#169 posted by yhe1 on 2020/01/03 18:23:48
Don't worry about that, such "cannonmeat" monsters are commonplace, The Doom Pinky, the Quake knight. Just give him a lot of Health.
When you are done converting all the chasm monsters, you need to rebalance them. Right now, your chasm monsters only do about 15 damage per hit range or melee. That is far too low. In reality, the high end monsters should do about 35 damage ranged and around 45 dmg melee. The mincer does close to 50 in one strike. It also needs much more health, around the same as a quake fiend.
#170 posted by madfox on 2020/01/03 20:41:02
I couldn't defeat the end monster at the second chasm level. Is it an Uber Monster or something?
#171 posted by madfox on 2020/01/04 03:26:04
Aded the ChasBbat, also made the melee attacks larger t_damage.
dev2.13
#172 posted by yhe1 on 2020/01/04 05:15:59
Now the chasm monsters are much more dangerous, good.
I think you mixed up the attack of the gross and the lion man, the lionman is melee only, while the gross throw a rock, right now the gross doesn't throw anything.
There are clear walking animation problems with the gross and the dead guy.
#173 posted by yhe1 on 2020/01/04 05:19:02
You cannot kill this guy?
https://www.moddb.com/games/chasm-the-rift/images/chasm-the-rift31
Chasm's boss monsters requires tricks to kill, like chthon, but don't do that in your mod, instead, base the bosses 1st and 2nd boss on Armagon from Mission pack 1, and 3rd boss on Overlord from Mission pack 2. They are similar.
#174 posted by yhe1 on 2020/01/04 05:29:04
Orc is pretty good, but damage could still be improved.
The Alien warrior still do 15 damage. No good.
I personally feel that the Alien captain should be a shambler class enemy, given that Chasm doesn't have a mini boss. But figure out the double shot first. And use the correct sounds for the alien warrior and captain.
#175 posted by yhe1 on 2020/01/04 05:39:48
The Orc spear only doing 15 damage? Compare that with the orge's grenade. At least 30 damage.
I feel like you should do test maps like this:
https://www.youtube.com/watch?v=je1-7_fDUO0
Where Chasm monsters and quake monsters fight, so that they can be balanced correctly.
#176 posted by yhe1 on 2020/01/04 05:44:34
You have to realize that the Quake enforcer fires 2 lasers, that is already 30 damage. Your alien warrior, Orc, and mong only fires one, so they are really only as effective at ranged combat as a quake grunt.
#177 posted by yhe1 on 2020/01/04 05:55:57
something is wrong with the pig's bounding box, Mong and goblin does not infight with pig.
#178 posted by yhe1 on 2020/01/04 05:58:53
The lionman's rock throw looks really bad, it looks like a rock is coming out of his club, which makes no sense.
Don't give range attacks to melee monsters. There's no animation for them and they look really bad. Instead, just give the lionman more health.
Bur
#179 posted by madfox on 2020/01/04 18:05:00
the Chasm Bat is alright?
#180 posted by yhe1 on 2020/01/04 23:35:31
The Chasm bat is from the Phantom's fireball?
#181 posted by madfox on 2020/01/05 07:25:44
I have no idea, can be if you say so. Just decided to make the one frame model to monster enemy.
Lots of the models have only one sided vertexes.
#182 posted by yhe1 on 2020/01/05 10:10:17
Did you go to Chasm level 12 to fight the Phantom yet?
When you are finished fixing the pig's bounding box, can you do a test map where a fiend fights a pig?
madfox, some tip from me. In Noesis put -mdlskinscl in "Advanced option". This should fix skins higher then 200 pixels. For bounding boxes use qME. Go to View->Model Proerties->Bounds. I tab All frames copy Lower Limit and Upper limit vectors to setsize() in QuakeC
#184 posted by madfox on 2020/01/05 19:36:32
Right.., thanks for the advice. Thing is I spent out some time finding a way to get the UV skinfile compatible to quake.
First versions all crashed the 300x'' border in other engines then quakespasm.
So
#185 posted by madfox on 2020/01/11 08:41:21
@_SixShoota: Maybe I have another version of noesis, I couldn't find the readme. That option is a secret to me.
@_yeh1: here's your pig and fiend fight. I saw the goblin and mong fight piggy, the chasm monsters just have a long melee attack that doesn't change fast.
chasm_quake_dev2.14
#186 posted by yhe1 on 2020/01/11 09:28:40
Congrats, the double shot is working. I think you should give double missiles to the stratos, as the ringed projectile is not worth the hassle.
The walking animation for the Gross and the deadguy is still not complete, they seem to kind of slide.
I don't understand why you keep giving the Lionman a ranged attack. His running animation is very good is the original chasm (same with gross), but you can't see it here, because he always tries to slam his club in the distance. Just give the Lionman rottweiler code without jumping. The range attack is pointless, and also not accurate.
#187 posted by yhe1 on 2020/01/11 10:38:21
After you fixed the Gross' walking animation, can you do a Gross vs Ogre fight?
#188 posted by yhe1 on 2020/01/11 21:07:15
Also an Alien Captain vs Shambler?
#189 posted by yhe1 on 2020/01/11 21:43:26
Joker's melee and ranged damage is still too low, 25 for ranged and 20 for melee.
Improve the mong's ranged attack damage to 25, and give him the same attack as a Quake Grunt.
Gross has no dead pose yet, but I am sure you already knew that.
How you are doing with the chasm skeleton?
Versus
#190 posted by madfox on 2020/01/12 04:23:00
Gross seem to kind of slide
The attack scenes are all in standing position, so there is no runattack.
I see no way to interupt its constant melee attack into a run pose.
As the Quake engine demands a walk scene it is a bit of a hussle to give the models the right speed with only run frames at hand.
giving the Lionman a ranged attack
All right.
Gross has two death poses, only the pose fails on one stand frame.
Don't know where the miscount comes from.
I made an easy skill to test your Quake monsters against the Chasm.
dev2.15
#191 posted by yhe1 on 2020/01/12 05:23:42
Regarding the Gross, I think the problem is that whenever the Gross throws a rock or uses its club, it moves/slides forward. Compare this with the Ogre, it stands still when it uses its chainsaw or throws a grenade. Maybe this can help you fix the sliding issue?
You planning to trim the edge of the Joker's sawblade?
An alien captain almost killed a shambler, so that is good. Where did you get the double shot code, for SOA or AD?
#192 posted by yhe1 on 2020/01/12 05:37:57
Oddly enough your alien warrior does not suffer from same problem as Gross. It runs toward me, stops, and fires a laser. The Gross keeps moving forward when he throws a rock. So definitely compare the attack scenes between your alien warrior and Gross.
Gross
#193 posted by madfox on 2020/01/12 06:09:47
I see where the problem lies. Gross attack pose was included with ai_charge(10) while ai_face() had been the place there.
It moves better now.
Clipping the joker's blade is asking for skin problems. Or I had to merge a j_disk with a very small skin file, but it aint woth the result.
Stratos rings would look better if the sprite would evolve.
The double shot code is looking clearly to the Start_Wizzard_Fast code.
I adde the second chasm weapon and it looks good.
Sad the static model keeps falling through the ground.
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