Projects
Here’s some stuff I’m working on or released.
Shadow Wraith mod for Wrath
This mod adds a custom monster based on the Wraith in Wrath. It appears as a larger shadowy Wraith which becomes visible while firing and phases between solid/non-solid like the Phantasm in Blood. Currently this monster has a 50% chance of spawning in place of a Wraith in the normal game. Also, if you happen to melee the monster when it’s visible it has a chance to reward players with some health and dark armor.
Also added a little kick to the view when landing which can be disabled by setting cl_viewland_punch to 0.
Setting monster_nether_wraithspawn to 0 will disable the shadow wraith from spawning in the normal game altogether.
This was a fun exercise in learning the Wrath codebase and playing with the AI a bit. I’ll aim to do an updated version as new releases come out though.
Ripply water mod for Wrath
This is a content only mod, so should work with any version of Wrath unless a lot more different water is added. This takes advantage of some of the more advanced rendering features of the DarkPlaces engine adding Source-style reflective/refractive animated water. Can be used in other mods if wanted. Also, yea I forgot to hide the HUD when making the ‘trailer’. :D
What makes this water mod different from the others is it’s based on an animated normalmap vs. scrolling this makes it appear more animated in my opinion, although tiling can sometimes become apparent. I’ve created other water effects (to be shown) with specific wave paterns that look great in the engine and create a sort of centerpiece, like a one directional wave used for a waterfall or even some sort of slime/radioactive processing plant that has a wave eminate from a source and taper out.
Ripply water mod for DarkPlaces Quake
Pretty much the same as above but for Quake.
Quake 2 for DarkPlaces
This is sort of a Quake 2 progs_dump using DarkPlaces that provides all the Quake 2 weapons and enemies and some different player class types. Plus a bunch of extended functionality like extra keys for doors and buttons. Special effects like blood on the lens, material effects of footsteps and impacts using Q3BSP. Different materials for breakables and a lot of reorganization of the code behind the scenes. Although not as customizable as progs_dump, I think it’s shaping up well and has been a wonderful learning experience. I even made a new friend who’s helping out from the Quake modding community so yay!
Release: Soon…ish.