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  • Seven
    replied
    Hello FallenAngel,

    First of all, did the attached smc_config.cfg help you ?
    Did it work as it should ?



    Regarding your question how to enable the "evil face" monster:

    1. Start your Quake with enabled SMC mod
    2. Start a new game (you will start in the "start" map (skill and episode selection map))
    3. Walk towards the bridge in the middle of the room (normal skill setting)
    4. Shoot the evil face texture left or right near the bridge.
    --> Nothing should happen (that is the default setting in the smc)

    Now,
    5. Open your console by pressing "tilde" key (beside your "1" key)
    6. copy this text (strg+c) and paste it into your console (strg+v):
    Code:
    evil_faces 2
    7. Press "Return" and close your console by pressing "tilde" or "esc" key
    8. Now shoot the evil face texture left or right near the bridge again
    ---> Now the monster should spawn.

    If that works, everything is OK.

    You can now close your Quake and edit the smc_config.cfg which is directly in your smc mod folder ! (use the one attached from yesterday as base).
    Set all the evil face properties as you want/like. As well as all other SMC features of course. All features are described directly behind the cvar for your convenience.

    Next time you start your Quake, you do not need your console, as all settings will be loaded from smc_config.cfg on startup.

    Kind regards.


    PS: Be sure to set "Particles Quality" to 3 or higher in your "Customize effects" Darkplaces options menu.

    Leave a comment:


  • FallenAngel
    replied
    Wazzup friends, it's me again ) tell me please, what are the conditions for the spawning "Evil Faces" ?) I set cvar in SMC in 2 position for this monster, but he dont spawning for me What am I doing wrong?

    Leave a comment:


  • FallenAngel
    replied
    Hello Talisa and Seven, forgive me for carelessness and thank you for your help I am happy that there are good people.

    Leave a comment:


  • Seven
    replied
    Hello Mr.Burns,

    Thank you for your reply.
    You maybe have noticed, that the "war cry" feature found its way into the SMC v5.35.
    The download link is in post #2661
    It was reworked since the WIP version you played. The change log is included in the download. See if you like it, if you want.

    I myself also think that it fits quite good into Quake. As long as it is not overused and gets old quickly.

    Regarding multiplayer:
    I think this will not happen as it would need quite a lot extra rework and time is not on my side. The idea behind this small mod compilation was to be a SP mod that can be used together with existing maps. I myself am not a multiplayer, so I didnt test it in that mode. It works though (means it will not crash your engine in multiplayer) but I have heard that timing will get out of sync when you play it a while. For now, SMC is single player only.
    But thank you very much for your offering.



    ==============================


    Hello FallenAngel,

    I am sorry for late reply. My pm box seems to be full and I do not visit quakeone on a daily basis any longer. But every 2-3 days I check in and see whats new, so.

    Regarding your questions:

    1.) Custom decoration/assets:
    The smc allows to use extra decorations with/without collision, animation, etc. via .ent files. You will find a LOT of those in my youtube clips. Reason why I use so many is: I am obviously crazy and like to tinker with new things.

    There are several posts in this forum with screens and download links for ready to drag & drop models that I placed in different original maps.
    Some of them should be: here and here
    I am sure there are more, but I am too lazy to search now. You will find many of them when browsing through my youtube page/clips: https://www.youtube.com/user/seven007009/videos

    Darkplaces allows you to use a lot of model formats. So you should be able to bring any model you want into the game... If you have specific questions, do not hesitate to ask.



    2.) SMC versions with only original monsters:
    Yes, you are lucky. All versions support this.
    It seems to be the case, that you did not read the included readme.txt
    After you read it, you will be able to adjust the SMC to your personal liking. I promise !

    Nevertheless, I attached a smc_config.cfg to this post that you can use together with your SMC v5.32/5.35. Please find it below. All the new monster types will then be disabled and you only play with original ones. Extract the included file and put it where your SMC is.

    Please also read the included Excel file in your SMC download to learn more about the new monster types and how often they are used in maps...


    Have fun with the Small Mod Compilation.

    Best regards,
    Seven
    Attached Files

    Leave a comment:


  • talisa
    replied
    Originally posted by FallenAngel View Post
    Hello guys and Seven! Tell me please,does it exist a som version of your mod but only with vanilla monsters but with all the misc effects? I'm sorry but I would like only the original monsters, it's really? Thank you in advance)
    everything in the SMC is configurable through manually editing the smc_config.cfg file,
    which can be edited with any plain text editor like notepad, word or notepad++

    all the settings to enable/disable the new monsters are found near the top

    Leave a comment:


  • FallenAngel
    replied
    Hello guys and Seven! Tell me please,does it exist a som version of your mod but only with vanilla monsters but with all the misc effects? I'm sorry but I would like only the original monsters, it's really? Thank you in advance)

    Leave a comment:


  • FallenAngel
    replied
    Originally posted by talisa View Post
    the gargoyles are from the dawn of darkness quake2 mod:
    Dawn of Darkness mod for Quake 2 - Mod DB


    and the robed statues are from legend of grimrock:
    Legend of Grimrock

    if you go to 'modding' on the website you can download the models all there at the link called 'Download Asset Pack' near bottom
    Talisa,thank you very much for your help, I will try to install it )) And sorry for my english, im from Italy:/

    Leave a comment:


  • talisa
    replied
    Originally posted by FallenAngel View Post
    Hello Seven! Your mod is amazing, big thank's for great work! Yesterday I watched your video on youtube and noticed are the (amazing) figures and statues in robes on start location. Where can I find the same?
    the gargoyles are from the dawn of darkness quake2 mod:
    Dawn of Darkness mod for Quake 2 - Mod DB


    and the robed statues are from legend of grimrock:
    Legend of Grimrock

    if you go to 'modding' on the website you can download the models all there at the link called 'Download Asset Pack' near bottom

    Leave a comment:


  • Mr.Burns
    replied
    Originally posted by Seven View Post
    ...Please download it from here and test it. It is of course a wip version that spawnes a war-cry after approx. 3 seconds when you hold down the fire button continuesly. I made it only work with nailgun and supernailgun for now. It has only 1 sound. Final release will have different randomly chosen ones of course.

    DOWNLOAD
    (it is SMC independent and works with every engine. Source is included.)

    I like the idea a lot and it fits quite good into the game.
    This is a quick playtest so you see how it looks/sounds in game (turn on your speakers ):
    The sound is a placeholder for now. LOL
    Dont take it too serious...
    http://www.youtube.com/watch?v=k6wcaRAW-Ro
    Love it. A great yet simple idea and very in keeping with the visceral nature of Quake.
    Originally posted by Seven View Post
    I recorded it sitting on the toilet while having a hard time
    Vielleicht sollten Sie versuchen, mehr Obst und Gemüse in Ihrer deit enthalten?

    Keep up the good work 7 and if you are tempted to broaden it out to a Multiplayer mod and need a european / US server please let me know.
    Kind regards
    Monty
    Last edited by Mr.Burns; 04-08-2016, 02:39 AM.

    Leave a comment:


  • FallenAngel
    replied
    Hello Seven! Your mod is amazing, big thank's for great work! Yesterday I watched your video on youtube and noticed are the (amazing) figures and statues in robes on start location. Where can I find the same?

    Leave a comment:


  • Seven
    replied
    Hello JDStoner,

    in newer builds DarkPlaces has many more 3D options:
    r_stereo_angle is "0" ["0"] separation angle of eyes (makes the views look different directions, as an example, 90 gives a 90 degree separation where the views are 45 degrees left and 45 degrees right)
    r_stereo_horizontal is "0" ["0"] aspect skewed side by side view for special decoder/display hardware
    r_stereo_vertical is "0" ["0"] aspect skewed top and bottom view for special decoder/display hardware
    r_stereo_redblue is "0" ["0"] red/blue anaglyph stereo glasses (note: most of these glasses are actually red/cyan, try that one too)
    r_stereo_redcyan is "0" ["0"] red/cyan anaglyph stereo glasses, the kind given away at drive-in movies like Creature From The Black Lagoon In 3D
    r_stereo_redgreen is "0" ["0"] red/green anaglyph stereo glasses (for those who don't mind yellow)
    r_stereo_separation is "4" ["4"] separation distance of eyes in the world (negative values are only useful for cross-eyed viewing)
    r_stereo_sidebyside is "0" ["0"] side by side views for those who can't afford glasses but can afford eye strain (note: use a negative r_stereo_separation if you want cross-eyed viewing)
    The new options are:
    r_stereo_horizontal
    r_stereo_vertical


    Be sure to also check this cvar:
    cl_viewmodel_scale is "1" ["1"] changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible
    It removes the distorted look of your view weapon when enabling any of the r_stereo options. I use mine at value: 2 together with r_stereo_redcyan and it works great.


    ============================


    What you want is most probably to set the cvar:
    r_stereo_horizontal 1

    Finetune your view with the cvar:
    r_stereo_separation

    It will look like this then (in-game screenshots):




    With my regular red/cyan glasses I use this setting:
    r_stereo_redcyan 1
    cl_viewmodel_scale 2
    The rest cvars I keep on default.

    It will look like this then (in-game screenshot):


    Have fun and dont hurt your eyes

    Leave a comment:


  • JDSTONE
    replied
    im glad your working on monster taunts. i have a question about your old Quake 3d post that is now locked... im trying to get quake to work in side by side 3d but there seems to be a separation between the two screens and i can not seem to make it look like this...
    [ame]http://www.youtube.com/watch?v=u0hmMt5znX0[/ame]
    if you know how i can set dark places to play the game like this it will work well with the 3d setting of my video glasses. i know im off topic but the post this was about was locked
    http://quakeone.com/forums/quake-hel...-quake-3d.html

    Leave a comment:


  • Seven
    replied
    Hello,

    Yes, the additional SMC monsters in default condition (you can adjust all of their abilities via smc_config.cfg to your liking) are a bit harder and have better AI compared to original Quake monsters. That is because original monsters are known in and out and dodge/fight strategies became ingrained/second nature to everybody.
    The new monster types bring refreshingly new air into the game. I paid attention that their behavior is not completely different but different enough for a new interesting game experience. Their skills/abilities are a bit better. That is done on purpose.
    When playing without additional monsters, the new “health gibs” feature can be like a little health cheat yes. Because of this, I disabled this feature by default. So that is not a problem.

    Note:
    I also added AI increase features to the SMC for the original monsters. Some examples:
    enforcer_shield_chance
    shalrath_jumping_chance
    skill_adjusted_soldier_aiming
    skill_adjusted_monster_rangedattack_frequence
    skill_adjusted_wizard_projectile_homing
    monster_skip_pain_animation_chance
    monster_run_animation_speed_factor
    monster_rangedattack_animation_speed_factor


    They are all disabled by default to keep original gameplay, but I can only encourage everyone to enable some of them. Read about what they exactly do and work in the description of the smc_config.cfg.


    =====================


    Thanks for the note for the “blood pumping gibs” feature behavior in water.
    You do not need a qc change for this. The effectinfo syntax script allows to enable / disable particle behavior in/out of water.
    You have the key words “underwater” and “notunderwater”, so you can limit the effect to “notunderwater”.
    The smc effectinfo.txt is full of examples, so you can edit the effect as you like.
    I will modify it for the next update.


    =====================


    The existing SMC “taunt” feature is independent how you kill your enemy/monster (gibbing or not). A kill is count as a kill. And if you have enough kills in an adjustable time, the taunt sound will be spawned.
    And yes, you can of course use your own taunt sounds. I implemented 5 different/possible sound files. You can replace any of them with any sound file of yours.


    =====================


    Regarding the “taunt animations” for monsters: If you look deep enough into the smc code, you will see that I already use custom monster animations in all of the “after death animation” features.
    I mixed up different existing animation frames to get a fluent passage for them.
    That approach can also be used for taunting/cheering monsters. If this is a feature that people like, why not. You just need to know that most replacement monsters have quite different animation frames.
    They differ quite a lot to original monsters if you watch closely. You can for example see this very clear when looking at the SMC feature: “ragdoll” (when shooting monster corpses).
    I designed this feature based on original monster animations. If you use replacements the visual is most of the time too strong (I wrote about it in the smc_config.cfg description as well).

    I quick made taunt/cheer animation for the ogre could look like this:
    [ame]http://www.youtube.com/watch?v=gRbXWTLcpmk[/ame]


    =====================


    Yes, I totally agree that everything that adds to the monsters and players personality and individuality is a good thing. Also additional ambience sounds, effects here and there is always welcome. You also see this in every new mod nowadays, so the SMC is on the right track.

    Additional monster "sound-taunting" when killing the player can be realized quite easy. You do not even need a new function in the code. As soon as a monster has an enemy different to world and switches back to world,
    the taunt sound can/must be played. That matches all situations in game:
    - when monsters fight each other and one dies, the winner will taunt
    - when monsters fight against player and wins, it will taunt
    - when monsters fight against player and player accidently kills himself, it will taunt
    So, this is for sure a new feature for the upcoming SMC update.

    Best wishes,
    Seven

    Leave a comment:


  • MadGypsy
    replied
    and the same animations would need to be added to every single monster-model.
    Maybe not. Maybe each model could have a custom skip-around of their existing frames, for all supported models. In this I mean that seven would decide all the models he wants to support a taunt feature with and then try to derive a custom animation frame loop from existing frames which make the monster seem to do something else. For instance, maybe playing the deathknights frames in this order [1,12,13,14,2,3,8,22,56,45,34, whatever] would make him breakdance...as an example.

    Of course this would be tedious work but, you wouldn't have to add anything to the models.

    If seven decided to do something like this I could make something to help him. I'm half a minute from having mdl's in my engine. It would be trivial to make it possible for him to write some CSV's in a textfield which represent frame numbers and add a button that would play the csv list. That should seriously speed up deriving custom animations.

    Leave a comment:


  • talisa
    replied
    heh that actually could be a neat idea, monsters using a special 'taunt' sound whenever they kill the player.

    like an ogre could have a dumb annoying smirk.

    or maybe do something else to make fun of the player,
    like a hellknight running up to the players corpse and gib it with the overhead slash


    animations would not work well id assume cuz of all the different models people use,
    and the same animations would need to be added to every single monster-model.

    Leave a comment:

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