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Relieved souls of the enslaved [New effect] final

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  • LambentHammerBurst
    replied
    Seven, it's basically the Revenge idea yes, but instead of attacking the player, it'd attack a monster. If there's no monster to attack they just fade away.

    Leave a comment:


  • bluntz
    replied
    I like the last one.
    This gives me all sorts of ideas like fighting for the soul.
    The demon snatching up the soul is good but leaves you angry!
    Now if you could fight it and save the soul you could reward the player
    or penalize him if he either saves an evil soul or good one.
    Gives me an idea for a whole mod like
    Warrior Monk;;;;Battle for Hell's souls

    The effect I was referring to before you got this far along was to have wings on the soul as it rose from the corpse and either rise to the clouds
    or be struck down to hell.

    Leave a comment:


  • Seven
    replied
    Hello OoPpEe,

    what do you mean with "revenge idea" ?
    I am a bit confused...

    Regarding an effect attacking a monster instead of the player:
    Hmm, i must think about this.
    But I will leave this animation as it is, simply to be able to progress forward.


    Dani,
    yes of course, default will always be, that the effect will NOT hurt you.
    But for the kick of it there are cvar´s:
    - "souldamage"
    - "vengeancedamage"
    which enables it.
    I will of course keep the damage at a VERY small amount: 1 or 2 hit points.
    Just to create the players "pain" sound and that you get a kick out of it.
    I always play with these cvars enabled. It is a much better feeling in-game.
    You will see it


    And always remember:
    You do NOT have to make your decision for ONE effect per enemy.
    You will have these for every single enemy:

    0 = disabled (no effect)
    1 = ancient ghost effect
    2 = relieved soul effect
    3 = vengeance effect
    4 = random effect
    5 = random effect (incl. no effect) == default

    "4" means:
    A death animation effect will ALWAYS be spawned (each has 33% chance)
    "5" means:
    It is also possible, that NO death animation effect is spawned !
    (25% chance for each effect and 25% that nothing happens)

    I made "5" default for all monsters so that the player/you will not get bored.

    Kind regards,
    Seven

    Leave a comment:


  • DaniOcampo1992
    replied
    Nice idea OoPpEe! Attacking the nearbiest one maybe?

    Leave a comment:


  • LambentHammerBurst
    replied
    I loved the revenge idea (my personal favorite). However Seven you could easily edit this so if a player kills a monster he gets a bonus instead - monster will attack another monster and then fade away. Would be another awesome effect too. So the same as you have it, just instead of attacking the player, it'd attack another monster

    If you need help or anything on these effects texture/model wise let me know. I am presently working on nothing for Quake as I don't know what to do next. Mission Pack powerups, weapons, ammo are all done now, so trying to figure out what to do next.

    Leave a comment:


  • DaniOcampo1992
    replied
    Regarding what animation I prefer..
    I love the one that is facing the player but not spinning, I like the demon atack animation too, but I'll deactivate damaging the player.. If I understood well, it'll be cvar adjustable right?

    Leave a comment:


  • gdiddy62
    replied
    For the record:
    I did not feel you were being unfriendly Seven. I know you are a busy man and have multiple things to accommodate. Real-life, multiple projects, and responding to the countless bits of feedback or requests consumes a lot of time I'm sure. Just know your efforts are appreciated even if we don't go wow over every little thing. Your kindness is enough.
    Regards,
    Jeff

    Leave a comment:


  • LambentHammerBurst
    replied
    The whole eating idea is nice. I was just suggesting the fly's come to the corpse and just stick around - no other effect
    If the corpse is gibbed just have them fade away or spread apart and while flying away from the corpse they fade out.

    Leave a comment:


  • Seven
    replied
    Please excuse my unfriendliness.
    I didnt reply to some peoples post in this thread.

    Mr.Burns,
    Yes, I know this movie, that you linked.
    My wife always cries when she sees it
    I also like the devils assistants effect:
    The corpse is drawn away from the body and gets smaller and smaller, until it disappears.
    Unfortunately I had negative experience with a function like this during modification of the kickable gibs mod.
    The code you need for something like this, must first check where a possible "free path" is, to spawn the effect in that direction.
    Otherwise, you would always end on a near wall.
    And may QC skills are too bad to implement this.

    gdiddy62,
    I saw that you mention several times, that the sound effects are not good.
    In the meantime I searched for newer/better once and implemented them:
    - wings sound
    - end scream is no longer a "scream". It is no more a growling thunder like thing
    - added a short "winged demon" sound, when it appears. It loked odd that he makes no sound when he appears.

    OoPpEe,
    Your idea with the flies, that eat up the corpse is nice.
    I know it from one Quake2 engine, that does this.
    Unfortunately the corpse shall stay on the floor, so that the player can either shoot it to gibs or simple remember from where he came (in a huge complicated map for example).
    The fps is not effected that much by corpses that lie on the floor.
    In original Quake, the corpses also remains forever.
    But thank you for your idea. Maybe this can be used for a 4th animation somehow.

    bluntz,
    I have no ideas what you sentence mean...
    My english is simply too bad.

    dani & Jochem,
    How can you decide which effect to use for which enemy,
    when you never saw the "vengeance of decease" ?
    The clip shows only one of many animations for the demon.
    If you like that one, I bet you will like the others too.



    Now, that it is clear, that you want the complete "winged-demon" model,
    I will for sure use it in the "Relieved souls of the enslaved".
    I created a compromise now:
    - the flying position, that you prefer is spawned first (2 loops)
    - then it transforms smoothely to the attack animation
    - after attack animation, it will disappear
    - no turning/spinning at all
    - only the "winged-demon" MUST face the player all the time to be able to attack him
    (in the code, his self.angle will be corrected every 0.1 second)

    This compromise looks best in my point of view and will most likely be implemented into "small mod compilation".

    Maybe, to make it less boring for the player, I will include a random (50-50 %) spawn:
    - my above mentioned sequence, or
    - the sequence with only flying "winged-demon" (without attacking)

    This should satisfy everybody.
    Is this an acceptable solution for you ?

    Best wishes,
    Seven

    Leave a comment:


  • Jochem Hraback
    replied
    For me,

    -Rottweiler: nothing
    -Grunt & Enforcer: Ancient Ghost of the fallen anim
    -Knight & Death Knight: Ancient Ghost of the fallen anim
    -Rotfish: Nothing
    -Zombie: Ancient Ghost of the fallen anim
    -Scrag: Relieved souls of the enslaved
    -Ogre: not sure...
    -Spawn: nothing
    -Fiend, Vore & Shambler: Vengeance anim


    Leave a comment:


  • gdiddy62
    replied
    Seven,
    I'm wanting the release with the demon not just the wings. I think I still prefer the demon without inflicting damage to the player and with no spin. Thanks again for your patience and especially your hard work.

    Leave a comment:


  • grave_digga
    replied
    Well, i would prefer the second one.

    Leave a comment:


  • Seven
    replied
    I released the version with only wings and spinning corpse already (see 1st post)
    But that was a flop.

    Now all I need is your suggestions, wether to use the alternative with:
    - complete "demon" that can shoot the player (see this youtube clip)
    - complete "demon" that only uses the flying animation without spin (see this youtube clip)
    Both are of course not fine tuned. Just to give you the idea...

    Depending on your decisions, I will then release the hopefully final version.


    @ all
    Please write 1 or 2 lines and tell me which one you prefer.

    The implementation into the "small mod compilation" will be done after the 3rd animation is done.
    I cannot release a version upfront with only 2 animations, because all the cvar´s and stuff for the 3rd one is impemented already. It would be quite a big effort to seperate it again.
    Reason for this is, that I am working on both in parallel.

    Thank you for your inputs to find the best solution for "Relieved souls of the enslaved".

    Warm regards,
    Seven

    Leave a comment:


  • gdiddy62
    replied
    Very interesting! When are we going to get this!!

    Leave a comment:


  • DaniOcampo1992
    replied
    Love it!
    Here's my possible list.. xD
    -Rottweiler: Vengeance anim
    -Grunt & Enforcer: Flying Demon anim
    -Knight & Death Knight: Ancient Ghost of the fallen anim
    -Rotfish: Nothing
    -Zombie: I'm still not sure
    -Scrag: Ancient Ghost of the fallen anim
    -Ogre: Flying Demon anim
    -Spawn: nothing
    -Fiend, Vore & Shambler: Vengeance anim
    I'd like a giant soul for chthon..

    Originally posted by Seven
    Dani, it is not allowed to use models from other games, that are still licensed.
    I didn't know that, sorry..

    EDIT: Your backpack model seems to be a high poly one Seven, can you share it?

    Leave a comment:

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