Pics of New Vengance Effect - Spirts of the Dammed

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jb
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Pics of New Vengance Effect - Spirts of the Dammed

Post by jb »

Folks,

awhile back we talked about re-doing the vengance effect. The idea was to go away from the explosion blast. And do something allong the lines of the killing spirts from the Arc seen in the first Indina Jones moive.

Thus when you kill someone with vengance it will "release" 4 spirts from the dead to reclaim your vengance on any that are near by (providing that there is someone close enough for the spirts to feed off). If there is no one close enough, then no spirts are "summoned". The spirts will try to target every player with in the radius. If there are less than 4 targets, then they may double or tripple up on you :) If their current target dies they will try to find a new one. The spirts have a limited life before they "die". You can hurt the spirts and if they take enough damage they will also "die". Spirts move faster than you do..so you do need to take some time to deal with them...lest the feast on your flesh :)

Now these effects are going to be semi-temp. Meaning we did these effects with the idea of not ADDING any new models, textures or sounds in order to keep the patch size very small. We will go back and tweak the visuals on this effect. But we wanted to get this out now so we can finally get back to new stuff!

So with that in mind here is the new effect that you can play with very very soon:


http://www.chaoticdreams.org/ce/ChaosUT ... ffect1.jpg

http://www.chaoticdreams.org/ce/ChaosUT ... ffect2.jpg

http://www.chaoticdreams.org/ce/ChaosUT ... ffect3.jpg

http://www.chaoticdreams.org/ce/ChaosUT ... ffect4.jpg


At one point we had the skulls looking normal with flames coming out of them. But they looked very simular to the ones in Doom3 and we wanted to avoid that. So there ya go....look for the next small patch soon!
Jb
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Post by Iceboy »

NICE!!!! 8O
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Post by Kaboodles »

Nice! (up)

I think the skulls should be more opaque, to help distingush them from their tails, and the flames should be bigger IMO.

Also, It would increase their awesomeness ten-fold if you could get them to go for the face instead of the torso.

Glowing firey effects around the eyes would be cool, and it would be really freaky if you could get their jaws to open and close and attempt to "bite" you as they get near (although I understand this probably would require a new model).

And what about team-skins/effects for these skulls?
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Rythmix
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Post by Rythmix »

Just when i thought the mod couldnt' get better.. you go and do something like this!! Thats great!
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Post by TKATK »

Kaboodles_The_Assassin wrote:Nice! (up)

I think the skulls should be more opaque, to help distingush them from their tails, and the flames should be bigger IMO.

Also, It would increase their awesomeness ten-fold if you could get them to go for the face instead of the torso.

Glowing firey effects around the eyes would be cool, and it would be really freaky if you could get their jaws to open and close and attempt to "bite" you as they get near (although I understand this probably would require a new model).

And what about team-skins/effects for these skulls?
hey,thats exactly what i suggested on IRC!

too bad that animations,flaming eyes would require new models,from what ive heard the patch propably aint having thoose

The skulls need to be less reflective,look like soap bubbles right now
how much skulls are needed to kill a 100 health player?
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Post by jeditobe1 »

each skull does a max of 60 damage. you can do the math.

Not sure if its been mentioned, but a quick player can destroy the skulls if they are quick and accurate.
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Post by Kaboodles »

The skulls should use the white skull texture, only with a blue tint, to make them fit the firey trail effect.

IDEA!!!

Have it spawn 2 different kinds of skulls. One kind uses the human skull model and explodes, while the other spawns the Skaarj/Gen-mokai model and flies around and bites people, like the Manta in Invasion.
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jb
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Post by jb »

Kaboodles_The_Assassin,

we can do some of these ideas when we redo the effect (adding in new sounds, animated meshes, better textures).



Reason for the skin:
The reason for the "glass" skin is we tried a few different ones. None of them work they way we wanted to. Spa wanted to do some sort of transulent effect. And this was as close as we could come with out redoing the models, textures and/or sounds.
Jb
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Post by Kaboodles »

Ok.

Robotic characters should spawn some sort of missile or droid or something.
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Post by General_Sun »

jeditobe1 wrote:each skull does a max of 60 damage. you can do the math.

Not sure if its been mentioned, but a quick player can destroy the skulls if they are quick and accurate.
ANd how do you destroy a skull with a sword? :cry:
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Post by ChaosJester »

Sun, how do you destroy an explosion with a sword? Just asking.

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Post by Rythmix »

jeditobe1 wrote:each skull does a max of 60 damage. you can do the math.

Not sure if its been mentioned, but a quick player can destroy the skulls if they are quick and accurate.
But how much damage per touch?
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Both?

Post by Nagromme »

I like the new FX a lot, very creative! And fits the "vengeance" theme. Reminds me (a little) of one of the VJB levels. ...but I REALLY like the old effects too! Best explosion effect ever in UT--especially the lingering smoke. Great eye candy in space levels like Longest Yard and SpaceNoxx :) Plus I also liked the old "skull flames" on the players a lot--best fire effect ever :)

Any chance of keeping both, with an option in the Chaos settings? The new Vengeance could be the default, but the old would still exist if someone wanted? After all, the work's been done... hate to see it go to waste... :) And it wouldn't confuse people--they'd see the skull=flames and know the server was running the explosion-style vengeance.

Random visual thoughts... maybe the skulls and trails should be the same color as each other? (Maybe flame-colored for both?) So it's as though the skull itself is trailing away like a ghost as it goes, instead of emitting something else? I actually think that as long as the FACE is clear, having the skull blend into the trail would be better than keeping them separate. Almost like a fireball with a face.

I just know you needed another person sticking his oar in ;)
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jb
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Post by jb »

Nagromme,

atm no. The cool explosion was moved over and now will replace the deemer explosion :)

Rythmix,

They touch you just once then die. I guess they have weak stomaches :) Anyways it does 60 HP IIRC. Also Vengance is still over the top for duel. However there is a new relic config section where a server admin can disable certian relics from spawing into the game....so.... :)
Last edited by jb on Tue Oct 19, 2004 12:19 pm, edited 1 time in total.
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Post by Nagromme »

Nice--that makes good sense.

I haven't found a single bug in the current Chaos, but still looking forward to a new version. Thanks!
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