#9 posted by yhe1 on 2019/09/30 07:56:19
While I think the rocket trail of the stratos is really cool, if it cannot be done, then just make the stratos shoot twin rockets
#10 posted by yhe1 on 2019/09/30 11:11:58
There is also a problem with infighting, if a faust hits a stratos by accident, then the stratos won't fight back
#11 posted by yhe1 on 2019/10/11 06:51:49
Madfox, remember this:
https://www.youtube.com/watch?v=Tts90f2uNYI&t=84s
This is also a perfect basis for the blade gun as well as the joker projectile
 You Are Going Rather F F Fast.
#12 posted by madfox on 2019/10/11 09:52:27
You are already on weapon.qc while I'm trying to convert entities.
Any idea how the entity.qc lines up with the player's weapon abilities?
I do and they don't like spagethi.
For example: the BFGUN of Dr shadow burgh has the exact use for stratos. Converting a player's weapon attitude to a monster attack is something different.
#13 posted by yhe1 on 2019/10/11 10:42:21
I just put that there so you can reference it later. I know this takes time.
And I think you already know this, but currently gibbing a chasm monster also crashes the game.
 In Statu Nascendi
#14 posted by madfox on 2019/10/11 11:26:11
#15 posted by yhe1 on 2019/10/11 21:27:26
So what monster are you converting next, the morg?
 Let's Go
#16 posted by madfox on 2019/10/12 00:48:31
With the first maps step by step and see how to get Straphos and his curling double sprite attack.
#17 posted by yhe1 on 2019/10/12 05:04:57
In that case, I thought the stratos could fire its rockets more often, and the faust could melee attack a little faster
#18 posted by yhe1 on 2019/10/16 10:56:12
Madfox, there is one more model, the chasm guy himself, are you going to convert that as well?
And I quite like the Green scorpion skin you made. Hope you can use it for a new monster.
 That''s Not A Monster, That's A Soldier!
#19 posted by madfox on 2019/10/16 20:20:02
The new chasm guy is also already there, but its appearance is so way off line the others I kept it apart. I think it's more an add on for the later maps.
 Although..,
#20 posted by madfox on 2019/10/23 00:30:45
Heronew is a good looking model.
I have to thank the modelartist for making them.
 Monster Behaviour.
#21 posted by madfox on 2019/11/16 21:24:00
Both my computers crashed at the same time. So now I'm desperatly looking for susan. Most of the parts I could feed back on what was on the net.
After fetching the macro's for the chasm monsters I see they act much too slow in Quake. Due to the higher framerate in chasm I think, and the fact they were scaled down 0.2 they become this slow behaviour.
I can minimaze painframes for example from 20 to 9, but this goes at cost of the animation.
Also the most monsters don't have a walk or run pose and a lot of the pain poses are doubled.
What should have the first priority, good perfmance with slow action, or zigged performance with fast action?
#22 posted by yhe1 on 2019/11/16 22:09:49
I think Zigged Performance with fast action. And mix them together with quake monsters to ensure the two offer a similar challenge
 Ziggy
#23 posted by madfox on 2019/11/16 23:10:38
That would be sychronic frame count for monster_army versus monster_grunt. It won't reproduce the big shape seizure from closeby as in Chasm.
#24 posted by yhe1 on 2019/11/16 23:50:37
Monster_army is faust?
#25 posted by yhe1 on 2019/11/17 06:30:34
so Monster_army is the quake grunt, what is monster_grunt?
 Grinning Grant Grunt
#26 posted by madfox on 2019/11/17 09:26:20
Using the same frame count of quake's army guy as for chasm's grunt. The names are a bit confusing as chasm uses mongrunt for grunt and quake uses also this name.
#27 posted by yhe1 on 2019/11/17 10:15:44
So you are converting the mong now?
 Yes
#28 posted by madfox on 2019/11/17 18:13:55
It is a quiet funny guy with four pain posea that reminds me of Doom3.
 Sprite Attack
#29 posted by madfox on 2019/11/19 05:01:42
I managed to give Stratos a kind of attack mode, but there are two things that catch my eye.
When I attack it from one side it gives a good result, but attacking it from the other side turn the sprites onto a bad result.
It also appears to me only the first frame is used and not the appending 8 ones.
chasm_quake_dev2.01 an example if you're interested.
#30 posted by yhe1 on 2019/11/19 05:28:16
One question: is this the slow mong or the fast mong? I think its melee attacks are still a little slow.
#31 posted by yhe1 on 2019/11/19 05:35:54
Regarding the stratos, I still think you should take a long at the code of that huge robot from Arcane dimensions. The dual rockets is almost the exact same as the stratos.
#32 posted by yhe1 on 2019/11/19 05:40:59
 Melee Attack
#33 posted by madfox on 2019/11/19 07:43:21
If Mong receives less frames it's attack becomes bland.
I like seeing him shakes it head.
Stratos attack needs special care.
I was wondering what causes this strange behaviour of the sprites.
I can take a good look at someone else's code, but don't forget AD uses another hearchic code.
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