Quake: Nexus Aftermath - /me casts Resurrection
Re: Quake: Nexus Aftermath
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.
Re: Quake: Nexus Aftermath
Oh, I just thought that having an actual 2-D sprite would be more convenient than a rip, but cool!
Re: Quake: Nexus Aftermath
Model rip in DooM modding terms means images made from a model.
So it is 2D.
So it is 2D.
Re: Quake: Nexus Aftermath
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.
Re: Quake: Nexus Aftermath
Well, every sprite in here are model rips, and they look fairly great...
Re: Quake: Nexus Aftermath
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).MG_Man wrote:they look fairly great...
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 .
Re: Quake: Nexus Aftermath
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).
Re: Quake: Nexus Aftermath
Demo 2 finished and added to first post.
Re: Quake: Nexus Aftermath
@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?
"Weapon.NoLMS" is an unknown flag
Has this happened to you? Is there a fix?
Re: Quake: Nexus Aftermath
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 .
That flag, by the way, prevents the BFG and DMG from being automatically given to players in Last Man Standing mode, by the way .
Re: Quake: Nexus Aftermath
So, where can I get this revision? I went on the ZDoom site to the Downloads section, but I couldn't find anything...
- Unknown_Assassin
- Posts: 2468
- Joined: Wed Apr 12, 2006 5:17 pm
- Location: Where dead carcasses lie
- Contact:
Re: Quake: Nexus Aftermath - Needs mappers
@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!
@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!
- ALIENwolve
- Posts: 11
- Joined: Sun Aug 03, 2008 7:37 pm
Re: Quake: Nexus Aftermath - Needs mappers
Enforcers seem to be quite useless because their pain state is easily invoked while they're preparing to fire for like... five seconds.
- Demolisher
- Posts: 1749
- Joined: Mon Aug 11, 2008 12:59 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Winchester, VA
- Contact:
Re: Quake: Nexus Aftermath - Needs mappers
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.
Nice rips though, seen some good and bad.
Very Quake 2ish, loved the titlemap.