OSJC's QUAKE - Descent into Heresy - revisited

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
User avatar
-Ghost-
Posts: 1778
Joined: Wed Sep 08, 2010 4:58 pm

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.
User avatar
SamVision
Posts: 2425
Joined: Tue Apr 13, 2010 4:47 pm
Location: Behind You

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

Post by SamVision »

Awaiting an axe.
User avatar
Valherran
Posts: 1410
Joined: Tue Oct 27, 2009 12:58 pm

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
Posts: 2059
Joined: Mon Feb 07, 2011 5:02 am

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:
User avatar
tsukiyomaru0
Posts: 297
Joined: Sat May 29, 2010 6:20 pm

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.
User avatar
ravage
Posts: 293
Joined: Wed Sep 03, 2003 9:30 pm
Preferred Pronouns: They/Them

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
Posts: 2059
Joined: Mon Feb 07, 2011 5:02 am

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...
User avatar
Dark-Assassin
Posts: 742
Joined: Thu Mar 19, 2009 3:40 am
Location: South Australia

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
Posts: 2059
Joined: Mon Feb 07, 2011 5:02 am

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!
You do not have the required permissions to view the files attached to this post.
User avatar
everamzah
Posts: 149
Joined: Tue Aug 20, 2013 10:17 am
Location: Augusta, ME.

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.
User avatar
Dark-Assassin
Posts: 742
Joined: Thu Mar 19, 2009 3:40 am
Location: South Australia

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.
User avatar
tsukiyomaru0
Posts: 297
Joined: Sat May 29, 2010 6:20 pm

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
Posts: 2059
Joined: Mon Feb 07, 2011 5:02 am

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:
User avatar
Woolie Wool
Posts: 1713
Joined: Mon Dec 15, 2003 3:36 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Arch Linux, Windows 11
Graphics Processor: nVidia with Vulkan support

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
Posts: 2059
Joined: Mon Feb 07, 2011 5:02 am

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...

Return to “Gameplay Mods”