Hello sock,
I like the idea of varying the existing gib models, like you did it here VERY much.
But I am not a big friend of creating cut off legs and arms from individual monsters and spawn them when they are gibbed.
The models have straight cuts like from a really sharp sword or scalpel. That is not really fitting to a gibbed monster in my personal opinion. It is more a chirurgical (if this the correct english word) amputation rather than "torn" out by explosives (which is most the time the case when gibbing).
Again, this idea is wonderful, as it brings a huge variation to gibs. I am a big friend of variations.
That is why i like mods with multiple skins/types for each monster.
Best wishes.
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I agree that individual gib parts from specific enemies is awesome! I always liked how enemies gibbed/exploded in Serious Sam and then body parts from that enemy rolled around. That could now be possible if you and Talisa finish your body/gib parts!!
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The post above reminds me of mortal kombat, where you get like 3 sets of lungs and 2 sets of intestines whenever somebody explodes. that always made me laugh.
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awesome to see you will be adding more gib-model to your mod and make monsters each have some custom gibs. i been working on and off on myself with making custom gib models for all enemies of quake, so that in normal quake all enemies could splatter into gibs which actually look like parts of the enemies rather then just random chunks which dun look like anything at all
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also, will look at the clip again to check out the light you already added to the portal
EDIT: ah yes i see it now. the light doesnt really look blue though and its perhaps a bit to subtle? mebbe try making it stronger and make it more blue?
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@talisa, there is a blue light infront of the portal with a style of 5. In the video you can see the portal surface glow blue from the light but the colour is very subtle.
@gnounc+spike, yeah I like the idea of pitch shifting existing sounds.
Originally posted by Spike View Posttoo many mods do the bare minimum when it comes to sounds.
@gdiddy62, totally agree, it is frustrating when most of the Quake textures are limited to a certain colour range.
Originally posted by MadGypsy View PostYou aren't saying that I said this, right? Cause, I'm not pro at all.
One of the primary features of the stealth system is that monsters explode into a shower of body parts and the default system is very basic (arm/leg/torso/slice). I felt this was something that should be more interesting visually, so I started by rework the existing assets and add new multiple frames for variety. The next step was to create custom body parts which randomly drop and the final step to add various explode and impact sounds to the gibs. Here is a collection of the more unique body parts that can appear from monsters, this is an ongoing process and more will be made.
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"I am too pro for feedback"
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The shot of the portal above, actually looks really good to me! Maybe it was just the angles in the video or something, cause when I saw that picture I was like "woah, I was wrong. That looks fantastic!"
the player should feel like this portal is pushing them away
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I'm loving the shaders and lighting. Keep up the work and I look forward to enjoying it. The portal is unique and that is a good thing. And I'm glad to see anything break from the normal Quake palette of colors.
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aye, if you add an extra argument to the sound builtin, you can get slightly different pitches for each sound.
this is awesome for things like footsteps and the player jumps...
best of all, engines normally ignore that extra argument so you don't even need to check if its supported or not. just supply some extra randomized argument and you get less monotonous footsteps etc in both fte and dp. obviously the exact pitch range to use varies by the sound effect and the material its interacting with.
but where I like it the most has to be on jump sounds. seriously.
too many mods do the bare minimum when it comes to sounds.
then again, I personally tend to play with sound disabled anyway, so oh well...
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Just went and did a quick play of the start map. Nice Menu!
I was talking to gb a day or so ago and mentioned that most quake mods
overlook switch weapon sounds.
You should definately put in a unique sound for switching to each weapon.
And possibly a small weapon switching and idle animation.
More nice touches for sounds would be different axe hitting sounds on the walls, one for stone, one for wood, one for paper bookcases.
And footstep sounds. not all the time, just occasionally through water, slime or blood.
Oh and water slime or blood on the floor to step in once and a while to make those sounds too...or just footstep sounds for when you're stepping on/in a dead body. something sloshy.
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I use fte for my modding, so I'm not actually familiar with dp's extension list.
But I think more mods in general, could do cool things with sound, dp for example has
pitch shifting.
DP_SOUND7_WIP2 is the builtin according to LH.
oh, forgot to say, I love that portal, it looks great! keep it up.
Also maybe look into cubemaps. You can make some nice stuff with them.Last edited by gnounc; 08-30-2013, 06:25 PM.
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RT lighting in those pics is looking goods so far
and the shaders look nice too
idea: mebbe add a blue light right in front of the portal, so that it looks like the portal is glowing?
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Originally posted by MadGypsy View PostWhen you commented on my first controller mod thread I was like "Hooray! more and new people have stopped ignoring my work."
Google has a funny idea sometimes about video tags and I don't understand how "eye candy" + "video game" can mean face paint, but I can fix that by refining the video tags.
The portal colour is partly me trying to break the brown, brown and more brown palette problems with Quake. I thought the blue would be striking enough that it would be more interesting. I can certainly make different colours and purple would certainly be a nice colour for a different map.
The portal rotates counter clockwise because this portal is an exit and on a subconscious level the player should feel like this portal is pushing them away, hence the rotation is opposite. For portals that the player can enter I have the rotation the right way round.
@talisa, yeah I do like some of the particle replacement flames, I need to sit down and fix the flame model first so that it can rotate properly and not do its strange stuttering. I also believe in cvars for players to tweak stuff and I am certainly looking to create some dp specific console controls.
@Seven, actually this is exactly the type of feedback I like, uncensored and to the point. I really do prefer people to tell me what they don't like or tell me about things they feel could be different.
The particles on the flames are models, I created small diamond models with 40+ skins and 10 different frames for various sizes. I can certainly add more variety of sizes but I think I need to switch these out for something else when running darkplaces. Oh btw your German saying, it rocks!
I am gradually working my way back through all the maps in my MOD and sorting out the rtlight file and replacing basic shader stuff like liquids and portals. Here are the first set of screenshots of the map Shadowgate (S1M1).
Guard Duty in the Cave
New beginning area to the start of the map
Indoor slime pits are awesome!
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Hello sock,
Very interesting clip.
I know you want straight feedback, so I am trying to write what came to my mind while watching it:
1.) Particles from big flames and teleporter are too identical. Try to bring more difference in them.
2.) The big flames particles: Their size, lifetime and flying radius seems a little overdone.
You seem to make use of the "time" keyword rather than the alpha-fading out keyword.
Maybe using alpha to determin their lifetime would look better ? Because now they dissapear abrupt (because of reaching the time value). Try fading out into thin air with alpha keyword.
3.) Corona around big flames look much better than before. Nice !
4.) Small candles seem to have none (it is hard to see because you move so fast in the clip) ?
5.) Teleporter particles (pretty much the same as with big flames).
I like the fact that you use square shaped particle textures, that fits very good into the ITS MOD ambience. Maybe nevertheless, try to not make them complete opaque (see alpha keyword above).
6.) Teleporter texture/shader. It was a good idea to add the same particles into the teleporter texture. That looks great and gives the feeling they fly out of it.
A good mixture of reflective and non-reflective areas of the texture.
The color of the teleporter: It is different than the other colors that are used in the map (like MG said), but that is a rather good thing, because it pops out of it this way. Like an eye-catcher. The complete teleporter area is an eye-catcher aynhow
Oh wait... The floor tiles have the same color as the teleporter. For me he looks fine.
We have a saying in Germany that I want to mention regarding the Darkplaces features:
"Wenn man einmal Blut geleckt hat, kann man nicht mehr aufhören."
I would say that you managed it to bring some advanced engine features into the ITS universe, without making it look wrong/overdone. Maybe take the time and think about above mentioned points though.
Great job !
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i think the portal looks good. but mebbe make it rotate a bit slower, or rotate in the other direction?
idea: maybe you could look into the SMC code for how to replace the flames of the torches with fancy particle-flames
and the rogue smc has code to replace the flames of the candles with particle-ones too
and if you do it same way as smc you could make it optional what type of flame the player wants to use through cvars
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also, i agree with gypsy about the article. its great that it gave your mod exposure, but the article itself was pretty crappy imo
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I was surprised by your response because I always get the feeling that I am hitting a stone wall here at Quakeone and hardly anyone seems interested. I got the impression from your comment that you liked the ITS MOD and that is good to know.
I like this mod very much. In all honesty I haven't played it as much as I should, to be leaving comments like that on RPS, but I played it enough to know that it deserved better than a guy that spent half an article talking about himself. I was also kinda offended in your stead. You are here. As far as I am concerned you are one of us...and a very talented/active producer for this community. To sum it up I felt like: "This is sock, you fucking noob...{SLAP SLAP}, get some details and come back when you know what you are talking about and learn how to write a fucking article!". I mean every word of that
I thought it was amazing article because it created exposure to my work.
That DP shot looks amazing (I am one page before the last of this thread, I'll go to the next page after I submit)
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Ok now I've read/watched everything. Did you know (this is funny) after your video plays and youTube goes to the related feature, it is all videos about how to put on eye make-up?
I understand that the universe is expanding and all that, but it looks weird to have your portal turning counter to the spiral direction, IMO. Actually, I would lose that altogether and go with something darker and more mystical. Not trying to be a dick or anything but it looks more like you are looking out a magic window into a spastic universe. The blue is also too "happy" for your map. Deep purple and black seems more fitting. Actually deep "any color" and black would probably work.Last edited by MadGypsy; 08-29-2013, 10:02 PM.
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