 Plan:
#235 posted by ijed on 2010/02/19 13:14:36
monster_shambler DIMENSIONAL = TRUE
 And Yeah
#236 posted by ijed on 2010/02/19 13:15:47
Another cutscene would be great.
How much work went into them - 'a lot' yeah, but for say ten minutes of cutscene how long were you scripting, more or less?
 SEAL OF NEHAHRA DIRECTOR'S CUT
#237 posted by negke on 2010/02/19 13:40:27
#238 posted by Mindcrime on 2010/02/19 13:46:23
ijed: I can only speculate how many hours... days... went into it. I imagine it must have taken some time. I moved away from recording demos as I did in 2000 with SON, and moved to scripting in code just about everything, including camera angels, leaving only one or two little things for manual operation. When I enter the map it takes place in and hit a bound impulse, the entire thing plays out from start to finish. I was frankly amazed how much I had finished of it. I only thought I *started* it.
negke: Oh there would be a lot cut...
#239 posted by Mindcrime on 2010/02/19 13:59:03
I meant camera "angles", not "angels", of course.
There are no camera angels in Quake cutscenery 8-X
#240 posted by gb on 2010/02/19 14:30:45
To put this into practice, you could even set up a monster whose patrol route required them to walk through a teleport. You'd probably want to have the player able to observe the whole route without waking the monster and see both ends of the teleporter at once. Maybe that's too much effort to go to for a patrol route though, since people rarely watch them for that long.
There is a little sequence in one of the QDQ speedrun demos where a lot of monsters walk into teleports. I forget which one it is though.
 Hah
#241 posted by ijed on 2010/02/19 14:39:20
There are no camera angels in Quake cutscenery 8-X
Only gremlins.
 Gb
#242 posted by Ankh on 2010/02/19 16:41:12
 Speedruns And Teleports
#243 posted by Preach on 2010/02/20 01:09:57
I also remember a 100% speedrun on e3m3 which used teleporting monsters creatively. Since you don't get any weapon or powerup which lets you kill zombies, the previous records did not count them towards 100% kills.
The new trick actually made the run much slower, but killed them, by luring the otherwise invulnerable zombies through the teleporter, where they would be telefragged by the player who spent the level blocking the plate. It wasn't the most exciting thing to watch, but it certainly was clever.
 Nehahra Addon Maps
#244 posted by Mindcrime on 2010/03/06 20:40:35
I would appreciate anyone aware of Nehahra addon maps that I may not be aware of to mention them in this thread. I want to be sure with various code changes that I don't break the functionality of anyone's maps for the final version.
As it stands, I've dropped a new cutscene code into Nehahra (pillaging the remnants of Obscurus once again), but I have kept the original in there too (again: so as not to break maps others have made).
 Nehahra Maps I Remember..
#245 posted by rj on 2010/03/07 04:03:18
permutations of the rotten by kona
'in vein' (forget the mapper name.. ian something)
both in here: http://www.quaddicted.com/webarchive/teamshambler.planetquake.gamespy.com/revname2.html
 Ian Bruce
#246 posted by ijed on 2010/03/07 06:55:03
 I'm Sorry, What?
#247 posted by Drew on 2010/03/07 08:13:44
I had no idea - downloading.
 Also
#248 posted by Drew on 2010/03/07 08:17:58
does anyone know what ever happened to glassman?
#249 posted by Mindcrime on 2010/03/07 16:05:05
I do have Invein, Permutations, and Maelstrom on my drive. I just wanted to be sure that I had any others (previously released others).
#250 posted by Mindcrime on 2010/03/07 16:24:33
On the note of Episode 4, I know there will be 4 big maps (most of which are populated now). I consider including a fifth "showdown" map, but the end of neh4m4 is probably sufficiently climactic on its own to serve as a good ending.
 That
#251 posted by ijed on 2010/03/07 18:09:05
Sounds great.
#252 posted by Spirit on 2010/05/31 18:53:28
For heaven's sake, how do I disable that annoying monster behaviour again? I tried +nomonsters 1,2,3,4 with no luck.
 Spirit
#253 posted by nitin on 2010/06/01 01:12:19
nomonsters 1 in my autoexec.cfg file.
 Mine Too,..
#254 posted by rj on 2010/06/01 12:13:16
although truth be told i never noticed much of a difference with it
 Well I Think
#255 posted by nitin on 2010/06/01 12:50:02
somewhere along the way the nehahra AI was tweaked down anyway so its not as big a difference now then when it was first released (when the AI wasnt tweaked down).
Or I could be totally making that up, cant remember.
#256 posted by Spirit on 2010/06/01 17:33:38
Uh, you would notice ice-skating and crosshair-evading fucktart enemies.
#257 posted by Spirit on 2010/06/01 18:22:52
I put it into nehahra/autoexec.cfg and they still strafe.
 Well..
#258 posted by rj on 2010/06/01 18:46:15
i first played it only a month or so after release i think, can't remember. it was before the first nomonsters patch anyway and i never noticed the subsequent difference back then
 Spirit
#259 posted by nitin on 2010/06/02 01:06:44
yeah but I think it should be slower strafing compared to normal. Try putting it to 0 and see if there's a difference. AFAIK, it didnt revert behaviour back to normal quake behaviour.
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