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Downsider

Joined: 16 Sep 2008 Posts: 478
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Posted: Mon Mar 15, 2010 10:48 am Post subject: |
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"FragBot, stop hogging all the health pickups :[" |
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Mon Mar 15, 2010 1:15 pm Post subject: |
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lol, actually he's a little prick regarding resources like ammo and health. Cooperation and giving up resources in favour of the player is something that yet needs to be learned. However, the bot already opts for the lowest available level medikit, so he won't run to the megahealth like a sissy in the first scratch. The next step is to implement buttons usage. _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Posted: Mon Mar 15, 2010 6:13 pm Post subject: |
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Stuff that is slowly progressing:
Some spookiness (of sorts)
More of same.
Level in worldcraft, as it is so far.
Started in 2007/08, have done more in the last month than in the previous 2 years. Prolific I am. _________________ my site |
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xaGe

Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York
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Posted: Mon Mar 15, 2010 6:34 pm Post subject: |
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..I remember you pimpin that a long while ago ajay. Glad your still working on it. It looks nice & dark.. |
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Teiman
Joined: 03 Jun 2007 Posts: 309
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Posted: Mon Mar 15, 2010 7:12 pm Post subject: |
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If you are aiming for realism, IMHO you sould use a model for the light poles. |
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mh

Joined: 12 Jan 2008 Posts: 910
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Tue Mar 16, 2010 1:33 am Post subject: |
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@ajay: The atmosphere is indeed creepy. You almost feel as if something will jump from one of the dark alleys to attack you. But I second Tei observation: you should use a more faithful model for the light poles. They kinda break the mood. Otherwise, an impressive map. _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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OneManClan
Joined: 28 Feb 2009 Posts: 62
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Posted: Tue Mar 16, 2010 5:46 am Post subject: Re: working on.., |
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Madfox wrote: |
and now the hardest part to make them behave in an original way.
I would like to give the OldOgre a new attack way, like shielding itself off and refleckt ammu. |
Dude, this is VERY cool! I don't know what you plan on doing with this monster, but we have a vacancy at the moment for a summoned monster in my mod AGR, and and this would be so cool. Make him only use axe, but make him very very TOUGH. LOVE the idea of him reflecting damage back at attacker!
Can I just say that I'm stunned by all the amazing quake1 stuff I see ppl working on here. My question is - are these ideas getting appreciated by players, or are they made for fun?
Do you guys still play? I didn't see any of you at Rock2ober 2009.
OneManClan
www.customtf.com |
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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Posted: Tue Mar 16, 2010 2:08 pm Post subject: |
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frag.machine wrote: | @ajay: The atmosphere is indeed creepy. You almost feel as if something will jump from one of the dark alleys to attack you. But I second Tei observation: you should use a more faithful model for the light poles. They kinda break the mood. Otherwise, an impressive map. |
I agree with you both; the posts are just copied from Raptors and are awful. I've done another version which is more in keeping with the mod I'll replace all the old ones soon-ish. Would prefer to find a mdl though... making my own one is 'outside my skillset' (I'm useless) however. _________________ my site |
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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Posted: Tue Mar 16, 2010 6:02 pm Post subject: |
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A different angle, plus different posts, no more realistic, but slightly more in keeping aesthetically.
The area on the left isn't finished, won't be that dark when done. _________________ my site |
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Teiman
Joined: 03 Jun 2007 Posts: 309
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Posted: Tue Mar 16, 2010 7:27 pm Post subject: |
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I think you sould raise the view of the player a bit ( view_ofs ?). The Stepsize of Quake is very big, and looks weird and unnatural on a realilstic setting.
Anyway on a map like this sound will be everything. |
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metlslime
Joined: 05 Feb 2008 Posts: 177
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Posted: Tue Mar 16, 2010 11:55 pm Post subject: |
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Teiman wrote: | I think you sould raise the view of the player a bit ( view_ofs ?). The Stepsize of Quake is very big, and looks weird and unnatural on a realilstic setting. |
Or just make steps a realistic size -- you're not required to make them as tall as possible. |
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Static_Fiend
Joined: 17 Mar 2010 Posts: 6
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Posted: Wed Mar 17, 2010 1:55 am Post subject: |
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This has been getting some steady, but slow progress as I learn more (only somwhat Quake related!)
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Wed Mar 17, 2010 5:13 am Post subject: |
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ajay wrote: | Stuff that is slowly progressing:
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The building textures appear to be a bit out of focus. Hmm though, it adds depth to that image. Would be interesting in the future if an engine supported a blur filter to map textures based on distance...(?) |
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Error Inside3D Staff

Joined: 05 Nov 2004 Posts: 558 Location: VA, USA
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