All Downloads can be found at the end of this post !
Hello,
I had one of those sleepless nights again (with some weird ideas….)
There are these wonderful monster models from "Dawn of Darkness" TC, which I started working on. I reworked all their animations to make them match Quake 1 animations (frames and counts). Starting with the dog and zombie because there is no alternative replacement model available today.
The authors of the TC have been so kind to allow modders to use their content in free mods.
Thank you Baker and Spike to translate the legal.txt into 'German-understandable-English' for me. And gave me thereby the possibility to start working on this "Small Quake extension".
====================================
1. The zombie
Once I finished reworking/transforming all animations, I thought that this is not enough…
The zombie was always one of the most interesting monsters for me.
Its special ability to be only killable with explosives was the releaser for my idea.
So I decided to give the possibility to modify the properties for the new zombie model:
The new zombie model has these 3 possible abilities (adjustable via cvar A):
"0" = exactly the same properties like original zombie
"1" = Can be killed with Axe or Explosives (with 2 new death animations: cut-off head or regular death (without gibs))
"2" = Can ONLY be killed with Axe (with new death animation: cut-off head)
You are also absolutely free to use the new zombie to your personal liking in-game via cvar B:
"0" = disabled (= don’t use new zombie model)
"1" = Use original and new zombie equally (50% / 50%) (so you play against both zombies in-game)
"2" = Always use the new zombie model
The multiskin/multimodel feature of the "small mod compilation" is NOT affected.
You can still use up to 4 skins for the original zombie and 2 additional skins for new zombie.
Next thing to think about was the “Axe”
With this weapon it is possible to kill the new zombies (if you give them this property via cvar A (default = enabled)). The Axe transforms into a holy "zombie-killing" weapon with the "power of the elder fathers" when aiming at the new zombies. This means: mystical red light appears around the player and the axe gets a holy cross scratched onto its blade !
The axe only transforms into this mystical weapon when facing the NEW zombie model.
For all other monsters it keeps its original property/ability.
You can of course enable/disable this axe "glow" feature, if you do not like it via cvar C:
"0" = disable visual axe effect
"1" = enable visual axe effect
This extends the original Quake without changing its gameplay/mechanic too much.
It is more or less just a new model with the ability to be killed with the axe.
You can always disable the new zombie or its new abilities completely if you do not want it in-game via mentioned cvars.
This has always been the task of the "small mod compilation".
In the end this is how it looks like with these cvar settings:
- enabled visual axe effect
- new zombie can be killed with axe and explosives
- only use new zombie model in-game
[ame=http://www.youtube.com/watch?v=lX5QUqKSpVE&list=UUbX7uVIXqMzBza0YmLJuMdw& index=2&feature=plcp]Quake alternative zombies - YouTube[/ame]
EDITED:
I implemented some new effects which I wanted to add for quite a long time into Quake:
- burning corpses
- mystical pentagrams
Those are only effects, not game related...
You can enable / disable them via cvar.
Here is a clip to see who it looks:
[ame]http://www.youtube.com/watch?v=9L0IaVgAYbI&list=UUbX7uVIXqMzBza0YmLJuMdw& index=1&feature=plcp[/ame]
====================================
2. The dog
The new dog model has exactly the same properties / abilities like the original one.
So you can use it as a regular replacement model if you want.
It comes with 2 skins and can therefore be used without any game changes.
The multiskin/multimodel feature works like for the original dog model.
Nevertheless, it has new looking animations and therefore nicely differs from the visual of the original dog.
This is how it looks like:
[ame=http://www.youtube.com/watch?v=kOznKh792XQ&list=UUbX7uVIXqMzBza0YmLJuMdw& index=1&feature=plcp]Quake alternative dog - YouTube[/ame]
====================================
Skins
At the moment webangel is creating beautiful High Res skins for both models.
She does a wonderful job as usual.
Once the skins are done and the QC, models, sounds and effects part is polished I will release them in the upcoming "small mod compilation" update V4.1
Together with Mission Pack versions V4.1
Please give me some feedback (positive or negative) to help improving these "Small Quake extensions". Thank you very much.
DOWNLOAD zombie addon Updated (incl. all necessary files and source)
DOWNLOAD dog replacement model
Webangels High Res skins will be released a bit later.
Kind regards,
Seven
Hello,
I had one of those sleepless nights again (with some weird ideas….)
There are these wonderful monster models from "Dawn of Darkness" TC, which I started working on. I reworked all their animations to make them match Quake 1 animations (frames and counts). Starting with the dog and zombie because there is no alternative replacement model available today.
The authors of the TC have been so kind to allow modders to use their content in free mods.
Thank you Baker and Spike to translate the legal.txt into 'German-understandable-English' for me. And gave me thereby the possibility to start working on this "Small Quake extension".
====================================
1. The zombie
Once I finished reworking/transforming all animations, I thought that this is not enough…
The zombie was always one of the most interesting monsters for me.
Its special ability to be only killable with explosives was the releaser for my idea.
So I decided to give the possibility to modify the properties for the new zombie model:
The new zombie model has these 3 possible abilities (adjustable via cvar A):
"0" = exactly the same properties like original zombie
"1" = Can be killed with Axe or Explosives (with 2 new death animations: cut-off head or regular death (without gibs))
"2" = Can ONLY be killed with Axe (with new death animation: cut-off head)
You are also absolutely free to use the new zombie to your personal liking in-game via cvar B:
"0" = disabled (= don’t use new zombie model)
"1" = Use original and new zombie equally (50% / 50%) (so you play against both zombies in-game)
"2" = Always use the new zombie model
The multiskin/multimodel feature of the "small mod compilation" is NOT affected.
You can still use up to 4 skins for the original zombie and 2 additional skins for new zombie.
Next thing to think about was the “Axe”
With this weapon it is possible to kill the new zombies (if you give them this property via cvar A (default = enabled)). The Axe transforms into a holy "zombie-killing" weapon with the "power of the elder fathers" when aiming at the new zombies. This means: mystical red light appears around the player and the axe gets a holy cross scratched onto its blade !
The axe only transforms into this mystical weapon when facing the NEW zombie model.
For all other monsters it keeps its original property/ability.
You can of course enable/disable this axe "glow" feature, if you do not like it via cvar C:
"0" = disable visual axe effect
"1" = enable visual axe effect
This extends the original Quake without changing its gameplay/mechanic too much.
It is more or less just a new model with the ability to be killed with the axe.
You can always disable the new zombie or its new abilities completely if you do not want it in-game via mentioned cvars.
This has always been the task of the "small mod compilation".
In the end this is how it looks like with these cvar settings:
- enabled visual axe effect
- new zombie can be killed with axe and explosives
- only use new zombie model in-game
[ame=http://www.youtube.com/watch?v=lX5QUqKSpVE&list=UUbX7uVIXqMzBza0YmLJuMdw& index=2&feature=plcp]Quake alternative zombies - YouTube[/ame]
EDITED:
I implemented some new effects which I wanted to add for quite a long time into Quake:
- burning corpses
- mystical pentagrams
Those are only effects, not game related...
You can enable / disable them via cvar.
Here is a clip to see who it looks:
[ame]http://www.youtube.com/watch?v=9L0IaVgAYbI&list=UUbX7uVIXqMzBza0YmLJuMdw& index=1&feature=plcp[/ame]
====================================
2. The dog
The new dog model has exactly the same properties / abilities like the original one.
So you can use it as a regular replacement model if you want.
It comes with 2 skins and can therefore be used without any game changes.
The multiskin/multimodel feature works like for the original dog model.
Nevertheless, it has new looking animations and therefore nicely differs from the visual of the original dog.
This is how it looks like:
[ame=http://www.youtube.com/watch?v=kOznKh792XQ&list=UUbX7uVIXqMzBza0YmLJuMdw& index=1&feature=plcp]Quake alternative dog - YouTube[/ame]
====================================
Skins
At the moment webangel is creating beautiful High Res skins for both models.
She does a wonderful job as usual.
Once the skins are done and the QC, models, sounds and effects part is polished I will release them in the upcoming "small mod compilation" update V4.1
Together with Mission Pack versions V4.1
Please give me some feedback (positive or negative) to help improving these "Small Quake extensions". Thank you very much.
DOWNLOAD zombie addon Updated (incl. all necessary files and source)
DOWNLOAD dog replacement model
Webangels High Res skins will be released a bit later.
Kind regards,
Seven
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