...donīt forget the original authors:
Entar and Dr.Labman
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ogre and zombie aiming mod
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you shouldnt only thank webangel, he only adjusted the mod for both MPs.
originally the mod for ID1 was by _smith_, webangel made versions of the mod for both MPs
be sure to thank _smith_ too, he made the original code for the mods ^^Last edited by talisa; 10-11-2011, 07:09 AM.
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Thanks a bunch Webangel, I love this little aiming mod, makes the game quite a bit more challenging.
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Originally posted by splitterface View Post
could you fix that?
dont get that problem in the version for MP1 SoA though, it works fine there
Now it should work again!
Ogre_Aiming.zip (3,32 MB) - uploaded.to
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thanx lots webangel
just tried them and they work
although... for MP2 DoE it causes the grenades and multi-grenades from the ogres to not rotate anymore and they just point the same direction all the time instead of rotating the direction they fly like they are supposed to


the small grenades spawned after the first grenade explodes seem to rotate normally though, its just the grenade from the normal ogre and the first multi-grenade from the multi-G ogre
could you fix that?
dont get that problem in the version for MP1 SoA though, it works fine there
Last edited by talisa; 10-10-2011, 10:41 AM.
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You can Download it here!
http://uploaded.to/file/pq6wccec
I have added the Nail Ogre also.
You can choose between the packs!
Based on Sevens SMC 3.1!!
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Hello,
Implementing this feature into your mission packs is easier than you think.
Just compare the included source of "ogre.qc" and "zombie.qc" from Smith and mine.
And you will see exactly what was added/changed.
I use "Beyond Compare V3". It is the best compare product out there...
Of course you can also use freeware "winmerge". It does the job too.
Now copy / paste these changes to ogre.qc and zombie.qc in your mission packs.
Thats it.
It is always good to have the source codes included in releases.
Have fun,
Seven
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Mod is very cool, but it would be even more cool to have such sharpshooting ogres in SoA and DoE packs.
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cool mod/fix
makes the ogres an even more dangerous opponent then they already were
just tried it right away to see the effect by playing E1M2 and shoot at the ogre down the stairs at start,
and it made me go like "OMFG FUCK
he can actually reach me now up there!" 
which is totally cool, was kinda lame that they mostly couldnt hit you at all if you were on a higher level then they were.
and it was of coure lame too that zombies couldnt throw up and down either.
ill have to try replaying quake out again on NM with your mod, cuz it makes the ogres an even more dangerous and annoying enemy
so again, great mod/fix, loving it
Last edited by talisa; 10-09-2011, 11:35 AM.
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I am very grateful for all Seven's works and helpful hand he is always giving. He is awesome ! Do I need to remind about it in my every single post ? I was trying to give useful feedback, nothing more.
Content optimizations like resolution/polygon/particles etc. count / per look ratio are optimizations too. I think that this orange flame part of explosion is way overdone for what it is.
Ech ok, since I know shit I will shut up.Last edited by passerby; 08-17-2011, 02:17 AM.
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Also this is a mod, not a engine update. A gpu optimization would actually require editing of Darkplaces engine.
All Seven can do is make the explosion spawn less particles/sprites/ect
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