Title: Slipgaters Are Here! Post by: Phoenix on 2022-01-12, 02:32 (http://www.wireheadstudios.org/phoenix/pics/test_shots/Slipgaters.jpg)
Full Size (http://www.wireheadstudios.org/phoenix/pics/test_shots/Slipgaters.jpg) The Slipgaters have arrived from dimensions unknown. Strogg Troopers will be inbound soon. Title: Re: Slipgaters Are Here! Post by: KAIL333XZ on 2022-01-14, 02:53 It's good to know that only one Generation left to be done!
I have a questions that bothers me since Quake's recent official update: will you port all the new high quality sounds from a Quake Remaster to Generations Arena? I suppose it'll be a good thing if it is possible. Title: Re: Slipgaters Are Here! Post by: Phoenix on 2022-01-14, 07:49 No promises, but I'll be looking at sound stuff after the model work is complete. ;)
Title: Re: Slipgaters Are Here! Post by: ~Va^^pyrA~ on 2022-01-14, 20:05 The Enforcer! :slippy_love:
"Halt! You there! Stop! Freeze!" Title: Re: Slipgaters Are Here! Post by: Arno on 2022-01-23, 22:50 It's good to know that only one Generation left to be done! That's great! Good work, Phoenix! :slippy_thumb:Title: Re: Slipgaters Are Here! Post by: Noddynod443 on 2022-01-27, 08:53 It's good to know that only one Generation left to be done! I have a questions that bothers me since Quake's recent official update: will you port all the new high quality sounds from a Quake Remaster to Generations Arena? I suppose it'll be a good thing if it is possible. Yay! Saving the best for last. Strogg/Quake 2 is my all time favorite 🤠! Title: Re: Slipgaters Are Here! Post by: Kajet on 2022-01-28, 03:13 Arena needs no additional work? That's good to know.
Title: Re: Slipgaters Are Here! Post by: Phoenix on 2022-02-07, 09:32 Arena shouldn't need any animation work at all since it's all default Q3 and Team Arena weapons. Once all the animations are finished for the 4 classics, the Arena Gladiators will get their animation2.cfg restriction lifted. This will allow any third-party model to be available for the Arena Gladiators class. It will work as follows:
Earth, Doom, Slipgate, and Strogg will require an animation2.cfg file to exist for a given player model. This file is checked when loading the model and loads the new animations, as well as containing a token to restrict which class it can be used for. If you're an Earth Soldier and you try to select a model that does not have "class earth" in the animation2.cfg file (such as Ranger or Doom since they're a different class), or the animation2.cfg file does not exist, the load request is rejected and you'll be switched to the default Earth Soldiers model (Sarge/default). If you select a model that does have the animation2.cfg file and class_earth token (Sarge, Mynx, Biker, or Razor) then the load will succeed. If you're an Arena Gladiator and you select a model that has an animation2.cfg file, the load request is rejected and you'll be switched to the default Arena Gladiators model (Visor/default). If you're an Arena Gladiator and you select a model that has no animation2.cfg file the load request will succeed. Example: Darth Vader, R2D2, Megatron... anything that's not already specified. Hope that makes sense. This will really only happen of you use the command line. The in-game menu will have it set up so you can't pick the wrong model for the wrong class by selecting an icon. |