Quake: Nexus Aftermath - /me casts Resurrection

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Ghastly
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Re: Quake: Nexus Aftermath

Post by Ghastly »

Nah, we already have all the weapons and monsters done. I just forgot to add the script before the initial demo's release. The Gauntlet is a model rip from Quake 4.
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Blade3327
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Re: Quake: Nexus Aftermath

Post by Blade3327 »

Oh, I just thought that having an actual 2-D sprite would be more convenient than a rip, but cool!
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MG_Man
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Re: Quake: Nexus Aftermath

Post by MG_Man »

Model rip in DooM modding terms means images made from a model.

So it is 2D. :D
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Blade3327
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Re: Quake: Nexus Aftermath

Post by Blade3327 »

I know what a model rip is. I just know from past experience that model rips don't always look as good as homemade sprites, unless you spend a while perfecting them.
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MG_Man
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Re: Quake: Nexus Aftermath

Post by MG_Man »

Well, every sprite in here are model rips, and they look fairly great...
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Ghastly
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Re: Quake: Nexus Aftermath

Post by Ghastly »

MG_Man wrote:they look fairly great...
Heh, some don't, but those have been re-ripped. Team-colored projectiles are done, but won't fully be in the next version because they don't work work Skulltag's teams in 97d2-RC3 (though they will in the next version, so I'll add it in, then).

I hope team-color projectiles are used by other Skulltag modders. It really adds to the quality and it's annoying seeing a ton of plasma rushing past and not knowing if it's an ally's or enemy's :P.
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Ghastly
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Re: Quake: Nexus Aftermath

Post by Ghastly »

In the interest of generating a bit more interest (I found this towards the bottom of the second page...), some of the decorate achievements in this mod are:
  • Network Guardian alternates between walking and flying (yes, it jumps off the ground).
  • Infiltrator monster has three AI modes (mostly subtle changes) that it cycles between randomly and depending on certain variables, like remaining health, distance from target and whether it's in-sight. (91 lines for mode-switching alone)
  • Revivable corpse decorations. Just place them in the editor and they can be revived in-game.
  • Real, working medic gun (still suffers from a few small quirks, though)
  • A real, working silencer powerup that's more useful than the Quake 2 version. For certain weapons, it quiets the weapon's sound and doesn't alert monsters for 10 shots.
  • ACS-activated states. Mappers could make a script to have a Grunt jump over a short gap, or have it jump down from a ledge (with a landing animation at the end).
So, anyone want to help map for this...?
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Ghastly
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Re: Quake: Nexus Aftermath

Post by Ghastly »

Demo 2 finished and added to first post.
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Blade3327
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Re: Quake: Nexus Aftermath

Post by Blade3327 »

@Ghastly: I got the demo, but when I start it up, I get a message in ZDoom(EXECUTION COULD NOT CONTINUE) Script error, "Actors/Weapons/QBFG10k.txt" line 12:
"Weapon.NoLMS" is an unknown flag

Has this happened to you? Is there a fix?
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Ghastly
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Re: Quake: Nexus Aftermath

Post by Ghastly »

The latest ZDoom revision doesn't have that problem, but ZDoom 2.2.0 does (Graf added a dummy flag for that after 2.2.0).

That flag, by the way, prevents the BFG and DMG from being automatically given to players in Last Man Standing mode, by the way :P.
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Blade3327
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Re: Quake: Nexus Aftermath

Post by Blade3327 »

So, where can I get this revision? I went on the ZDoom site to the Downloads section, but I couldn't find anything...
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Unknown_Assassin
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Re: Quake: Nexus Aftermath

Post by Unknown_Assassin »

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Blade3327
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Re: Quake: Nexus Aftermath - Needs mappers

Post by Blade3327 »

@Unknown Assasin: Thanks, man!

@Ghastly: I tried out your game! Very cool... If I walked into a room and someone was playing Nexus Aftermath, I'd swear it was actually Quake 2! XD

However, I think that including both Quake 2 and Quake 4 elements might not work too well in the long run. That's just my opinion.

Cheers on staying true to the look and feel of Quake 2, though! :cheers:
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ALIENwolve
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Re: Quake: Nexus Aftermath - Needs mappers

Post by ALIENwolve »

Enforcers seem to be quite useless because their pain state is easily invoked while they're preparing to fire for like... five seconds.
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Demolisher
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Re: Quake: Nexus Aftermath - Needs mappers

Post by Demolisher »

Nice project, but models would look good for a few things, like a barrel, or items.
Nice rips though, seen some good and bad.

Very Quake 2ish, loved the titlemap.
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