
A Shower Thought
#657 posted by
Jon on 2016/02/24 12:24:00
It occurred to me last night that a bunch of people made 3D models of Hexen (1) monsters for the Doomsday engine -
http://dengine.net/addons - I wonder if any of them are suitable, or perhaps good stand-ins. There are some hexen 1 monster equivalents to 2 (the mages for example)

The Internet Never Surprises Me
#658 posted by
nitin on 2016/02/24 14:04:03
with the things people come up with to criticise.

Late To The Party
#659 posted by
adib on 2016/02/24 14:33:24
Only yesterday I tried AD FGD in Jackhammer. It's a whole new world of possibilities to explore. I made a new setup in JH to map for AD. It felt so great to run the level and be surprised to see my torches sparkling.
I never intended to mod Q1, but now I realize I really don't have to. AD gave me toys to play for a long time now.
If I didn't praise and thank enough, here it is.

Nitin
#660 posted by
ijed on 2016/02/24 14:48:07
That's such a short post.

Writing On The Wall
#661 posted by
sock on 2016/02/24 16:11:15
you have comments on everything and detailed explanation of key|values for every entity
I really wanted the code to be as portable as possible so stuff can be cut and paste easily to other projects. Also some of the functions developed over time and I kept a running commentary, so its easier to understand what changed and why.
Ability to overide the backpack model with another MDL
Unfortunately this cannot be done with the item_backpack, its hard coded for a specific model and loops back through the existing backpack function (drops from monsters).
I wanted to add a proper armour shard system, (pieces of armour like what Heretic did) but I remember the backlash RMQ got over such a system. Many Quake fans see shards as a bad design element of Q2/Q3 and not really suitable for Quake. So I hid the function in backpacks and worldspawn keys instead!
this map pack is super awesome and you all did something really great.
Thank you, hearing stuff like this never gets old, especially after all the time that the team poured into creating this mod!
a bunch of people made 3D models for the Doomsday engine
I looked at this and the models are mostly in a special Doomsday engine format. Also there is palette issues, they certainly look cool the one's I could view.
the things people come up with to criticise
Yeah I am never surprised either!
#662 posted by
necros on 2016/02/24 23:44:37
i don't remember anyone complaining about the health vials in ne_ruins..? and i don't remember backlash in RMQ about armor shards. I always like the doom health and armor bonus items!

Ne_ruins
#663 posted by
Qmaster on 2016/02/25 00:17:21
That map had its own style, and the vials went well with it. The coins were maybe a tad bit bright but interesting nonetheless. Kept expecting to come across a weapon or ammo shop or something to spend them on.
One thing AD needs is that pushable swinging gate the source code of which somebody doesn't care to share. Would have fit right in at the beginning of AD's secret level.
I would have loved to have hinged doors in Quake. Half-life managed to do this fairly well, has it been done in Quake?

+1 For AD
#665 posted by
Qmaster on 2016/02/25 00:20:39
Don't you just hate it when source code isn't available for something truly amazing *cough quough cuoth*
Dunno why you'd need the source for Quoth when AD has a lot of its features already.
Did quoth have the hinged doors? I don't remember them.

Yes
#667 posted by
Qmaster on 2016/02/25 00:24:31
ne_ruins has the coolest Quake swinging squeaky metal gate ever!!

Don't Know About Quoth Doors
#668 posted by
Qmaster on 2016/02/25 00:25:01
I'm sure necros will let you in on that secret. :P
#670 posted by
necros on 2016/02/25 02:17:57
One thing AD needs is that pushable swinging gate the source code of which somebody doesn't care to share
wat. i posted the code multiple times... i even explained it.

Doomsday
#672 posted by
Jon on 2016/02/25 11:41:46
> I looked at this and the models are mostly in a special Doomsday engine format.
Oh, that's a shame. I might be mis-remembering but I think/thought they just took the quake model code right at the beginning of the project and used MDLs. But that was 10+ years ago and the might have moved on, or I could be completely mis-remembering.

Doomsday Models Used To Be MD2
#673 posted by
mankrip on 2016/02/25 22:53:20
IIRC.

King Dime Of The Doom Community Is Streaming AD Right Now!
#674 posted by
Breezeep_ on 2016/02/27 03:38:27

Ad_necrokeep
#675 posted by
Vondur on 2016/02/27 12:19:33
very cool map! i liked its interconnectivity and overall designs. cobwebs and breakables work amazing there. got lost a couple of times but that's ok.
demo
https://cloud.mail.ru/public/Bosx/whrJM8N5b
(died several times ;)

100% Nightmare Playthrough
#676 posted by decino on 2016/03/04 04:06:55
I'm doing a 100% Nightmare playthrough (no saves/deaths/cheats), check out the playlist here:
https://www.youtube.com/playlist?list=PLYGehdwLsH44bnIAYhZwOtTGzd35Bv56m

Legendary
#677 posted by
sock on 2016/03/04 12:27:26
I'm doing a 100% Nightmare playthrough (no saves/deaths/cheats)
Amazing stuff, made my morning, I am grinning from ear to ear!
Thank you decino! :D
The strafe circling around the rooms and concentrating the monsters into the middle, so glad to see someone doing that on my mountain map!

Remix Maps Incoming
#678 posted by decino on 2016/03/04 16:48:10
Glad I made your morning, sock. Thanks for checking out my videos! Slowly uploading videos of 100% NM remix maps now, so keep an eye on those.

Tech Demo!
#681 posted by
sock on 2016/03/06 01:55:22
Horde of Zendar + AD + Dirt + Phong compiler goodness!
Image
1 2 3 - Download
Link