I really love this! The death and crouch animations feel very Half-Life, and there is a gun and animation ( 1:23 ) that's just like Quakeguy's playermodel gun and animation. Though the latter feels a bit weak and player's head should snap back a bit IMHO. Wishlisted by the way!
Rocket attack animation looks weak because of the angle, but there's actually quite a big push backwards from the rocket. Animation has to be 0.8 seconds though, because that's how quick the rocket launcher cooldown is, so I don't have a ton of room to exaggerate movements to imply force. You can see the difference with the enemy animations where the firing animations all have exaggerated movements. That's also partially due to the brain damaged nature of these particular enemies. Thanks for wishlisting! I'll do my best to make sure it lives up to the hype!
It's more of a mod resource for people to use with their own mods, whether they support the Remaster or not. All of my mod releases do support Remaster above all else though.
Impressive grenade physics! This feels like 3D quaked-up version of that one SNES platformer with inverted gravity. (more like "flow of gravity") Can't remember it off the top of my head. I know I'm a bit nitpicking at such an early stage, but I wish the visor was a 3D model instead of a sprite that gets jerked around, kinda similar to Lethal Company, so instead of snapping around it would rotate horizontally around the head when turning the view after a few degrees. (Thanks for func_godot by the way!)
Thanks! I bet Tom Hall would be proud! You're probably thinking of Mohawk & Headphone Jack? ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-H-KLDmcOMaw.html I wasn't inspired by it for Dimension X, but the comparison feels apt. Funny enough, initial HUD tests did use a 3D model. Unfortunately I couldn't get it to look right, there were a lot of complications with it. I may revisit it again later though. I largely used Metroid Prime and Resident Evil as the inspirations for the HUD, but I'll have to look into how Lethal Company pulls it off. I'm glad to be a part of the func_godot team to give back to the community that's helped me get to this far!
When you first looked up and saw another character that resembled yours i first thought it was some dimension with such weird geometry where you can see yourself and the world "mirrored above" yourself at all times. That's a strange idea, the geometry of the world itself wrapping around, such that you can maybe even interact with yourself from strange angles; Imagine a enemy attaching itself to your back and the only way to get rid of it is to shoot it off from your "mirrored" self. Interacting with yourself in such a way would sure be strange.
So the lights from the projectiles are all standard lights, but the environment lights are a special class extending from OmniLight, SpotLight... to add some special features like custom light level and color animations.
it’s like a bullsquid crossed with a houndeye, and has great ambient animations to boot. nice! i love when creatures / enemies exist in the world as animals when the player isn’t seen yet
Gravity is always relative to each entity and has nothing to do with the environment; there is no global gravity direction, so it would only ever point down relative to your viewpoint. I might include a vertical view angle meter again, though I'd want to make it more diegetic as a HUD element.
How'd he get in? In-tru-da windiow? This looks really good! I don't usually mod Quake much - did Arcane Dimensions and Quake 1.5, but that's about it. I might check this out!
I don't know if you already have one, but you may want to consider getting an account on something like Kofi as well. Because I know a lot of people are more willing to donate as one offs, versus a 'subscription' model. Sorry if you've already thought of that, and/or have an account for something like that. I thought it was worth suggesting, just in case. :)
For some reason this mod doesn't want to work for me. I followed the manual but it just runs regular quake without any changes when I type game qcc in the console. Try using level select, still doesn't work. None of the impulses work either.
What engine are you running? Are you trying to play single player or multiplayer? How are you playing it? The instructions are pretty specific and not following them precisely can find your game reverted back to the base game rather than the mod.
@@jonthanechols6410 All I can say is double check that you've installed it correctly and are running it correctly. I know for a fact it works in both as I use both to develop it.
@@BlueKeyGames I've installed it in the Ironwail and re-release folders. I'm not sure if there is a specific thing I need to do beforehand to get it working, if it's missing files or something maybe.
@@jonthanechols6410 There are multiple steps that need to be followed, though I can't really provide adequate troubleshooting here in RU-vid comments. All I can advise is re-read the setup instructions thoroughly and carefully, don't skip steps even if you think you don't need them; it's a complicated mod with a somewhat complicated setup, but I guarantee it works on those two engines.
We've got a Discord! It's not terribly active but I try to answer questions or share little updates whenever I see them. You can join it here: discord.gg/XAw2a8fQPX
There are videos showing off each of the Champions' gameplay in the channel's Quake Champions Classic playlist: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-yrIEjIZTVoE.html