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  • JDSTONE
    replied
    you may have something else killing your FPS like pretty water or HD textures maybe rt lighting even with my shitty old computer i can play the smc with replacement models with no real issue.

    i think a fun add on to the mod may be auto lock where you lock on to a monster like call of duty when you pull up the scope. or maybe a quick fire on the pipe bombs like the ax has now.

    the latest public source is always in the download if you need it henry

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  • crazyboynph
    replied
    I thought I got the qr_quakebestiary_edited file came from the Quake Reforged website, not Epsilon, but I could be wrong. I will check the experience with a new download.

    Thanks for the solution on the dog model.

    Hopefully, disabling the flame model will improve performance. But I want you to understand, that with almost every single mod turned off in SMC, the frame rate is still rather low, even with the latest darkplaces installed.

    Has anyone considered getting SMC working in multiplayer? Currently, it does not function properly and is overly performance intensive for no apparent reason even with almost all SMC cvars disabled. Any chance of a future update?

    The mods that I'm really interested in the most, is the torch and flames, deathknight, wizard, and vore particle effects, as they greatly increase visual quality when playing co-op with friends. if all else fails, can someone provide these effects in a separate pak file?

    i'm not saying SMC is bad, but i feel that it's important to figure out the root cause of the performance degradation.

    Leave a comment:


  • Henry
    replied
    @crazyboynph

    You write that you are using qr_quakebestiary_edited.
    That file is included in the epsilon mod compilation.
    If you are using the epsilon compilation as your base, it is understandable that you experience issues with recent SMC builds. The epsilon compilation uses a very old darkplaces build from 2011.

    The SMC is a single player mod. I do not recommend it for multiplayer for known reasons.
    Like all other mods, you can enable it with the -game [modfolder] command in your darkplaces shortcut.

    The SMC uses the improved dog model by capnbubs.
    Its uv-mapping is different to original dog model. That is why the dog texture from QR does not match the new dog model.
    You need to remove the Reforged dog textures dog.mdl_0, dog.mdl_0_gloss, dog.mdl_0_luma from qr_quakebestiary_edited to see the full glory of capnbubs dog.
    I use it myself as well. I am sure you will like it.

    Make sure to use a recent darkplaces build together with the SMC. The readme.txt speaks about some more details.
    You might notice a performance impact because the mod adds several particle effects.
    That is why its important to use a darkplaces build it was made for.
    If you find the performance impact too much you can reduce it by changing some particle features.
    Main important is the flamestyle cvar. It changes the flames in Quake. Set it to flamestyle 0 to have the least performance impact.
    The readme.txt describes how to edit SMC features in general.

    Good luck.


    @ Seven
    Please send me your latest mod source. I have a new idea and am in the mood for modding.

    Leave a comment:


  • crazyboynph
    replied
    i've turned off the new dog skin in the .cfg file, but it keeps coming back. the dog has teeth on his back? i have qr_quakebestiary_edited installed. normally the dog looks fine, but not with smc. any ideas? thanks.

    additionally, i really enjoy the additional features that smc provides over standard darkplaces, however why such a high performance hit? i've turned off almost every feature in smc as an experiment with the pak installed. which specific feature or features causes the most perf loss? i'd like to turn that feature off if possible. or is this just how the whole thing works? high cpu usage mod? my average frame rate with high res textures installed is 600-1500 with darkplaces, 600 in the most demanding areas at 2560x1440 + 4x MSAA, but i'm averaging 70-100 fps in combat with smc enabled, and frame time delivery is less consistent.

    which setting can i turn off to have a higher frame rate?

    in the end, i had to abandon smc. game audio is delayed by 5 to 10 seconds when playing co-op. is smc certified for singleplayer only?
    Last edited by crazyboynph; 02-24-2016, 04:40 AM.

    Leave a comment:


  • Bloodshot
    replied
    Speaking of credit, seven, do you mind if i was to create a modDB page for my mod? The code is yours, just with a lot of additions and tweaks so I'd just like your permission if I'm to make one for it, (with credits to you).
    Last edited by Bloodshot; 01-18-2016, 09:37 AM.

    Leave a comment:


  • JDSTONE
    replied
    all the "Quake Compilations" do give you and quake one some exposure. i saw a youtube video playing "HD Quake" and after a few clicks i found the people making it and found a new respect of how hard it can be to make a game. its good to see after all this time you can still find something to change in the game and make it better. just when i thought you did it all you find something new.

    Leave a comment:


  • gdiddy62
    replied
    Liking the concept and very glad to see you back Seven!

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  • Syluxguy28O3
    replied
    Originally posted by Roy Batty View Post
    Pretty Cool, I like the idea and it's an obvious next step.

    Dynamic crosshairs is also another option, but to me they are only useful if weapons have spread. This raises the question, do any of the weapons have spread? It seems they don't, unless the shotguns do. Adding spread I don't think fits in Quake myself if it's not already there.

    I made some basic crosshairs but I need to work on them some more to get them how I want them to look.
    the shotgun has i tight spread, only spread out at extreme distances, while the double-barrel is much more spread out even at a moderate range.

    Leave a comment:


  • Roy Batty
    replied
    Pretty Cool, I like the idea and it's an obvious next step.

    Dynamic crosshairs is also another option, but to me they are only useful if weapons have spread. This raises the question, do any of the weapons have spread? It seems they don't, unless the shotguns do. Adding spread I don't think fits in Quake myself if it's not already there.

    I made some basic crosshairs but I need to work on them some more to get them how I want them to look.

    Leave a comment:


  • talisa
    replied
    i like the idea of combining crosshair health indication colors with custom crosshairs for each weapon.


    i have another idea for crosshairs.... what about....
    a dynamic crosshair, which scales up/down depending on the distance between you and what you are aiming at?

    just like you have in serious sam, that the crosshair gets smaller if whatever aimed at is further away and gets bigger when what is aimed at is very close

    Leave a comment:


  • Seven
    replied
    Hello,

    Now that we have crosshairs that interact with monsters / players health, weapon range and each weapon slot. The logical next step is to make them animate somehow.

    There are many possible animation variations for crosshairs that some can think of ...

    You can now set any animation you want in smc:
    - rotating crosshairs
    - pulsating crosshairs
    - "burning" crosshairs
    - ...

    Choose any condition to have animated crosshairs:
    - when picking up powerups
    - when diving into water
    - combined with health status
    - ...

    A quick example could look like this:
    [ame]http://www.youtube.com/watch?v=tZoHElHv6CE[/ame]

    Leave a comment:


  • Seven
    replied
    Hello JDStoner,

    Yes, after 1 year since my last update, there is a new version available: v5.30.
    Version v5.30 is one of the biggest updates and has a lot of new features in the trunk:
    - 5 new monsters (we now doubled the Quake monster types, yay)
    - additional gore features
    - new HUD layouts / features / textures
    - new monster AI / abilities
    - many new gameplay features
    - lots of new particle effects
    - many small bugfixes

    Take your time and take a look into the new v5.30 download and the contents of the included extra folders.
    Study the change history .txt file for all details if you want.

    And most important: Have some fun with it.

    Kind Regards,
    Seven

    PS: Its interesting to see that all of those available "Quake Compilations" and mods are using the smc.
    But only very few users know that they are actually playing the smc mod. Weird…
    On the other side it is good to see that I seem to have done everything right.

    Leave a comment:


  • JDSTONE
    replied
    this is a cool add seven. what else have you been playing around with?... anything new for quake???

    Leave a comment:


  • Roy Batty
    replied
    That's really cool Seven! I didn't expect you to just whip it up so fast. I'll make some more crosshairs and see what I can come up with, I already made some in the past. I have some new ideas for this.

    Time for me to dig in Inside3D a bit and learn to tweak QC. Thanks for pointing me out the variables.

    On another note, I am rebuilding my Quake install from scratch. This fixed the dog problem for now, hopefully when I add some retextures it won't break it again.

    Leave a comment:


  • Seven
    replied
    Originally posted by Roy Batty View Post
    I had a little idea that I thought you might find interesting Seven.

    What do you think of different crosshair's for different weapons?
    Helo Roy Batty,

    I think every new idea is good, as long as it is a feature that can be enabled/disabled via cvar.
    Was tinkering some codelines together. Please watch the below clip. Is this what you asked for ?
    Crosshairs are just placeholders of course to show how it works. Add any crosshairs you like...

    [ame]http://www.youtube.com/watch?v=bGD-YMUyi18[/ame]
    Download: here



    Originally posted by Roy Batty View Post
    Also can I request the ability to set your own aRGB values for the crosshair modes you've implemented. They are really cool, but I would prefer different colors. Then again I am probably missing something in the config as usual and will feel dumb when you point me at it.
    Open custom_effects.qc and adjust all colors to your personal liking.
    Find them inside update_weapon_range_crosshair (), update_player_health_crosshair (), update_monster_health_crosshair ().
    They are hard-coded rgb values.
    I added 5 different colors to get a quite even flow from full health to lowest health:
    - green (0/1/0)
    - green-yellow (0.7/1.1/0)
    - yellowish (1.1/0.93/0)
    - orange-brown (1/0.55/0)
    - red (1/0/0)


    Have fun,
    Seven

    Leave a comment:

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