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#41
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how add some of monsters from this mut in sandbox?
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#42
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You can come close to that by setting spawntime very low for them, Doom3KF.ini:
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Well as I posted earlier, here are the classnames you can add: Quote:
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#43
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Ill export them in the editor indeed. Forgot about that (im more a photoshop / 3ds max kinda guy....Benjamin usually does all the SDK stuff hehe)
Would you be willing to add the Hres skins to your package/mutator if you like them? They will have your stamp of approval offcourse. ![]() Ill give you an example first, then you can deceide |
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#44
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I haven't had this much fun in KF for a long time.
"Whoa what the... Guys! Guys! There's a thing, and it's shooting things at me! Where are you guys? IT'S BIG! HEEEELLLPPP!" Words can't describe the amount of win you have unleashed good sir. I salute you!
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#45
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I will also look into adding ragdolls support for the monsters (this I must do with KAT) which will only work for clients who installed the mod (rest will see those stiff death animations). |
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#46
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I cant seem to find them in the SDK editor, can you put the skins in a zipfile maybe, and pm me? tga targa, doesnt matter what m8, go nuts.
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#47
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Ok, maybe "go nuts" wasn't the right phrase...
__________________
How2 Install Mutators (a newbies quick guide): http://forums.tripwireinteractive.co...ad.php?t=50243 Pro-Tip: DON'T DIE |
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#48
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#49
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found it marco, never mind...watch your pm box m8
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#50
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OLD VERSION :
![]() HEMI's VERSION : ![]() I think this is a nice improvement, compared to the skin it uses now (top pic) and its bigger (from 512 to 1024) |
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#51
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and the bloody hands turn it into KF
Nice work.
__________________
How2 Install Mutators (a newbies quick guide): http://forums.tripwireinteractive.co...ad.php?t=50243 Pro-Tip: DON'T DIE |
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#52
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![]() haha, indeed...mancubes done too jeej! |
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#53
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Boney :
![]() BoneyHell :
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#54
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![]() archvile |
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#55
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![]() Bruiser removed the mouthpiece for the rendering, but its included in the dds for marco so no worries. Some of these characters are so weird...lol |
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#56
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Okay, i been testing the mutator on my 20 man server and it seems that the large bosses cant get into small areas of the map.
When they teleport they teleport away most of the time, so they sort of pose no threat to the players.. Any way to disable the large bosses, or maybe you can find a way to overcome this problem? [EDIT] Lol Hell Knight isn't a boss ![]() And those Hi-Res textures are very nice! Last edited by Gooblaster; 03-28-2011 at 06:20 PM. |
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#57
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same problem here...but if we somehow can decide per map which monsters to use...we wouldnt have the "im stuck in the ceiling" problem. Or just make sure your server doesnt run maps that are in tight corridors.
Last edited by Hemi; 03-29-2011 at 02:23 AM. |
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#58
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Marco, on the #3 Netsky server we have been running your Doom 3 mut since the patch. It's great, most of us love it, including Bashy and myself. A few issues:
------------------------------------- Using your perk system: Sharpshooters do not get headshot kill counts from the Doom3 enemies with head hitboxes. I tested by 1-shotting with X-bow, got the headshot sound and they go flying in an amusing way :P (but no exp) In general: Berserkers and Sharpshooters have a hard time, but not just because of the exp issues. Lack of head hit-boxes (or maybe malfunctioning ones?) makes it hard for SharpShooter to kill at all. All the ranged enemies make it even harder for Berserker. >> Add more head hit-boxes if you can. >> Find some way to help Berserker --- maybe classify some damage as 'Bloat bile' even if it's not? So that they get a damage resist to it. I know medic also has resist, but Berserker is the reason I think of this idea. >> The dragon boss (Maledict?) seems much too strong Edit: Minor issue / bugs >> Most Doom monsters do not get charred by flame kills --- One does, sometimes, but its polygons become flattened and practically 2-dimensional. A spider-type, not Trite but the other one I think. --- Sawyer's chainsaw that he drops when killed does become charred, it should not. Last edited by _Duke_; 03-29-2011 at 02:08 AM. |
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#59
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![]() Ive posted a ton of new textures for Marco, and it looks like its a go on the Hres skins. I wont be posting all of them, just an occasional update. ![]() 14 skins re-done... |
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#60
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