[BETA7] Q - Quake stuff for Doom, Heretic and Hexen
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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: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str
I know, but this is not supposed to be a mod based on Quake World Team Fortress.
Aside from perhaps the Lava Nails from Dissolution of Eternity, the original Quake does not have fire weapons, so I do not see how the Pyro class is going to work.
Aside from perhaps the Lava Nails from Dissolution of Eternity, the original Quake does not have fire weapons, so I do not see how the Pyro class is going to work.
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Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str
He can take inspirations from mods like Rubicon Rumble.JohnnyTheWolf wrote:I know, but this is not supposed to be a mod based on Quake World Team Fortress.
Aside from perhaps the Lava Nails from Dissolution of Eternity, the original Quake does not have fire weapons, so I do not see how the Pyro class is going to work.
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Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str
I just found it from another Quake mod. I don't think I'll keep it.
Also, anyone got feedback on my other ideas?
Also, anyone got feedback on my other ideas?
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Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str
can you do optional monster pack for this?
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Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str
That's a far future plan. I'd like to get everything else going well before then. Yet I keep getting ideas on how to tweak things just a little.
I've already changed a bunch of things. But that also means more sprite ripping... I can say that ripping sprites from models takes a while, but an old version of Blender and batch renaming programs have come in really handy.
This is what happens when a Perfectionist makes something. They keep finding more things to tweak and won't stop until there is absolutely nothing more they can do.
Also, I've dediced to add Nash's QTilt mod with a few tweaks such as adding death tilt too that doesn't conflict and reduced the tilt amount and speed a little.
I've already changed a bunch of things. But that also means more sprite ripping... I can say that ripping sprites from models takes a while, but an old version of Blender and batch renaming programs have come in really handy.
This is what happens when a Perfectionist makes something. They keep finding more things to tweak and won't stop until there is absolutely nothing more they can do.
Also, I've dediced to add Nash's QTilt mod with a few tweaks such as adding death tilt too that doesn't conflict and reduced the tilt amount and speed a little.
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Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str
ok looking forward to seein some quake monsters
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Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str
Fixed download links for Beta 6 only, removed old links from OP
Also please don't play this with strife, it's quite buggy. Beta 7 will exclude Strife while I spend a lot more work on it.
Also please don't play this with strife, it's quite buggy. Beta 7 will exclude Strife while I spend a lot more work on it.
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Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str
I like it but I was hoping for a pure weapon mod. Unfortunately you're using some other blood files and because of that I can't use the ketchup mod.
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Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str
Q is perfectly compatible with the ketchup mod.SoundOfDarkness wrote:I like it but I was hoping for a pure weapon mod. Unfortunately you're using some other blood files and because of that I can't use the ketchup mod.
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Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str
Not for me, as you can see in the screenshot.
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Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str
SoundOfDarkness wrote:Not for me, as you can see in the screenshot.
Spoiler: Q-Doom video
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Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str
Strange...
Did you upload that video? Zandronum or GZDoom? And what mod do you use for the monster sounds?
Did you upload that video? Zandronum or GZDoom? And what mod do you use for the monster sounds?
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Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str
Ketchup must be loaded after.
However, I can make compatibility mods for almost anything as long as it's not something like Brutal Doom. Ketchup looks like it modifies the monsters, so just a few edits need to be made.
However, I can make compatibility mods for almost anything as long as it's not something like Brutal Doom. Ketchup looks like it modifies the monsters, so just a few edits need to be made.
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Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str
Ah, so that was the problem. Thanks.Dark-Assassin wrote:Ketchup must be loaded after.
But isn't the ketchup mod basically Brutal Doom light? And just out of curiosity, why do you have an aversion to Brutal Doom?Dark-Assassin wrote:However, I can make compatibility mods for almost anything as long as it's not something like Brutal Doom. Ketchup looks like it modifies the monsters, so just a few edits need to be made.
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Re: [BETA6] Q - Quake stuff for Doom, Heretic, Hexen and Str
Oh, would it be possible to add Arcane Dimensions weapons?
They would be really useful and fitting in Doom
They would be really useful and fitting in Doom