OSJC's QUAKE - Descent into Heresy - revisited
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: QUAKE: Descent into Heresy (WIP) v_3b (sat 9th aug 2014)
An axe would be good, ammo felt pretty scarce in E1M1, since you only really pick up single shotgun shells. Maybe increase those to 2 or 3 shells at a time? It takes 2 or 3 shots to kill each of the enemies that level, so you run out fairly quickly. Same for the double shotgun, since it takes 2 shots to kill a golem with, costing 4 ammo to the single shotgun's 3 shots.
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Re: QUAKE: Descent into Heresy (WIP) v_3b (sat 9th aug 2014)
Awaiting an axe.
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Re: QUAKE: Descent into Heresy (WIP) v_2 (wed 6th aug 2014)
That axe isn't even close to the original thing, I would rather a different axe be used as a place holder TBH.osjclatchford wrote:now next up is the axe. I'd like to use this:axe made by mike12 as a base but Its got to be a double-header right? anyone fancy tackling making the other side of the axe? I tried a bit but its angles have sure got me stumped...
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Re: QUAKE: Descent into Heresy (WIP) v_3b (sat 9th aug 2014)
yeah but once its double headed I can edit it further... it'll look great if I can ever get it done...
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Re: QUAKE: Descent into Heresy (WIP) v_3b (sat 9th aug 2014)
Idea for thunderbolt: Try to have the sprites for lightning be random.
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Re: QUAKE: Descent into Heresy (WIP) v_3b (sat 9th aug 2014)
Is there any possibility of adding the Expansion Pack weapons too?
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Re: QUAKE: Descent into Heresy (WIP) v_3b (sat 9th aug 2014)
yes that is my intent for the next version, thus:tsukiyomaru0 wrote:Idea for thunderbolt: Try to have the sprites for lightning be random.
Spoiler:this will randomly set one of the three 'zap' sequences as the rail-particles for each time the shaft fires. however, I do not think it is possible to make each individual particle sprite random within one beam. if it is and someone knows how, please let me know...
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Re: QUAKE: Descent into Heresy (WIP) v_3b (sat 9th aug 2014)
That should make each individual sprite random.
Edit: I thought it was about time I tried this, but then this happened.
This is with ZDoom 2.7.1 from the DRDTeam Debian Repo.
Edit: I thought it was about time I tried this, but then this happened.
Code: Select all
Script error, "quake-dih_3.pk3:animdefs.txt" line 10:
Bad syntax.
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Re: QUAKE: Descent into Heresy (WIP) v_3b (sat 9th aug 2014)
I too am running 2.7.1 and don't have that issue...not sure whats happening there. can anyone help him here? does anyone else have this issue?
in other news, mike12's axe sprite is getting a facelift for the mod; yes its not double headed and looks different from the quake original but so do all the other sprites i've done too... although its not the same form as the original the colour gives a nice sense of familiarity to me and to be honest quake's axe never looked like an axe to me anyway, more like a huge shovel... LOL
*edit*
new version is up now with aforementioned axe. it behaves very differently to its quake counterpart but that is due to the fact that the kick more or less replaces the original axe behaviour. this axe is half as fast but twice as strong. which might seem pointless but we needed an axe and truth-be-told the quad makes it quite impressive indeed... oh, and before anyone mentions it, yes, it goes a bit clippy when you have the hud on full expansion. I can live with it, I'm sure you can too... enjoy!
in other news, mike12's axe sprite is getting a facelift for the mod; yes its not double headed and looks different from the quake original but so do all the other sprites i've done too... although its not the same form as the original the colour gives a nice sense of familiarity to me and to be honest quake's axe never looked like an axe to me anyway, more like a huge shovel... LOL
*edit*
new version is up now with aforementioned axe. it behaves very differently to its quake counterpart but that is due to the fact that the kick more or less replaces the original axe behaviour. this axe is half as fast but twice as strong. which might seem pointless but we needed an axe and truth-be-told the quad makes it quite impressive indeed... oh, and before anyone mentions it, yes, it goes a bit clippy when you have the hud on full expansion. I can live with it, I'm sure you can too... enjoy!
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Re: QUAKE: Descent into Heresy (WIP) v_3b3 (sun 10th aug 201
My two cents: 1. There's two video game names in the title. Weapons should switch instantly - or at least faster - like in Descent.
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Re: QUAKE: Descent into Heresy (WIP) v_3b3 (sun 10th aug 201
I personally never liked Quake's lack of switching animations.
Some mods and a source port adds some basic animations.
Some mods and a source port adds some basic animations.
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Re: QUAKE: Descent into Heresy (WIP) v_3b (sat 9th aug 2014)
I don't know if that will work for sure. If it doesn't, here's another way to:
If that one still glitches, then my personal favorite will work:
Code: Select all
Spawn:
tnt1 aa 0 A_Jump(256,"Spawn1","Spawn2","Spawn3")
stop
Spawn1:
zapp abc 2 bright
stop
Spawn2:
zapp bca 2 bright
stop
Spawn3:
zapp cab 2 bright
stop
Code: Select all
Spawn:
tnt1 a 1
tnt1 a 0 A_Jump(256,"Spawn1","Spawn2","Spawn3")
stop
Spawn1:
zapp abc 2 bright
stop
Spawn2:
zapp bca 2 bright
stop
Spawn3:
zapp cab 2 bright
stop
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Re: QUAKE: Descent into Heresy (WIP) v_3b3 (sun 10th aug 201
Omg Lol. OK should point out that this mod has nothing to do with descent destination Saturn or any of its sequels.everamzah wrote:My two cents: 1. There's two video game names in the title. Weapons should switch instantly - or at least faster - like in Descent.
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Re: QUAKE: Descent into Heresy (WIP) v_3b3 (sun 10th aug 201
This is fun, but I felt like it needed a little something extra. A few hours later...
Background texture for the status bar is from Quake 2, icons from Quake 1, status bar face by TerminusEst13 from Samsara, font by Moondrunk, status bar pieces, slots, and coding by me. Still needs some refining but it's functional.
Background texture for the status bar is from Quake 2, icons from Quake 1, status bar face by TerminusEst13 from Samsara, font by Moondrunk, status bar pieces, slots, and coding by me. Still needs some refining but it's functional.
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Re: QUAKE: Descent into Heresy (WIP) v_3b3 (sun 10th aug 201
nice
oh and regarding:
oh and regarding:
I realised what you're doing here when i did the same by mistake. you were trying to run it with doom.wad or doomII.wad weren't you? this is for Heretic ONLY. it will not work in other games without serious alteration to the decorate code...dark-slayer-201 wrote:... I thought it was about time I tried this, but then this happened.This is with ZDoom 2.7.1 from the DRDTeam Debian Repo.Code: Select all
Script error, "quake-dih_3.pk3:animdefs.txt" line 10: Bad syntax.