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  • R00k
    started a topic BorderQuake

    BorderQuake





    found a texture extractor for Borderland2 fun!

  • Dooomer
    replied
    if you are talking about the shotgun shown in the first post in this thread, it can be found at:
    QuakeWorld GFX - Models / Weapon / V_shot - remix -

    Leave a comment:


  • RangerXT
    replied
    is it possible you could release the shotgun that you have in your borderquake texture pack?

    Leave a comment:


  • Roy Batty
    replied
    I want a legendary lava conference call in Quake xD. Bee shield is like constant quad damage... oh man. A borderlands/quake crossover would be an awesome thing... I love BL2, I have tons and tons of legendary stuff from farming the DLC and bosses. I just finished the Torgue DLC yesterday in TVHM, damn it was hard.

    Leave a comment:


  • gnounc
    replied
    Good. : ) Ill try to make it worth your time.

    Leave a comment:


  • Mindf!3ldzX
    replied
    FUCK, I had a post and ruined it somehow.... things I said was..

    -This is so fn awesome
    -So awesome in fact,makes me wonder if it shouldn't be a TCmod.
    -You have my attention

    Leave a comment:


  • gnounc
    replied
    I have no idea what I want out of one of those screens. I tried to make an orange one and it looked terrible in game.

    I will try randomized weapons again sometime, probably soonish.
    Customized ammo could be done, I'll have to think about the best way to do it.
    Currently I'm working on fixing two bugs, one of them is critical.

    As for the problem with loading the next map, gb made me maps where the player spawn position is moved off of the pedestal where you normally spawn, and he added changelevel brushes to the pedestal, and added info_player_end for spawning at a maps exit.

    Ive released them as .ent files. They expect stock id maps that have been renamed to e1m1ql. e1m2ql etc. only the first episode has been done for now.

    In other news, like an idiot i accidentally deleted the csqc code for that icon info panel.
    It was ugly code anways, its probably for the best, I could rewrite it though.

    Leave a comment:


  • Mindf!3ldzX
    replied
    Originally posted by gnounc View Post
    actually that background is ripped directly from borderlands.
    It's just an image. I just didnt bother to photoshop the arrows out.
    In the borderlands the green and red arrows are to denote higher or lower stats than
    your currently held weapon.

    The text is actual text however.
    I added information fields for each item and filled them in.

    I plan on making my own custom background, my previous attempts didnt turn
    out so great though, so for screenshots I stuck with the borderlands rip.
    I wouldn't mind taking a QRACK (haha Q1 joke) at creating a similar Screen to this one but more tailored to your specific preferences. I would need to know what dimensions , image format,what depth etc etc etc.

    Also can I suggest that weapon drops become varied in their power? This is key, like you could kill a Ogre who has a Grenade Launcher that deals 200-240 damage,and it drops.

    Maybe customized ammo drops (ammo that effects what the weapon is doing) as well.

    Leave a comment:


  • MadGypsy
    replied
    just build a state machine

    not in QC but makes the point
    Code:
    teleport = (enemies exist)?false:true;

    Leave a comment:


  • gnounc
    replied
    http://quakeone.com/forums/quake-mod...uakelands.html

    triggers placed as .ent files.
    and yes it does suck when you go to shoot an enemy and you trigger the teleport.
    I need to think of a way around that.

    Leave a comment:


  • R00k
    replied
    True, you could hard code the triggers in the mod. I think it would be a really cool feature. Instead of a linear gameplay, criss-crossing paths would be cool for new maps. The only thing would suck is once entering if u accidentally triggered the exit and had to wait for the reload.

    Leave a comment:


  • Zop
    replied
    You can spawn in an info_player_start (or start2, however you code it) via quakec (example here, used in Rune Quake: link).

    Or to be more simple, you could have a function with a row of if/elses that return a vector for the returning point for going back a level, based on the map name.

    Leave a comment:


  • talisa
    replied
    fun, those floatig text reminds me of dukeplus, where enemies can have healthbars too

    Leave a comment:


  • bluntz
    replied
    Yes that is a nice function indeed.I suggest you just use a simple flat texture with transp.Less is more IMHO.

    Leave a comment:


  • gnounc
    replied
    actually that background is ripped directly from borderlands.
    It's just an image. I just didnt bother to photoshop the arrows out.
    In the borderlands the green and red arrows are to denote higher or lower stats than
    your currently held weapon.

    The text is actual text however.
    I added information fields for each item and filled them in.

    I plan on making my own custom background, my previous attempts didnt turn
    out so great though, so for screenshots I stuck with the borderlands rip.

    Leave a comment:

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