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Entar



Joined: 05 Nov 2004
Posts: 422
Location: At my computer

PostPosted: Thu Dec 09, 2004 5:51 pm    Post subject: Stupid Fiends Reply with quote

sielwolf on planetquake forums wrote:

One more thing about the fiends, can it be that their awareness
is somehow broken in the current version of IQ ? They only seem to
notice me when I am standing directly infront of them.

---

Tested it some more and the fiends only attack me when I shoot
them, otherwise I can even stand right infront of them.


Entar on planetquake forums wrote:

I just tested the thing with the fiend on E1M2, and it worked fine. As soon as that little door (past the blue key door) opens, he charges right at me.

I tested it on E4M3, M4, M5, and M6, and none of them seemed to notice me, even if I ran in front of them, shot a wall, or anything.


Shooting them works though Very Happy The problem only occurs with fiends.

The weird thing is I've only changed a little bit in the AI (z-aware ogres and zombies + grenade evasion, which are both very concise blocks of code), and only changed the monster's health in demon.qc. Mad

Anybody else had this problem before? Anybody have any ideas for bugfix? Shocked
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Entar



Joined: 05 Nov 2004
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PostPosted: Thu Dec 09, 2004 6:42 pm    Post subject: Reply with quote

OK - MauveBib helped me out and I got it fixed. Very Happy

Thanks anyway Razz
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Tei



Joined: 25 Oct 2004
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PostPosted: Thu Dec 09, 2004 7:25 pm    Post subject: Re: Stupid Fiends Reply with quote

I have a dead project somewhere about to add good ai and animations to fiends.

I really hate how lame are the pain animations. And yes, this cool monsters need editing to add something fresh,... less repetitive, or leess repetitive or maybe less repetitive.
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Entar



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PostPosted: Thu Dec 09, 2004 9:40 pm    Post subject: Re: Stupid Fiends Reply with quote

Tei wrote:
I have a dead project somewhere about to add good ai and animations to fiends.

I really hate how lame are the pain animations. And yes, this cool monsters need editing to add something fresh,... less repetitive, or leess repetitive or maybe less repetitive.


I was just looking at the original fiend model in the model editor and noticed it only has 1 animation for each thing. It has:

stand
walk
run
leap
pain
death
attacka

How lame is that? Confused Shocked
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c0burn



Joined: 05 Nov 2004
Posts: 158
Location: Liverpool, England

PostPosted: Fri Dec 10, 2004 2:34 am    Post subject: Re: Stupid Fiends Reply with quote

Entar wrote:
Tei wrote:
I have a dead project somewhere about to add good ai and animations to fiends.

I really hate how lame are the pain animations. And yes, this cool monsters need editing to add something fresh,... less repetitive, or leess repetitive or maybe less repetitive.


I was just looking at the original fiend model in the model editor and noticed it only has 1 animation for each thing. It has:

stand
walk
run
leap
pain
death
attacka

How lame is that? Confused Shocked


Yeah man ID should have added ragdoll physics and 9 animations for each action. Rolling Eyes
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Tei



Joined: 25 Oct 2004
Posts: 195

PostPosted: Fri Dec 10, 2004 2:44 am    Post subject: Re: Stupid Fiends Reply with quote

Try shotting a fiend with spikegun on easy, THAT lame.

I will try to attach my ugly/broken version of a better demon.qc

Its WIP... forgoten.

Here its:
http://telejano.berlios.de/option/DEMON-z.QC

Humm... maybe the new model its also needed. :/


http://telejano.berlios.de/option/demon2.mdl


Last edited by Tei on Fri Dec 10, 2004 2:48 am; edited 1 time in total
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Wazat



Joined: 15 Oct 2004
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Location: Middle 'o the desert, USA

PostPosted: Fri Dec 10, 2004 2:47 am    Post subject: Reply with quote

Quote:
Yeah man ID should have added ragdoll physics and 9 animations for each action.

I agree with c0burn's sarcasm (assuming he was being sarcastic). ID wasn't about to go all-out, considering what they did was pioneering work already. The demon is one of the better and more interesting monsters in the game. I agree that the animations are limited, but that's kind of constant throughout Quake -- Take the guns for example. That's not the only thing in Quake they left incomplete or awkward. Very Happy

However, I would like to see lots of improvements on the demon, and other monsters. Got anything in mind?
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Entar



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PostPosted: Fri Dec 10, 2004 3:06 pm    Post subject: Reply with quote

The fiend is just about the only monster that doesn't have an alternate death animation... Sad
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Wazat



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PostPosted: Fri Dec 10, 2004 4:06 pm    Post subject: Reply with quote

Ah, that's true. Most monsters have 2-3 pain/death animations for variety. Still, the demons are awefully cool regardless. They really need more done to them, tho.

I tried making demons that will charge the player (instead of jumping) and ram him with their horns, but couldn't get it to work. Has anyone ever tried that?
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Tei



Joined: 25 Oct 2004
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PostPosted: Fri Dec 10, 2004 7:18 pm    Post subject: Reply with quote

Wazat wrote:
Ah, that's true. Most monsters have 2-3 pain/death animations for variety. Still, the demons are awefully cool regardless. They really need more done to them, tho.

I tried making demons that will charge the player (instead of jumping) and ram him with their horns, but couldn't get it to work. Has anyone ever tried that?


Humm... looks like a fun idea. Why Its dificult? You maybe need to remove the melees and use only the missile attack, and make the attack "run" instead to jump, then at colision add momentum to the player and damage.
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Wazat



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PostPosted: Fri Dec 10, 2004 7:49 pm    Post subject: Reply with quote

The trick is the collision part. You can't rely on .touch, so you have to do your own figuring on when the demon has hit the player, or if it missed him, or if it's run into a wall.
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Urre



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PostPosted: Fri Dec 10, 2004 7:50 pm    Post subject: Reply with quote

What Tei says sounds fairly correct. I'd just make it use a strong forward velocity, and a touch function which damages and perhaps sends the player flying. You could also check if the the thing it touched is in front of him, but that's not necessary, seeing as the original jump attack didn't check that either. Just don't forget to remove onground if doing the velocity thing, but I bet you knew that already.
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Wazat



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PostPosted: Fri Dec 10, 2004 7:54 pm    Post subject: Reply with quote

Well, what I'm envisioning would work a lot better as running than a fast low jump. I'll have to play with it.
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RenegadeC



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PostPosted: Fri Dec 10, 2004 8:10 pm    Post subject: Reply with quote

I'd be easier to have the missile attack randomly select between the charging move or the regular fiend jump. Why not have both? :P
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Wazat



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PostPosted: Fri Dec 10, 2004 8:24 pm    Post subject: Reply with quote

I agree.

What I'm saying is, when the fiend does do its run attack, I want it to actually run across the ground, not just do a horizontal jump. The trick is testing for impact.
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