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
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"
Re: Quake: Nexus Aftermath
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
). You can see them in the demo guarding the red key) and Shotgun Guard have been re-ripped and look great
. 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
.
Anywho, the Sentien (a monster from Team Evolve's unofficial Zaero expansion pack (the closest thing to a new monster we have
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
Re: Quake: Nexus Aftermath
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...
