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Quake 1.5 - Release Thread

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  • #61
    Awesome work!
    I hope you intend to release this!

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    • #62
      I agree! I'm really digging the new skins!

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      • #63
        http://s1.webmshare.com/yK986.webm

        Death sounds for slime and lava are in

        EDIT:

        animations too

        [ame]http://www.youtube.com/watch?v=FVq5QaIoTfg[/ame]
        Last edited by Bloodshot; 01-14-2016, 02:38 AM.

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        • #64
          haha prince of persia snes music in the background <3

          also, fun animation and a hilarious scream
          .
          are you curious about what all there is out there in terms of HD content for quake?
          > then make sure to check out my 'definitive' HD replacement content thread! <
          everything that is out there for quake and both mission-packs, compiled into one massive thread

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          • #65
            it's actually the lava death sound from prince of persia 2

            here's the slime death

            [ame]http://www.youtube.com/watch?v=XXGlZ0bLrR8[/ame]

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            • #66
              the slime death looks very cool!
              So save today, the secrets that you prayed for and wait, cause we deserve it so much more!
              My Avatars!
              Quake Leagues

              Quake 1.5!!!
              Definitive HD Quake

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              • #67
                Got weapon specific death anims working

                [ame]http://www.youtube.com/watch?v=6iTBWBWEmN4[/ame]

                It's hard to see in the vid, but the nails are stuck in the grunt

                Only problem is the way the kick is implemented it will play these death anims for simply having the specific gun out.

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                • #68
                  hahaha thats awesome
                  .
                  are you curious about what all there is out there in terms of HD content for quake?
                  > then make sure to check out my 'definitive' HD replacement content thread! <
                  everything that is out there for quake and both mission-packs, compiled into one massive thread

                  Comment


                  • #69
                    aw man, those are looking fierce!

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                    • #70
                      bloodshot, how did you end up adding that stuff in? Did you plug into the obits?
                      Gnounc's Project Graveyard Gnounc's git repo

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                      • #71
                        The obituaries helped me find IT_<weaponname> so i've been using stuff like

                        Code:
                        if (self.enemy.weapon == IT_SUPER_SHOTGUN)
                        { <anim code>}
                        And i swap out the enemy model for ones that are cut in half, have nails sticking out, etc. with extra animations for the new deaths

                        only problem is the kick seems to also play the new death anims because you still have that weapon selected

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                        • #72
                          [ame]http://www.youtube.com/watch?v=3bZl2vGXyhc[/ame]

                          Got some knight and ogre anims

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                          • #73
                            Awesome stuff Bloodshot!

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                            • #74
                              dirty hack to get around that, create an entity like a static missile for your kick.
                              set that entities .weapon to IT_MIGHTYBOOT, and have the ENTITY do the damage.
                              Gnounc's Project Graveyard Gnounc's git repo

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                              • #75
                                I'm actually an idiot, I just fixed it because the melee attack sets "meleeing" to 1, and I was trying to call it in the monster qc files with "self.enemy.owner.meleeing" instead of "self.enemy.meleeing" in my if statements.

                                Have a peek at the ogre nailgun death for my stupidity

                                http://s1.webmshare.com/BBAJE.webm

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