What about the zoom ...Quake weapons had always a slightly zoom on the middle mouse button.
Can't wait to play this weapons.
Q3 v1.2 for UT + Beta Release
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Re: Quake 3 Weapons v1.2 for UT! (WIP)
I don't know, the zoom thing is not working properly. I meant the zooming is working properly but the aiming is not proper.
So I think you will have to use the Rail Gun in close combat. :/
Not sure, if someone knows the fact that the Rail Gun is a penetrating hitscan weapon. Which means the beam will go through players only and not through walls. Like for example, if you are lucky that if you kill someone and the beam also manages to kill the one which is behind the 1st target, then you will be rewarded a "Double kill".
So overall, the Rail Gun now has penetration thing.
EDIT--------------------------------------------------------------------------
The BFG10K (Big Freaking Gun) is now ready:
So I think you will have to use the Rail Gun in close combat. :/
Not sure, if someone knows the fact that the Rail Gun is a penetrating hitscan weapon. Which means the beam will go through players only and not through walls. Like for example, if you are lucky that if you kill someone and the beam also manages to kill the one which is behind the 1st target, then you will be rewarded a "Double kill".
So overall, the Rail Gun now has penetration thing.
EDIT--------------------------------------------------------------------------
The BFG10K (Big Freaking Gun) is now ready:
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Re: Quake 3 Weapons v1.2 for UT! (WIP)
Four days already completed. So I think no Double Post!
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All the Health Pickups are done. Starting from left to right.
One problem is that, there is no default Health Pickup that can replace the +50 Health. So its up to the mappers to add the +50 Health in the maps.
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All the Health Pickups are done. Starting from left to right.
One problem is that, there is no default Health Pickup that can replace the +50 Health. So its up to the mappers to add the +50 Health in the maps.
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Re: Quake 3 Weapons v1.2 for UT! (WIP)
...24 hours is the break between D-posts ...so ...don't sweat it!Rocky wrote:Four days already completed. So I think no Double Post!
I see the BFG (Big Fucking Gun) ...and somehow does it look ugly ...all the other weapons are cool and right modeled/skinned.
But this weapon ... ...I think something went wrong.
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Re: Quake 3 Weapons v1.2 for UT! (WIP)
All the Weapons, Healths, Powerups, Pickups are completed. Which means the mod is completed around 93.3%.
New Standalone (can work with any mods) Gore System of Quake 3. Needs Decals to be ON for Blood Decals.
New Standalone (can work with any mods) Gore System of Quake 3. Needs Decals to be ON for Blood Decals.
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Re: Quake 3 Weapons v1.2 for UT! (WIP)
GG !!
lack porcentos about how to finish the mod?
lack porcentos about how to finish the mod?
Brazilian Server:
Alma Negra - 34.95.189.187:7777
Classic - madruga.utbr.cf:7777
Duel - x1.utbr.cf:6666
Alma Negra - 34.95.189.187:7777
Classic - madruga.utbr.cf:7777
Duel - x1.utbr.cf:6666
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Re: Quake 3 Weapons v1.2 for UT! (WIP)
Also with NWIII and it's Gore System?Rocky wrote:New Standalone (can work with any mods) Gore System of Quake 3. Needs Decals to be ON for Blood Decals.
Re: Quake 3 Weapons v1.2 for UT! (WIP)
Good job Rocky, still waiting for the release and for the test playing.
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Re: Quake 3 Weapons v1.2 for UT! (WIP)
Currently working on new HUD:
Nope this is completely new gore. I have used simple methods to spawn the gores and not hard coded technology of NW3 Ultra Gore.helliumcat wrote:Also with NWIII and it's Gore System?
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Re: Quake 3 Weapons v1.2 for UT! (WIP)
Did you solved problem with railgun? If no, can you please better describe it? I think i can help you cozz once had some similar problemsRocky wrote:Thank You Dane. Sure I will do that.TheDane wrote:I've got quite a lot of gaming hours over LAN with the Quake series, Quake 2 the most though. I'll be considdering opening a quake server with these weapons and the Quake maps available for UT for sure! Any ETA on a little beta version?
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I will just tell the properties of Rail Gun:
Rail Gun will have Team-Based Beam color. Like for example if you are on Red team, the beam color will be Red and if Blue, beam color will be blue and same for Green and Gold team.
All the weapons are working perfectly online in my Dedicated server, except the beam of the Rail Gun, I don't know what is happening. Works perfectly in Offline mode.
Offline: Online Problem: Any ideas??
Unreal. Alter your reality..forever...
Re: Quake 3 Weapons v1.2 for UT! (WIP)
Center the 115 is the Health? And beside the 115 is the current using Skin/Model avatar? Looks really good.Rocky wrote:Currently working on new HUD:
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Re: Quake 3 Weapons v1.2 for UT! (WIP)
Yup! the problem is solved. PM Sent!Torax wrote:Did you solved problem with railgun? If no, can you please better describe it? I think i can help you cozz once had some similar problems
Yup! thats the health in the center and yes that is current avatar. The model I was using at time of taking that screenshot was Xan Mk2 from BP4. For example if you using skin like Tensor of War Machine, then it will draw the talk texture of Tensor at the center. But if the skin doesn't have any Talk Texture, then the avatar won't display.ASLYE702 wrote:Center the 115 is the Health? And beside the 115 is the current using Skin/Model avatar?
On the extreme right the number 100 is the Frag Limit and beside the number 0 is your current Frag Count.
Re: Quake 3 Weapons v1.2 for UT! (WIP)
I never see a HUD like this, clear and simple, really like it!
This will be a HUD Mutator and I can use it with any weapon or I need to combinate with the Q3 weapons?
This will be a HUD Mutator and I can use it with any weapon or I need to combinate with the Q3 weapons?
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