OSJC's QUAKE - Descent into Heresy - revisited

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-Ghost-
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Re: QUAKE: Descent into Heresy (WIP) v_3b (sat 9th aug 2014)

Post by -Ghost- »

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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SamVision
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Re: QUAKE: Descent into Heresy (WIP) v_3b (sat 9th aug 2014)

Post by SamVision »

Awaiting an axe.
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Valherran
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Re: QUAKE: Descent into Heresy (WIP) v_2 (wed 6th aug 2014)

Post by Valherran »

osjclatchford wrote:now next up is the axe. I'd like to use this:
axe-handless.png
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...
That axe isn't even close to the original thing, I would rather a different axe be used as a place holder TBH.
osjclatchford
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Re: QUAKE: Descent into Heresy (WIP) v_3b (sat 9th aug 2014)

Post by osjclatchford »

yeah but once its double headed I can edit it further... it'll look great if I can ever get it done... :wink:
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tsukiyomaru0
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Re: QUAKE: Descent into Heresy (WIP) v_3b (sat 9th aug 2014)

Post by tsukiyomaru0 »

Idea for thunderbolt: Try to have the sprites for lightning be random.
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ravage
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Re: QUAKE: Descent into Heresy (WIP) v_3b (sat 9th aug 2014)

Post by ravage »

Is there any possibility of adding the Expansion Pack weapons too?
osjclatchford
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Re: QUAKE: Descent into Heresy (WIP) v_3b (sat 9th aug 2014)

Post by osjclatchford »

tsukiyomaru0 wrote:Idea for thunderbolt: Try to have the sprites for lightning be random.
yes that is my intent for the next version, thus:
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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Dark-Assassin
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Re: QUAKE: Descent into Heresy (WIP) v_3b (sat 9th aug 2014)

Post by Dark-Assassin »

That should make each individual sprite random.


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.
This is with ZDoom 2.7.1 from the DRDTeam Debian Repo.
osjclatchford
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Re: QUAKE: Descent into Heresy (WIP) v_3b (sat 9th aug 2014)

Post by osjclatchford »

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;
ax1.PNG
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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everamzah
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Re: QUAKE: Descent into Heresy (WIP) v_3b3 (sun 10th aug 201

Post by everamzah »

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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Dark-Assassin
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Re: QUAKE: Descent into Heresy (WIP) v_3b3 (sun 10th aug 201

Post by Dark-Assassin »

I personally never liked Quake's lack of switching animations.
Some mods and a source port adds some basic animations.
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tsukiyomaru0
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Re: QUAKE: Descent into Heresy (WIP) v_3b (sat 9th aug 2014)

Post by tsukiyomaru0 »

I don't know if that will work for sure. If it doesn't, here's another way to:

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
If that one still glitches, then my personal favorite will work:

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
osjclatchford
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Re: QUAKE: Descent into Heresy (WIP) v_3b3 (sun 10th aug 201

Post by osjclatchford »

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.
Omg Lol. OK should point out that this mod has nothing to do with descent destination Saturn or any of its sequels. :lol:
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Woolie Wool
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Re: QUAKE: Descent into Heresy (WIP) v_3b3 (sun 10th aug 201

Post by Woolie Wool »

This is fun, but I felt like it needed a little something extra. A few hours later...

Image
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.
osjclatchford
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Re: QUAKE: Descent into Heresy (WIP) v_3b3 (sun 10th aug 201

Post by osjclatchford »

nice :twisted:

oh and regarding:
dark-slayer-201 wrote:... 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.
This is with ZDoom 2.7.1 from the DRDTeam Debian Repo.
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? :lol: this is for Heretic ONLY. it will not work in other games without serious alteration to the decorate code...

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