Quake: Nexus Aftermath - /me casts Resurrection

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Orangewaggs
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Re: Quake: Nexus Aftermath - Grinding again

Post by Orangewaggs »

well when you do the replacement pack ill test the hell out of it for you on kdizd if you want :wink:
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Deathman101
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Re: Quake: Nexus Aftermath - Grinding again

Post by Deathman101 »

I'd probably take a slot, but you see...I'm not all that responsible when I have to honor a commitment.
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Ghastly
... in rememberance ...
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Re: Quake: Nexus Aftermath - Grinding again

Post by Ghastly »

Since you're signing up, I'll haul ass on the next editing package. The last one expired, so rather than upload it again, I'll keep working on the updated one, so that's ready.

I've seen your other mod, so I already know you have the Quake architectural and textural style and ACS skill for this, by the way. :)
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Ghastly
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Re: Quake: Nexus Aftermath - Grinding again

Post by Ghastly »

New effects for the nailgun projectile are completely done, the Heavy Hovertank now has a melee attack, I've cleaned up ALL of the Decorate, and I've ripped some more map decorations.

At the moment, I'm working on a new bulletpuff effect, a new visual effect for the lascerator (the lascerator is used by a Strogg Marine variant, Infiltrators, Sentiens and Hornets. It's not a new weapon), I might give the Tactical Transfer a melee attack, and I'm still looking for a bulletpuff for the Lightning Gun, but I may settle for a particle effect.

Also, we could use a new set of Dark Matter Gun projectile sprites. Here's a screenshot:
Spoiler: DMG Projectile
The special effects, like the fog, the white streaks and those bubbles could be done very easily with Decorate, we just need graphics for the main projectile. For animation, it just swirls in one direction. For a death, it just explodes.

Just thought I'd give a progress report. :)
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SoulCrow
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Re: Quake: Nexus Aftermath - Grinding again

Post by SoulCrow »

Ghastly_dragon wrote:For animation, it just swirls in one direction. For a death, it just explodes.
Maybe you could use the ranged projectile that is fired by the Hell Warrior?
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Ghastly
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Re: Quake: Nexus Aftermath - Grinding again

Post by Ghastly »

I tried that with the Darkness Rift, on the Beastiary. It didn't turn out too well. :?
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Ghastly
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Re: Quake: Nexus Aftermath - Grinding again

Post by Ghastly »

Just finished a melee attack for the Tactical Transfer (all moving variants use it, but not standing or crouching), I added new sounds for the Sentry, and I whipped up a real script for regenerating ammo for the medic and tech tools.

I think I'll consider build 3 done after: the new DMG ball is done, I've rewritten the Berserker Commander, I've rewritten the Centurion's lightning attack, I have falling sprites for the Grunt, Berserker Commander and Strogg Marine, I've whipped up a new titlemap (reminiscent of a certain screen in the Nexus Core level), I've added the new decorations into the DB config, resource wad and pk3, and after I have a new effect for the Lascerator projectile.
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Remmirath
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Re: Quake: Nexus Aftermath - Grinding again

Post by Remmirath »

And then off for SBARINFO. :wink:
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TypeSaucy
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Re: Quake: Nexus Aftermath - Grinding again

Post by TypeSaucy »

here's a stupid question: are the quake 4 weaps gonna reload like the real deal? just being curious. :|
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Ghastly
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Re: Quake: Nexus Aftermath - Grinding again

Post by Ghastly »

No. The Quake 2 weapons don't have reloading animations, so they wouldn't look right if we put reloading systems in, and the Quake 4 weapons would looks odd, if they did, but the Q2 weapons didn't.
CaptainToenail
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Re: Quake: Nexus Aftermath - Grinding again

Post by CaptainToenail »

Nice, can we have some screens of the afforementioned FX? :?:
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.+:icytux:+.
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Re: Quake: Nexus Aftermath - Grinding again

Post by .+:icytux:+. »

Image

just to waste some time :D (strange edges :O)
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Ghastly
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Re: Quake: Nexus Aftermath - Grinding again

Post by Ghastly »

@Icy: Wouldn't mind doing an entire projectile (just the main ball, with swirling center and an explosion), would you? :P

@Toenail: The only FX finished, thus far, is the nailgun projectile and new lightning gun. Still working on the rest, but I'll PM you before I add any changes like that to the main wad.

Edit: HAH! Berserker Commander rewritten! Next, I think I'll try to fix up the Centurion's lightning attack to better fit the new lightning gun, and it's original lightning attack.
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Blade3327
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Re: Quake: Nexus Aftermath - Grinding again

Post by Blade3327 »

@Ghastly: Hey, man. I played the QUAKE Nexus Aftermath demo again. It reminded me of a few suggestions.
First off, why combine Quake 2 and Quake 4 graphics? It looks kind of messy.
I'd suggest using ONLY Quake 4 sprites and textures. Why not Quake 2? Because it's been done before: http://www.doomwadstation.com/quakedoom/
Speaking of which, if you still wanna do Quake 2, the TC above has much smoother Q2 weapon animations.
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Ghastly
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Re: Quake: Nexus Aftermath - /me casts Resurrection

Post by Ghastly »

Back to working on this. I've decided to re-rip the weapons in-game with Fraps for smoother animations and high-res HUD sprites (which is good news for those who liked the swirling rings on the DMG :P).

I've also FINALLY fixed the menu graphics bug, implemented the new lascerator graphics, fixed the problem with the new skins sounds, and Morpheus whipped up the SBarInfo. Next, I think I can finish the static defense teleporter once I find some fitting green fog sprites, I'll rewrite the Centurion's lightning gun attack and I might rewrite the Grunt's missile state so it's closer to the original.
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