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  • TheKillingJoke
    replied
    Today i managed to get my first bloodmist sprite to work :-) The Effect is pretty nice.

    http://www.directupload.net/file/d/4...994up6_jpg.htm

    Leave a comment:


  • TheKillingJoke
    replied
    First download available in the first post
    Have fun with it, if you are interested. I inserted the code too, if you want to take a look at those ugly lines.

    Leave a comment:


  • TheKillingJoke
    replied
    I'm using Darkplaces but not yet its features. All i did until now was copy & paste existing code from the source. 1998 i already played a lot of Quake after a friend of my mother showed me this game. Since then it always was one of my favourites. Back then there were ftp servers with hundreds of categorized mods, i loved to browse through the folders and to try everything new. They still are around somewhere, last time i saw them, they where hosted by the technical university of berlin (ftp://ftp.fu-berlin.de/pc/games/idgames2/) <- here you go. Also Planetquake was a real nice thing. Sad that they closed their doors. The same counts for the geocities sites, where a lot of Quake enthusiasts hung out. InsideQC is already an invaluable source of code and exaples of how-to-do-what for me, i patched several tutorials together and used bits from here and there in different combinations.

    Unti i am a little more sure how to code i keep it simple :-) But when i have more knowledge i really want to use sprites for splats, like Dutch said. The models are somewhat too low poly for that.

    I am careful, don't want to spoil my sleep.

    Have a nice day.

    Leave a comment:


  • Seven
    replied
    Hello TheKillingJoke,

    Good to see more people interested in writing gameplay mods for Quake. Welcome.
    One thing you should know about Quake mods: There is not much that has not been coded/done already.
    People mod for this game since more than 20 years and there are uncountable mods available.

    Good that you already found coding tutorials. They are perfect to learn quickly. Do more of them if needed.
    There are many many tutorials available at insideqc.com: click me. You could also read open source mods to see how things can be done.
    You already seem to have a very clear view of how your mod should look like. That is good and will you keep focused.

    One thing you should be clear upfront:
    Do you focus on vanilla Quake and its features or on more advanced engines and its extended features for your mod ?
    While this was a more important question some time ago, it has become a minor important question nowadays.
    Reason: Because people used to use many different engines some time ago, but now focus on only 2 or 3 engines nowadays.
    And most of these engines are supporting advanced features. They blend more and more into each other feature-wise, so that they tend to look similar in some time.
    If your vision can be achieved by vanilla gamecode and features, fine. If you need some more advanced things you should make yourself a picture of the engine situation today.
    Anyway, it is of course best to reach your target with vanilla features. Which will be harder in some situations of course.

    Your feature list is fairly easy and should be within scope for you as a beginner. I am sure you will be successful.
    Have fun tinkering with Quakes gamecode and dive into a new world.
    Just be careful that you do not create too much gore that you can no longer sleep at night, hehe.

    Best wishes,
    Seven

    Leave a comment:


  • TheKillingJoke
    replied
    https://vimeo.com/229999072
    https://vimeo.com/229999112

    Two shorts of what this mod looks like with grunts and dogs. There's still a lot to do.

    Leave a comment:


  • TheKillingJoke
    replied
    Here in america, we love gore. Screenshots please!
    Starting to take them in a few minutes

    Edit: Screenshots are boring. Video links following after video upload.
    Last edited by TheKillingJoke; 08-17-2017, 07:17 AM.

    Leave a comment:


  • Dutch
    replied
    "I would really like to post some screenshots, but i think this is an american site where i shouldn't post gory screenshots like we can in other forums."

    Here in america, we love gore. Screenshots please!

    I have done a lot of what you stated in previous projects, if you have any questions I'd be happy to share. My advice: use sprites for the blood splats. They're easier all around to make and code for, and don't look out of place in against the lightmap if you use darker shades of red.

    Leave a comment:


  • TheKillingJoke
    started a topic Gore mod

    Gore mod

    V 0.7 - http://www.moddb.com/mods/qore

    //////////
    QORE v0.7
    //////////


    Changes for update v0.7

    - new introduced / discovered bugs:
    Gibstages sometimes only play animations when shot
    Kickfunction sometimes interferes with weaponmodel update
    teleporting another monster into air sometimes stucks the teleported monster in air for a few seconds
    selecting and cycling through weapons is a bit buggy again

    - gib stages:
    Another way of fragging, restricted to nailguns. If a monster dies, you can shoot it several times, until the corpse is shredded
    to pieces. With every subsequent hit, the monster loses parts of its body or what is left of it. Imagine
    that you slice an apple into small pieces before you hit it with a sledgehammer. Bring an umbrella.

    - added back the new weapons
    Couldn't wait to add them. Weapon selection functions are still buggy.

    - added cvars:
    You can now switch the new monster abilities and attacks on and off
    You can now choose which of the new weapons spawns and which not
    You can now determine how many gibs will spawn from fragged / killed enemies
    Chasecam on player death yes or not.

    - Added dismemberment and different bloody deaths to the player model
    Still got trouble with the player skin colors in combination with the painskins.
    As long as i'm seaarching for a solution the player body has no bloodskins.
    But the limbs do have bloody gibskins already.

    - ADDED OPTIONS TO MAKE DARKPLACES RENDER QUAKE PIXELISED
    This is the standard rendering method in the qore.cfg now. You can read about how to make
    it look like a modern shooter in the qore.cfg

    - Worked on the whole multiplayer section:
    Added FrikbotX
    Projectiles will now be teleported, so you can shoot nails into a teleporter and the appear on the other side of it.
    Player and bots have different dismemberment & frag deaths.

    - added new enemies and worked on the stock ones:
    Hazard Enforcer : Slime shooting Enforcer in a hazard suit.
    Nogre : Fires a cloud of nails.

    - Dedicated some of the death animations to specific weapons:
    The gib stages only have a chance to occur if you shoot something with the nailguns.
    Enemies who got killed by explosive weapons always gib completely
    Enemies loose limbs when hit with shotguns or energy weapons
    The Lightning Gun will either completely gib an enemy or play one of the bloody death animations, no limb loss.
    All that varies from enemy to enemy. Don't expect to shoot of a shamblers arm with the single barreled shotgun.

    - reduced the chance for limb loss, which makes the fights harder and severing a limb more satisfying again. Reduced the chances for bloody deaths for the same reason
    Less is more. With these changes it not every monster pops into a bloody paste and convolutes the screen, the gore happens around 50% less
    and that's a good thing, both for atmosphere and for balance.

    - added and reworked the pain & bloodskins for :
    Ogre & variant, Demon, Shambler, Soldier & variants, Dog, Shalrath, Knight, Hell Knight, Wizard, Fish
    With the new skins and the painskins the fights feel more satisfying and intense.
    The player body itself doesn't have painskins or bloodskins, because of issues with the selectable shirt and
    colours. I'm working on it.

    - increased the chance for painloops again, but only a wee bit
    - reworked the Nail Ogre skin
    - scaled down the gib-heads of every monster
    - worked on the berserker monster to get it to work some day
    - worked on the hell baron monster code (a free model by Ruin) to get it to work someday
    - on certain maps the extra-pickup items won't respawn anymore
    - Quake uses the old rotating weapon models and armor model when you play deathmatch
    - blood splats from fragging something don't fly upwards forever, so after fraggin something, the ceiling 900 meters above it won't get painted.
    - the blood splats behind a shot enemy are now looking better
    - explosive weapons only randomly ignite gibs
    - added preset qore.cfg and particlefont.tga files for different playstyles
    (faithful to the original gameplay but with gore OR with the most kinky other stuf i added so far).
    - added different skins for the different soldiers (nails/shotgun)
    - added the missing dismemberment bleeding effects for the Fiend/Demon
    - Metal sparks added to hit effects for Knight and Hellknight
    - enemies will more often get pushed back on death
    - added a batch file to start qore
    - found out that the footsteps cvar didn't work as it should, fixed it
    - reworked the gib velocities and mass
    - increased the chainsaw damage by 20 points per frame to make it actually useful
    You still need a heckton of skill to use it as a weapon
    - fixed the dead-dog slide bug
    - hopefully fixed the knight invulnerability bug
    (not entirely sure its gone, but i shot a hundred knights without seeing it happening)


    //////////
    Hot to start QORE
    //////////

    Prerequisites:
    - Buy and install Quake -http://store.steampowered.com/app/2310/QUAKE/
    - Download Darkplaces - Icculus.org
    - Put the Darkplaces files into your Quake 1 Folder, right where the Quake.exe is.
    - extract this mod into your Quake folder, so you have ...\Quake\Qore\
    - read the qore.cfg file and modify the cvars to your liking.
    - Choose the particlefont.tga file that fits your choosen rendermethod and pu it into the particles folder.
    - rename it to particlefont.tga
    - open the qore modfolder and doubleclick qore.bat

    Mind that you can only have 1 single mod with progs.dat file active.
    Other mods like HD textures or model replacements should be dropped to the ID1
    folder. Maybe you have to adjust the gamme / brightness, because every monitor is different.


    //////////
    How to update
    //////////

    Delete the files in your Qore folder
    Copy the new fils into your Qore folder
    reconfigure your qore.cfg and particlefont.tga
    Start a new game.
    Savegames from old versions may still contain old information and can produce unwanted behaviour of... things.


    //////////
    Credits:
    //////////

    - help from the QuakeOne.com Community
    Dutch
    Seven
    Ceriux
    Spike
    Mad_Gipsy

    - Sounds
    independent.nu - Splatter & Cracking & falling sounds -https://opengameart.org/content/8-wet-squish-slurp-impacts
    HaelDB - HaelDB - Armor walking Sounds - https://opengameart.org/content/foot...er-cloth-armor
    mikhog - Acid Burn sound - https://opengameart.org/content/acid-burn-sounds
    adrix89 - Sounds - https://opengameart.org/content/rpg-...-movement-hits
    TankersleyFX - Splat sound Effect - https://www.youtube.com/watch?v=Hr46imSXZv8
    Gumichan01 - Teleporter sound - https://opengameart.org/users/gumichan01

    - Models
    Per Kristian Risvik - for the chainsaw model - [email protected]
    Atmostatic - Demonic Eye model - https://opengameart.org/content/demonic-eye
    oparaskos - Brain model - https://www.blendswap.com/blends/view/54299
    ceriux - for his Kick models - http://forums.insideqc.com/viewtopic.php?f=13&t=2969
    Preach - for his weapon models - https://tomeofpreach.wordpress.com/category/models/
    Ulrich Galbraith - for the gib models - http://openquartz.sourceforge.net/index.html

    - .qc Tutorials / sources
    Matthew Lawrence - for Gyro 2.20 -http://forums.insideqc.com/viewtopic.php?f=2&t=351
    Spike - for the align to ground code - http://forums.insideqc.com/viewtopic...&t=5585#p55093
    Cobalt & PrimalLove for their Punching-vector-hit-codes: http://forums.insideqc.com/viewtopic.php?f=2&t=5660
    Dr. Shadowborg For the new weapons tutorial - http://forums.insideqc.com/viewtopic.php?f=11&t=3138#
    Smoke2Much - For the Clusterbomb tutorial on InsideQC
    DarkSide - For the Autoaim Thunderbolt tutorial on InseideQC
    Kryten - for the exploding shotgun & the gibbable corpses tutorial on InsideQC
    Errorabove[ScI] - for the accelerating rockets tutorial on InsideQC
    bart2o - for the kickback tutorial at moddb
    Tux - for the splash tutorial on InsideQC
    Ze0 - for the footsteps tutorial on InsideQC
    Piercing Shotgun mod - Patrick Martin - ftp://ftp.fu-berlin.de/pc/games/idga...s/doomshot.txt
    Ryan Smith - For the Frikbot X - http://www.moddb.com/mods/frikbot-x
    Ursader - For the Teleporting Stuff tutorial - http://www.insideqc.com/qctut/lesson-24.shtml
    James Layman - For the NailOgre Tutorial - http://www.insideqc.com/qctut/lesson-33.shtml

    particles:
    TheJosh - for the explosion particle atlas https://opengameart.org/content/expl...s-sprite-atlas


    Full Description in the readme :-)
    Have fun.

    TKJ
    Last edited by TheKillingJoke; 11-24-2017, 04:21 AM.
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