Originally posted by talisa
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Originally posted by talisa
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The custom/personally configured smc_config.cfg from SMC mod folder will always be loaded when you load the mod. Using the -nohome command will ensure that eventually existing smc_config or any other configs in your "My Games" folder will be ignored.
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Originally posted by bfg666
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That is a very common way for loading additional config files. You can even call it bfg666_config.cfg if you want
And dopa also includes exactly such a quake.rc file, which of course doesnt load smc_config.cfg... It overrides SMC´s quake.rc and therefore a smc_config.cfg isnt loaded at all !
You have to know that the default SMC cvars are hardcoded inside the progs.dat.
That is why dopa uses SMC´s default settings and putting a smc_config.cfg in dopa´s subfolder doesnt help.
You have several options here:
- Either edit dopa´s quake.rc file (add the line to load smc_config.cfg)
- Or delete dopa´s quake.rc file completely (as it doesnt contain any important things for you).
- Or load the SMC mod after dopa like this: -game dopa -game smc
Originally posted by bfg666
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It took some coding time to achieve it. I always use it and would not know what to do without it. LOL
Originally posted by bfg666
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Sorry to hear that you are using badly positioned realtime lights. Those shadows are what makes Quake spooky, no ?
This is how it will look (before / after)
I would recommend keeping the shadows but if they disturb you, you can disable them with the link below. I will add a cvar into the next SMC build that will work independent to the actual used torch model and will enable/disable shadows of all torches. That will be much easier for those who want to disable torch shadows.
Originally posted by bfg666
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So, the users wish is my command.
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While we are at it, here are some features I am currently implementing into SMC v5.53:
I was reading in several threads that people love blood and gore.
The SMC has already a lot of extra gore. But can it ever be enough ?
To bear the bill, I added more chunks of meat that get spawned when shooting monsters as well as a special really gory blood effect when shooting them. Using more gibs as original Quake is already implemented, so that should be enough then.
Spike looked into Darkplaces code and found that effectinfo.txt syntax function: bounce is heavily performance hungry. Therefore SMC´s complete effectinfo.txt will be reworked on this behalf and performance will be gained. I guess that is always a plus.
Everybody surely have noticed that original Quake explosions will NOT spawn blood from monsters/player ! Next SMC will fix this Quake missing feature.
A new very intense effect will be introdunced when traveling with teleporters.
That is the feature from some posts above. But with some additonal settings.
Kind regards,
Seven

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