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  • Blood Vengeance
    replied
    Originally posted by gdiddy62 View Post
    Seven
    I have been fortunate with a good promotion at work and extra money made in the summer. I can now dual boot between windows 10 and 7 on my new machine and I still have my old XP machine as well to experiment with games such as Quake.

    Sorry to hear of your misfortune Blood Vengeance.
    Don't worry, misfortune is my "bride" since many years, but I would like to divorce as soon as possible

    Leave a comment:


  • gdiddy62
    replied
    Seven
    I have been fortunate with a good promotion at work and extra money made in the summer. I can now dual boot between windows 10 and 7 on my new machine and I still have my old XP machine as well to experiment with games such as Quake.

    Sorry to hear of your misfortune Blood Vengeance.

    Leave a comment:


  • Blood Vengeance
    replied
    Oh tons of envy here from myself, my pc is quite an old ass and I'm forced to keep it for other years since I'm unemployed unfortunately

    Leave a comment:


  • talisa
    replied
    heh i just got an MSI GTX 980 TI 6GB 2 months ago...

    cost me 700euro, but it was worth every single buck i spend on it
    its a beast of a gpu and can run even the newest games and the most gpu-intensive games
    like ryse son of rome, shadow of mordor, the new tomb raider and doom4
    all on ultra settings (and with downsampling enabled) with a solid 60+ fps

    .

    also wow, you're still on XP... why? windows 7 is a perfect replacement for xp imo.
    it has all the greatness from XP plus the few nice things from vista (mainly aero),
    but without all the broken-ness from vista, and it still has a very much usable UI which is similar to XP
    Last edited by talisa; 06-30-2016, 09:40 AM.

    Leave a comment:


  • Seven
    replied
    Hello JDStoner,

    Do not worry about a single floating debris when you shoot an exploding box.
    That can happen when it is placed too close to a wall. Darkplaces collision code is a little bit different/special to others…
    If you do not like exploding boxes to produce debris parts, you can: set debris 0

    It is good to hear that you finally got a new computer. I have heard that also gdiddy62 has a GTX_970 GPU now.
    You guys have too much money, hehe. I will have to update as well… Especially my windows OS. It is still XP.


    Regarding the sky texture on that screenshot:
    You maybe have missed the moving skies compilation set I uploaded some time ago.
    That one is part of it. It is a mixture of some others. Maybe you find some that you like.

    Thank you for your kind words about the SMC.
    I try my best to bring all my ideas and the ones the community has into it and still keep compatibility with original and fan made maps so that you can enjoy it for as many maps as possible.

    Have a nice time.

    Leave a comment:


  • JDSTONE
    replied
    http://quakeone.com/attachment.php?a...1&d=1467218590

    IN DOPA E5M1 i am getting an exploding box that has parts floating and spinning after i blow it up. i think its a box part but it could be a body gib its hard to tell with all the carnage. i set the exploding boxes to not be kick-able i think. the new AI is kicking my ass. lots of good fun!!! and can you link me to the sky you are using or let me know what pak in your dopa screen shot. new computer new set up, so im finding all the things i like again.
    Attached Files

    Leave a comment:


  • Seven
    replied
    Hello Alexandra,

    There are basically 3 things that you need to know regarding your issues:

    1.) Run & shoot feature
    You have 5 independent cvars to enable/disable this feature for these monster types since v5.50 Beta_3:
    - soldier (aka grunt)
    - enforcer (regular)
    - enforcer - defender
    - enforcer - pyro
    - enforcer - eliminator

    If you do not use replacement models for these monsters, you can enable them and it will work as it should.
    If you use the SMC ‘Starter Kit’, you can also enable them and it will work as it should.

    If you use other replacement monster models, it will not work for that monster type. This is also explained in the readme.txt !
    Tabun´s enforcer is one of those replacements which will not work with the run & shoot feature, so please disable the enforcer run&shoot cvar.
    The soldier and other enforcer types run&shoot feature will still work of course.


    2.) Monster death animations
    The SMC has additional new death animations for monsters. You can enable/disable them all via cvars.
    Some of them depend on the weapon that you are using. If you kill a monster with the lightning gun it can either be roasted (like barbecue), or vaporized it into thin air. If you kill a monster with explosive weapons it can be set on fire and runs around in panic screaming for some seconds.
    There are also some other death animations, which I implemented a long time ago such as the “Legend of Grimrock” effect, or the ancient ghost effect, the relieved soul effect or the vengeance effect.

    If you disable those features via cvar, all death animations will 100% be original ones !

    So, if you kill a monster with the lighting gun and have the new lighting gun death animation enabled, its skin gets burned / dark and it will remain for a few seconds in a random pain state (like a statue) before it will break apart into hundreds coal pieces. That is one of my favorite weapon effects. Flying monsters fall down to the ground and crush into pieces.


    3.) config settings
    You mentioned that you disabled kickable gibs (kickgibs 0) but they are still kickable.
    There is no bug in the SMC in this regards, so it must be the config file that you are using / editing.
    First of all, all SMC settings must be set inside a config file called: smc_config.cfg
    The readme.txt explains it and I also included an smc_config.cfg with all existing cvars and their default values into the download. Please use this file and edit your SMC / Quake to your personal likings.

    If you notice that your game does not follow the config cvar settings, there must be another config file overriding the one you are editing. Please be aware that Darkplaces adds / saves config files into this folder on your windows hdd:
    Users/<you>/mydocuments/mygames/Darkplaces/
    Please delete all configs in this folder or use the -nohome command to ignore them. Only configs in your Quake folder will be used then.



    I hope I could clear up a few things for you and you can now enjoy your Quake as you want it.
    If you have additional questions, please do not hesitate to ask.


    Basically, if you encounter any unusual behavior, you should first see where it comes from.
    Your screenshot shows that you are using many replacement .pk3´s with for me unknown content and naming.
    There might be even additional subfolders or .pak files that I cannot see. As the screenshot is cropped…

    You should start with a fresh Quake installation and only essential files to see if it is mod or replacement depending.
    Quake does not need a real installation, so you can create a folder anywhere and name it "Quake_test", put the "id1" subfolder with only pak0.pak & pak1.pak in it.
    Extract your engine of choice into "Quake_test" and start it. Then put more and more replacements into it until you find the root cause. Sometimes you will be surprised what was causing it

    Best wishes,
    Seven

    Leave a comment:


  • Alexandra
    replied
    @talisa

    You're right. I thought the 5.50 b3 pk3 being last in the load order would make it OK, but I guess not. I've disabled the enforcer run'n'gun for now.

    In any case they still freeze in midair while dying. Wonder why?

    Leave a comment:


  • talisa
    replied
    @alexandra

    it sounds to me like you are trying to use the run&gun feature with tabun's enforcer

    keep in mind you can NOT use hi-poly replacement models in combination with the running&shooting feature.
    this feature was taken from nehahra and requires special models that have additional frames added for these animations.
    and all available hi-poly replacement models do NOT have these additional frames

    using run&gun feature can NOT be used with tabun's enforcer model,
    because tabun's enforcer does NOT have the additional frames for run&gun animations.

    Leave a comment:


  • Alexandra
    replied
    Thanks Seven, as always, for your hard work on this great mod.

    I just updated from 5.30 to 5.50 b3. A few questions...

    - When enforcers die they usually start to fall over but then immediately freeze in midair. I am using multiskin and Tabun's enforcer model. I remember having this issue with 5.30 so it's not new.

    Theory: Maybe my order of file loads is wrong. Here's how they're arranged:

    If not that then perhaps it's Tabun-related.

    - kickgibs is 0, but gibs are still kickable. Not sure if this just started or not. Any ideas?

    Leave a comment:


  • JDSTONE
    replied
    Thanks for the bug fixes. that game you recommend was painkiller its been a blast. now that the new maps work ill be playing that soon. thanks for all the work on the smc!

    Leave a comment:


  • och
    replied
    Originally posted by Seven View Post
    Why do you say this ?
    When 2 posts above your post you see a screenshot that shows that it works ?

    When reading your last posts in this forum I see that you are new to Quake. So of course there is much you do not know yet and a lot of things to learn. That is abolutely normal and OK. But I also see that you try to eat too much things at the same time. Too much stuff to swallow at once.

    You seem to be a person who wants all the replacements out there at once. That is not a problem in general. But it is difficult for a beginner.

    The main issue is, that you are using an "All-in-one" compilation. With hundreds and hundreds files, models, textures, sounds, rtlights, etc. As long as you use a compilation like this, you WILL have issues when you put more and more .pk3´s into your folders.

    Especially for a beginner it is important to see what replacement is doing what. Like in the rtlights thread. You didnt even know that Rygel´s compilation had rtlights !
    I think that answers all of your other and upcoming questions....

    Get rid of compilations that you do not understand yet and start simple and slowly. That is my main advice. The final result will be 100% better and Quake will look like YOU want it and not like another person wants it.




    But back to your initial question:
    Of course the SMC works with the new 5th episode: Dimension of the Past.
    The new episode is not a mod. It is "only" a set of 11 maps. So the SMC will work fine just like with all other maps.

    Please read the included readme.txt of the SMC v5.30. Many people do not, so issues will occur. Especially point 2 is what describes your issue. You seem to use dpmod together with your Rygel compilation. That dpmod has a custom progs.dat, so ...

    Here is another screenshot from e5m3 (just to be sure):
    I think that is exactly my problem, the Rygels pack. Until yesterday I didn't even realize it was a compilation - I thought it was just a high res texture pack. Unfortunately, there isn't much information to be found on this pack anymore.

    And no, I generally don't use DPmod. I like certain things that it does, but there are too many other annoyances.

    I'll just keep experimenting further. Thanks for all the advice.

    Leave a comment:


  • Seven
    replied
    Originally posted by och View Post
    When using SMC with the new DOPA addon, flames are not visible.
    Why do you say this ?
    When 2 posts above your post you see a screenshot that shows that it works ?

    When reading your last posts in this forum I see that you are new to Quake. So of course there is much you do not know yet and a lot of things to learn. That is abolutely normal and OK. But I also see that you try to eat too much things at the same time. Too much stuff to swallow at once.

    You seem to be a person who wants all the replacements out there at once. That is not a problem in general. But it is difficult for a beginner.

    The main issue is, that you are using an "All-in-one" compilation. With hundreds and hundreds files, models, textures, sounds, rtlights, etc. As long as you use a compilation like this, you WILL have issues when you put more and more .pk3´s into your folders.

    Especially for a beginner it is important to see what replacement is doing what. Like in the rtlights thread. You didnt even know that Rygel´s compilation had rtlights !
    I think that answers all of your other and upcoming questions....

    Get rid of compilations that you do not understand yet and start simple and slowly. That is my main advice. The final result will be 100% better and Quake will look like YOU want it and not like another person wants it.




    But back to your initial question:
    Of course the SMC works with the new 5th episode: Dimension of the Past.
    The new episode is not a mod. It is "only" a set of 11 maps. So the SMC will work fine just like with all other maps.

    Please read the included readme.txt of the SMC v5.30. Many people do not, so issues will occur. Especially point 2 is what describes your issue. You seem to use dpmod together with your Rygel compilation. That dpmod has a custom progs.dat, so ...

    Here is another screenshot from e5m3 (just to be sure):







    Originally posted by talisa View Post
    thanx seven, for providing such a quick fix like always

    there are no more crashings now and also no more incorrect sounds
    Even bugfixing can be lots of fun, when the bug reports are detailed enough.
    No bug reports, no bugfixing




    Originally posted by och View Post
    Whats the best way to configure this to get all the eye candy without the extra monsters?
    Once you have read the readme.txt like mentioned above this question will be no longer a question.
    Point 3.) in the readme.txt is what you are looking for.

    Simply disable the new monsters spawning/replacing the original monster. You can do this for each monster individually. So, if you like only 1 or 2 from the new ones, you can keep them and get rid of all the others...

    Best of luck and have fun with your Quake.

    Kind regards,
    Seven

    Leave a comment:


  • och
    replied
    When using SMC with the new DOPA addon, flames are not visible.

    Leave a comment:


  • och
    replied
    Whats the best way to configure this to get all the eye candy without the extra monsters?

    Leave a comment:

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