Dear all,
After spending some time with models and textures (where I am really not good in ), I went back to the more important things:
Updating and finishing the 3 compilations to:
I have done the QC parts for all 3 now and also found some really great new sounds for the mission pack weapon(-changes), as well as footsteps for the new monsters and so on.
This time it was very difficult for me to integrate everything into the mission packs. I spend a lot of time with them, and thereby also fixed some other things, that I did not do the last time. So now I have a very good feeling.
In the end, a special request from webangel and gdiddy was integrated:
Teleporting monsters
This is an optional feature (default is disabled).
It is based on the idea from Dr.Shadowborg and Patrick Martinīs code.
I added teleporting wizards and demons into all 3 "small mod compilation"īs.
You can optionally enable/disable it via cvar. These monsters have a "moderate" chance to teleport to another position when attacking and have a "high" chance to teleport when beeing shot/hurt (so they get out of the dangerous zone !).
The code checks for a good position before really teleporting.
This makes the demon an even more dangerous and scaring/frightening enemy. I gave him a fire/flame particle through which he teleports.
The wizards got a greenish teleport effect and is now a more serious enemy which attacks you from all (unexcpected) directions.
It is a small, but neat little addition and makes a hell of fun to play against these monsters now.
I hope you have a little bit fun with it.
Yours,
Seven
[ame=http://www.youtube.com/watch?v=CbqtEoWpOb0&list=UUbX7uVIXqMzBza0YmLJuMdw& index=1&feature=plcp]Quake teleporting enemies - YouTube[/ame]
After spending some time with models and textures (where I am really not good in ), I went back to the more important things:
Updating and finishing the 3 compilations to:
ID1 + MP1 + MP2 Version 4.15
I have done the QC parts for all 3 now and also found some really great new sounds for the mission pack weapon(-changes), as well as footsteps for the new monsters and so on.
This time it was very difficult for me to integrate everything into the mission packs. I spend a lot of time with them, and thereby also fixed some other things, that I did not do the last time. So now I have a very good feeling.
In the end, a special request from webangel and gdiddy was integrated:
Teleporting monsters
This is an optional feature (default is disabled).
It is based on the idea from Dr.Shadowborg and Patrick Martinīs code.
I added teleporting wizards and demons into all 3 "small mod compilation"īs.
You can optionally enable/disable it via cvar. These monsters have a "moderate" chance to teleport to another position when attacking and have a "high" chance to teleport when beeing shot/hurt (so they get out of the dangerous zone !).
The code checks for a good position before really teleporting.
This makes the demon an even more dangerous and scaring/frightening enemy. I gave him a fire/flame particle through which he teleports.
The wizards got a greenish teleport effect and is now a more serious enemy which attacks you from all (unexcpected) directions.
It is a small, but neat little addition and makes a hell of fun to play against these monsters now.
I hope you have a little bit fun with it.
Yours,
Seven
[ame=http://www.youtube.com/watch?v=CbqtEoWpOb0&list=UUbX7uVIXqMzBza0YmLJuMdw& index=1&feature=plcp]Quake teleporting enemies - YouTube[/ame]
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