Quake 4 Gibs?

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Ganemi
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Joined: Thu Apr 21, 2005 12:57 pm

Quake 4 Gibs?

Post by Ganemi »

I know this is one of the very last things you guys are even thinking about(and with great reason), but wouldn't it be sweet to have gibs that are dependant on which model the player uses? Like if you blow up a player using the Strogg model, that model's parts will fly in the other direction. Someone made a client side Q3 mod for me last year, just like that. It was awesome running around with Quad Damage, smashing bots, and watching their gibs fly halfway across the map.

Image

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And I know this is a bit strange, but wouldn't it be nice to see your legs for once? Atleast have a cvar that allows you to turn em on?

Image

You all must think I'm really silly by now.
Last edited by Ganemi on Thu Apr 20, 2006 5:14 pm, edited 1 time in total.
Oeloe
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Post by Oeloe »

Z-effects for Q3 had directional gibs and the appropriate headmodel instead of the same skull for each model. :)

It also adds a load of other cool stuff:
==============================================================================
Features:

- shells and gibs have less gravity in water
- change lightning death message to "name accepts name's shaft"
- no on-screen awards
- old lightning bolt graphic
- different shotgun smoke graphic (now follows the shotgun)
- new gib trails
- lightning bolt sparks
- crosshair player text shrink out
- crosshair changes color depending on health
- old rail rings readded (use cg_oldrail 1) (color1 and color2 still change color of the Rail)
- negative point plays a custom sound
- rotating chasecam when in menu or console
- new on-screen weapon position
- particle blood
- directional gibs
- 3D icons on hud for item pickup
- flashblend lighting. Replaces Q3 dynamic lighting (cg_flashblend turns it on and off. 1=on, 0=off)
- railgun colors show up on player model
- free rotating death cam
- sparks and smoke for bullets hitting walls/floors
- particle rocket/grenade trails
- particle explosions
- make the "you fragged" message smaller
- drowning bubbles
- noise for shells hitting the ground
- spinning gibs/shells
- real model head instead of skull for gibs (a la Quake1)
- several new death messages
- get rid of bobbing items
I hate the old LG style and the sparks though and some other things that couldn't be disabled...

What's with the motion blur btw?
Ganemi
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Post by Ganemi »

Oeloe wrote:Z-effects
That's what this is, except the guys that made it edited it a bit for me, and added the leg and torso models.

And that motion blur is there because that was from a silly frag video.
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MKJ
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Post by MKJ »

corkscrew also had directional gibs. a good thing too cause that gibfountain vq3 produces is afwul
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Oeloe
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Post by Oeloe »

The HUD in corkscrew is annoying though.
Ganemi
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Post by Ganemi »

Yeah, directional gibs are great, but look closer and you'll see that blowing Razor apart generated Razor gibs, and blowing Grunt apart generated Grunt gibs. In Q4, I WANT THAT!!

Man, I wish I knew how to mod. : [ I'd be doing that shit right now.
o'dium
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Post by o'dium »

This would add more load to the network messages and so need a little bit more umph for online play.

In other words, its not bloody needed.
o'dium
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Post by o'dium »

This would add more load to the network messages and so need a little bit more umph for online play.

In other words, its not bloody needed.
^misantropia^
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Post by ^misantropia^ »

o'dium wrote:This would add more load to the network messages and so need a little bit more umph for online play.
Nope, gibbing can (and should) be done entirely client side.
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MKJ
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Post by MKJ »

word
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Oeloe
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Post by Oeloe »

You can see what model and skin other people use anyway so giving their gibs the same appearance wouldn't require any new information.
o'dium
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Post by o'dium »

Oeloe wrote:You can see what model and skin other people use anyway so giving their gibs the same appearance wouldn't require any new information.
In Quake 4 models are not made the same. They are in 2 parts, a Head and a body, with all the joints etc. In other words, this would need new media for every model. A waste of time TBH, something which could be spent on adding water.
Ganemi
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Post by Ganemi »

It's refreshing, though unnecessary. And I'm sure that if they put half of a minute of thought into it they'd come up with something.
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