The Ascension Of Vigil

Talk about Quake, Doom, Wolfenstein 3D, or other DC first person shooting game ports and mods for those games in here.
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Post by RottenTurd » Wed Apr 20, 2005 12:23 am

Hey Tyne I've been watching this one for a while and you're doing an excellent job! :D I love all the innovative features you've been adding that we haven't seen in any other Quake based games.
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Post by Tyne » Sat Apr 23, 2005 1:04 am

New version of TAoV, this release is a huge update to the game involving many new gameplay changes/combos/bug fixes

List of important changes
-----

- HP Bars removed, they cluttered the screen and RPG and I agreed that they removed some of the games skill
- Vigil's round house kick can now be executed mid-air, this allows for a greater comboing potential
- Diving swallow is able to be executed mid air immediately after round housing an enemy!
- Horror's look slightly different
- Map01 Updated
- Castle.bsp updated with an updated design
- Backflip has been replaced with a new double jump, backflip is only used for the diving swallow attack (off the wall and midair) and recovering from a fall
- Vigil can ledge grab and hoist himself up like in Prince of Persia / Ninja Gaiden (xbox)
- Fixed grabbing so enemies fall out of the levels very very rarely, infact I haven't seen it happen yet; but I will not rule out that possibility
- High quality stereo music! darkplaces only
- Head Smash / Fire Head Smash now knocks opponents around
- Fireball increases the combo counter again
- Speed lines look a lot better and act a lot better
- Many bugs fixed, such as the magic menu being open even though Vigil is dead, animation fixes in strange circumstances and so forth
- Camera zooming has been tweaked
- Firebeam is no longer able to do 100+ hits, it's max is 35; these 35 hits are highly damaging AND it's now able to damage Wraiths!
- Mana increase a lot slower when Vigil attacks, this makes using magic more tactical and allows mana potions to become a more useful pickup
- Hell Knights are weaker then Barons, Barons are a lot stronger now
- Vigil's charge up attack (Hold Z, Release) is finished
- Help screens have been added finally, they're almost finished but good enough to present (Shows move list and spell descriptions!)
- You now must HOLD the block button instead of constantly tapping it
- Vigil's slice special has an additional two hits during the last attack
- Lightning Storm will no longer spam the screen nearly as much with white flashes (annoying...)
- Game now starts up with a small demo

And many more changes...

Try it out everyone and tell me what you think of these updates! :D

[edit]:
1. Yes, Vigil is still skinny - wait till A) A patch comes out or B) another new version
2. I need to update an entity so RPG will not get angry with me, it may fall into either category A or B
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Post by RPG » Sun Apr 24, 2005 2:27 pm

DCmad wrote:3. 100MP for a Fire Beam is way too expensive. Maybe spell costs should be more balanced. For a tester like me, was hard to level up untill i could have 100MP to do a single FB. Infact, i didn't yet.
I have to agree here. I think that in general the spells are not as useful as they could or should be. This has been improved with the latest release, but there are still some things that could be done. Unfortunately, Tyne isn't willing to implement some of them.

Anyway, to address this point specifically, I reckon that in the final game the player will probably level up enough so that after the 4th level he can have enough mana to cast the firebeam spell.
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Post by Tyne » Mon Apr 25, 2005 12:12 am

Actually, you can cast fire beam before you have 100 MP it's just their will be a short rest time with it, firebeam is his strongest spell and is able to take out a hell knight in one beam; the idea is you're suppoused to be able to fully cast it later on in the game with the resting time eliminated.

RPG I may still try to do the rest idea for mana cost idea you had, just not now - I like to put things in as I see them and then get input back but not only that I prioritize new additions over tweaks for the moment.

DCmad, it's very odd that you're encoutering that bug as I haven't seen it happen once on my machine! I'll look into it. I also agree with a few of your suggestions.

I've found a bug when you're killed while ledge grabbing it'll cause Vigil to fly to the top of the screen as he's stuck in MOVETYPE_FLY.
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Post by RPG » Mon Apr 25, 2005 12:44 pm

Tyne wrote:Actually, you can cast fire beam before you have 100 MP it's just their will be a short rest time with it, firebeam is his strongest spell and is able to take out a hell knight in one beam; the idea is you're suppoused to be able to fully cast it later on in the game with the resting time eliminated.
That's what I meant above. I actually think it's a fairly good idea, but letting the player cast it too early in the game when the player doesn't know any better can be frustrating.
Tyne wrote:RPG I may still try to do the rest idea for mana cost idea you had
It would have saved me some frustration had you mentioned that earlier.
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Post by Tyne » Wed Apr 27, 2005 5:57 pm

Uploaded a mini-fix version! it's not necessary to download it because not much is changed from the previous version it however fixes a few things that I either missed, irked me, or I liked the suitable suggestions.

- F1 shows the help screen immediately

- F9 is binded to quit

- Fixed the demo error message, it also runs through 3 demos (demo list) featuring all 3 levels with some nifty combos; yes that's me playing, and no I am not trying except in castle.bsp where I didn't get injured once ;)

- Fixed Vigil's flying when killed while grabbing onto a ledge, he'll no longer float to the top of the screen and stay there (argh)

- Updated the controls on ledge grabbing, UP climbs up, DOWN falls off, and Block falls also while blocking

- Latest version of Darkplaces is included now (Beta 3), this also fixes some odd choppyness issues with dynamic lights

It's not a patch! meaning you're going to have to redownload all 12 megs (older ver was 11.5) to get this update as I've had to update pak0.pak.. good thing there only minor changes / fixes
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Post by T045TBR0T » Mon May 02, 2005 3:28 am

hi there...
im new in here and have 2 short questions....say rtfm if appropriate ^^
1. how do i burn this mod for dc?
2. is there a possibility for it to work on the zodiac 2, too?
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Post by law56ker » Mon May 02, 2005 4:59 am

Hey can I play this on xbox? I gota modded xbox now, should be able to run it better on xbox then dreamcast?
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Post by DCmad » Mon May 02, 2005 9:49 am

Xbox and Zodiac 2?
For xbox, i'd say "try it". I don't know xbox things, but i'd say you can run it from the HD. So just launch the xbox quake engine with TAoV like the pc one.
Report here you feelings about it.

For zodiac 2... what's a zodiac 2?
If there's a quake engine for it, i say "try it and report back your feelings about it".

In PC, i can run the mod with 8.8mb (using -heapsize 9000 as parameter) of heapsize. So if <insert platform here> has heapsize enough, it'll likely run TAoV fine.
Maybe there's some error with some engines, i noticed the 2 last builds don't run with JoeQuake in linux, but if it runs in winQuake with ~9mb heapsize, i think it's engine related problems, not mod fault.
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Post by DCmad » Mon May 02, 2005 7:45 pm

WoW
Is that a Tapwave Zodiac? Looks sexy o.O!
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Post by Tyne » Tue May 03, 2005 2:24 pm

Man, I wish I could just release a .cdi image but I'm not planning on doing that until the mod is complete.

Time to work on the next version!
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Post by DCmad » Tue May 03, 2005 10:23 pm

Tyne wrote:Man, I wish I could just release a .cdi image but I'm not planning on doing that until the mod is complete.
Without NxQuake? >.<
Noooo please, leave it a pc mod until NxQuake gets released.
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Post by Tyne » Wed May 04, 2005 5:55 pm

Well by the time TAoV is complete (I shouldn't call it a mod, it's much more then that) NxQuake *should* be released. I freaking hope anyways.
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Post by T045TBR0T » Thu May 05, 2005 12:57 pm

DCmad wrote:WoW
Is that a Tapwave Zodiac? Looks sexy o.O!
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yeah thats it...and i have one :P
and it has a quake engine...enough heap memory to run doom 2.
but where do i have to put the files? thanks in advance
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Post by law56ker » Fri May 06, 2005 1:40 pm

Just tried it on xbox, it worked but the second level didn't load.
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Post by typoEDR » Fri May 06, 2005 3:58 pm

The second level didn't load in the PC version.
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Post by DCmad » Fri May 06, 2005 5:30 pm

law56ker wrote:Just tried it on xbox, it worked but the second level didn't load.
In the 1st level, Wilderness, the portal at end of stage is actualy a trigger entity which says "changelevel map02".
It tells the engine to load map02 map mantaing the stats. But the pak \maps folder has no map02.bsp map.
The Castle stage is castle.bsp and The Dungeon stage is dungeon.bsp.
So all one can do is open the console and type manualy "changelevel castle" or "changelevel dungeon".
You can use "map" rather than "changelevel", but it resets the stats, like start a new game in given stage.

Dunno about the xbox engine, but Fragger added a cool console interface in JoyMenu for DC and i think RADquake has it too. So you don't need a DC keyboard to type commands.

In PC, to bring the console up, the key is "~" (the button right under "ESC").
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Post by Tyne » Sat May 07, 2005 11:17 am

I've emailed RPG lately and apparently he's started some work on Map02 and it's coming along well according to him.
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Post by RPG » Sat May 07, 2005 3:39 pm

Tyne wrote:I've emailed RPG lately and apparently he's started some work on Map02 and it's coming along well according to him.
Map02 rocks looks really cool so far and I think you'll really like it when Tyne codes the monsters I've asked him to.

BTW, I'm pnosting druk.
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Post by law56ker » Sat May 07, 2005 7:07 pm

Can you guys tell me what tools and tips I need to make a map I think i'd liek to try it.
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