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Post by Guggenheim on Aug 11, 2021 13:32:03 GMT -5
The arms on that gunner are looking good- close to how I imagined! Well, I've just used recolor tool in Wally. That's the limit of my perfection.
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Post by knightmare on Aug 22, 2021 21:20:41 GMT -5
And also I wanna make a couple suggestions if you don't mind. I think there should be a couple of useful developer commands: 1) To stop the time (like the stasis generator do) for all entities. 2) To make monsters forget about player even when they already angry. This will be extremely useful when testing hint_paths etc. I got the "freeze" developer command working for multiple uses. Duration is controlled by the cvar sk_stasis_time. I also got the "hint_test" developer command fully working. It makes monsters forget about the player and run around, testing the hint_paths. These features will be in the next test build.
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Post by knightmare on Aug 25, 2021 3:52:55 GMT -5
I added a chest detail to your skin and made a pain version. Then I made glow skins. Here's the result:
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Post by Guggenheim on Aug 25, 2021 4:28:12 GMT -5
I added a chest detail to your skin and made a pain version. Then I made glow skins. Here's the result: View AttachmentLooks great! I've had a fight with this dude and it seems that he's more dangerous than a tank! Probably, he might be Makron's personal bodyguard, heh.
Where did such idea came from? Are you or somebody planning a SP project? There will be 25th anniversary of Quake 2, so it's a good idea.
P.S. Can I get this Q4-like HUD? I haven't found it on your site.
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Post by knightmare on Aug 25, 2021 4:38:58 GMT -5
I conceived the idea a year or two ago with a question- "What would it be like if Rogue made an enhanced gunner?" I decided to execute on it when I saw the Stone Imp in the Doom Eternal DLC.
The Q4 HUD is part of the KMQ2 dev branch, so it's not publicly available. It might make its way into 0.20u8 before release, but it still needs a new font (and maybe HUD numbers) to mimic Quake4, as it re-uses the ones from Q2E's Doom3 HUD.
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