I was thinking....why not make a list of ALL the maps/episodes with no custom progs.dat available at quaddicted.com that run with SMC compilation? So people can enjoy SMC and good maps at the same time. This will make things easier, so you don't have to browse a huge archive to check every single release. I'll do it myself when I have time
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Originally posted by Seven View PostUnfortunately there is no no.6
- The new Number Two.
- Who is Number One?
- You are Number Six.
See? There is a no.6! Joking aside:
Originally posted by Seven View PostAs far as I understand the last posts, there is the requirement to have combinations of existing particle effects for slipgates. Actualls we have 3 to choose from:
- "soak in" effect
- "rising stars" effect
- "red steam/fog" effect
Also, adding world fog to a map via the .ent file seems to disable particle fog/lava haze. Is there a way to implement both? I'm referring specifically to the start map where I'd like to apply the Hell setting (red fog/red rain) but still have those neat particle effects, to see if they fit together. It could be useful in the 2 Chthon levels (Door to/House of) as well.
On a not-quite-but-still-somewhat-related note, world fog in Quake often looks like this:
Do you or anyone know if it's possible to have a smoother, seamless fog or is it an engine limitation?
Originally posted by talisa View Postthe red-fog effect is interesting (...) but the effect is kinda meh and not that fitting imo♪ I'm skiiiiiiinnin' in the pain, just skiiiiiiinnin' in the pain ♪
♪ What a glorious feelin' I'm haaaaaaappy again ♪
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Originally posted by bfg666 View Post- Who are you?
- The new Number Two.
- Who is Number One?
- You are Number Six.
Originally posted by bfg666 View PostIs it possible to tint the rising stars red, to match the red fog effect? Currently, using both looks kinda weird. It would look much cooler if colors of both effects matched.
Open your effectinfo.txt and scroll down (or search for): effect slipgate_rising_stars_effect
Replace this line:
color 0x807aff 0x4463d5
with this line:
color 0xbb3333 0xaa4444 //color 0x807aff 0x4463d5
... and when setting cvar: teleporter_particles_slipgates to 5,you will have this:
instead of this:
I think this is what you asked for.
Originally posted by bfg666 View PostAlso, adding world fog to a map via the .ent file seems to disable particle fog/lava haze. Is there a way to implement both? I'm referring specifically to the start map where I'd like to apply the Hell setting (red fog/red rain) but still have those neat particle effects, to see if they fit together. It could be useful in the 2 Chthon levels (Door to/House of) as well.
This is start map with all the effects you mentioned enabled (ground fog):
This is start map with all the effects you mentioned enabled (regular fog):
And this is chton´s map (e1m7) with lava haze and red fog disabled + enabled:
Please read the smc_config.cfg to see how to toggle all effects individualy. I wrote about it recently in this post: click me.
I hope it helps.
Originally posted by bfg666 View PostOn a not-quite-but-still-somewhat-related note, world fog in Quake often looks like this:
Do you or anyone know if it's possible to have a smoother, seamless fog or is it an engine limitation?
You most probably use a too big alpha value in your fog command.
Please read this thread to learn more about fog in general.
Enjoy your Quake.
Best wishes,
Seven
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Originally posted by Seven View PostThe development on the Necromancer makes progress.
I decided to give him these attack abilities:
1.) summon evil reinforcements/minions
2.) instant hit rays
3.) mildly homing animated skull
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Hello sock,
Do not worry, the SMC already has all of those things. The SMC is a mod with a quite long history and even longer feature list.
Sometimes even I have forgotten what things I have implemented over the years...
Anyhow, I already finished the new Necromancer monster type and I am now working on a different project/feature since some time.
I am very excited about the new feature as it has a huge potential and a lot of beautiful things can be done with it.
If everything runs smooth I will release it as a separate package (it is independent to SMC) the upcoming weekend.
A lot of model/texture work as well as some qc tricks are involved...
Lets keep our fingers crossed.
Regards,
Seven
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Hello,
An additional flying monster type is available for the SMC: The Necromancer.
Monster properties:
Flying monster with various ranged combat abilities.
Can summon additional different monster types for reinforcement:
Wizards (low threat), Afrits (medium thread), Reivers (high threat)
Abilities:
- Can cast death rays that instantly hits everybody in medium range who dares to challenge him
- When combat situation allows it, the Necromancer summons additional flying minions to support him
- Can cast flying, animated skulls that hunts his enemies mercilessly
- He will lose his human form when his health is low and will leave this world with a huge charge
- When the necromancer has been killed, he leaves a mystical evil symbol on the floor that gives the player some health
- Do not underestimate this creature and its evil skills
To quickly summarize the existing additional flying monster types of the "small mod compilation".
The additional walking and swimming monster types are shown in the 1st post of this thread.
In order of release-date:
Afrit´s
In its protecting cocoon form:
Evil face
Reiver
Necromancer
It is always difficult to record demo clips that shows all features at once.
I tried to record a small clip from the Necromancer in action:
[ame]http://www.youtube.com/watch?v=G_dZf7qmqhE[/ame]
====================================
At the moment I am working on improving the blood-splats when shooting enemies (TE_BLOOD). Inspired by Mankrip´s Quake engine. It will be much more intense afterwards. Using new/different particle textures and bringing some more velocity into them.
I want to finish this first, before releaseing SMC V5.40 for those who are interested.
Best wishes,
Seven
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WOW Seven
thats one hell of a monster!
the particle effects used with the stars is amazing!
the death ray looks way cool!
the death animation looks grate!
this is by far one of the coolest monsters you have made with your qc skills
the heart looks a little off when he throws it could it leave a blood trail on the ground along its flight path?
Hell of a good job on this one!
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Hello JDSTONER,
Thank you for your kind words.
The initial model was done by the Ward Six team. They are great at doing them and they are even greater because they support other Quake modders with their work.
Model-wise I only added the up/down movement while flying (walk/run) and added 2 animation sequenzes that were missing for the abilities / idea I had.
I also added 2 different skins, so that you have some variation if you like.
Yes, I also like the "praying" particles a lot. But I didnt want to add a "self-healing" feature to him as the Reiver monster has. That would have make him too strong I guess...
The "summon" effect, that he does when summoning his minions, is only 1 of 3 possible effects. The video clip doesnt show the other ones. I hope you will like them as well when you play him. You can choose the one you like the most via cvar.
Thanks for the idea with the thrown heart. I will add a small blood trail to it.
===============================
The work on the new blood effect when shooting monsters is almost done.
It is overall more gore-ey now, that I think most of you will like. It is hard to explain in words, especially when one speak bad english
So far most things are done and I am starting on the documentation of V5.40.
That is always the most boring part of it. Especially when people tend to not read readme´s at all
Ver. 5.40 will be a full release again. Not an update.
Have a nice week.
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new monster is looking great and i cant wait to see him in my quake!
and more flying/floating monsters to add to quake's airborne minions are always a welcome addition
.
hoping you will also add the semi-realistic recoil into the upcoming update,
and the new animated hud with 3D models that you posted a few days ago
both of those features would be very much enjoyed by me if they got implementatied into SMC <3.are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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UPDATE 20160518
Version V5.40 Release
Update history since last official version 5.32:
New features:- optional new monster: Necromancer
- Animated HUD models + textures
- Weapon aim jittering (recoil) for fast firing weapons
- optional Bleeding gibs. Gibs are still pumping some blood when lying on the floor
- optional Eatable gibs. Player restores some health when picking/eating gibs (depending on gib type).
- optional War cry for individual weapons. Player sometimes shouts out a war cry when in the heat of a tough battle.
Updated features:- Improved blood effect when shooting monsters/player
- If you are using the CSQC-HUD and have strechted HUD textures, use this cvar to fix it:
"vid_conheight" "440" (default: 480)
Please find updated links in 1st post.
Kind regards,
Seven
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Beautiful news!! I've done a list of all the maps/episodes (with download link) that don't have a custom progs.dat and works with SMC, so people don't have to browse the whole quaddicted archives and check for custom progs.dat. Of course the list is not 100% complete, I've choosen only the best releases, from 1997 til today, so if some good map is missing let me know, I hope this can be of some usefulness
1000 BRUSH/WINTER PACK https://www.quaddicted.com/reviews/dkt1000.html
1000 CUTS: https://www.quaddicted.com/reviews/1000cuts1a.html
ADAMANTINE CRUELTY https://www.quaddicted.com/reviews/ac.html
AND ALL THAT COULD HAVE BEEN: https://www.quaddicted.com/reviews/could.html
ANTEDILUVIAN https://www.quaddicted.com/reviews/ant.html
ARABIAN NIGHTS https://www.quaddicted.com/reviews/dazsp2.html
AVANIPAALA PRAASAADA https://www.quaddicted.com/reviews/kjsp1.html
BAD DARK CISTERN https://www.quaddicted.com/reviews/dm456sp.html
BACKSTEINGOTIK https://www.quaddicted.com/reviews/backstein1e.html
BEYOND BELIEF 2008 https://www.quaddicted.com/reviews/bbelief2008.html
BRIDGES AND TOWERS https://www.quaddicted.com/reviews/bnt.html
CARNAGE https://www.quaddicted.com/reviews/carnage.html
CASTLE OF OBLIVION https://www.quaddicted.com/reviews/oblivion.html
CEREMONIAL CIRCLES https://www.quaddicted.com/reviews/czg03.html
CONFLAGRANT RODENT https://www.quaddicted.com/reviews/oms2_2.html
CONTRACT REVOKED: https://www.quaddicted.com/reviews/contract.html
COAGULA https://www.quaddicted.com/reviews/coagula.html
COAGULA 2 FLESH https://www.quaddicted.com/reviews/coagula2_flesh.html
DAY OF THE LORDS https://www.quaddicted.com/reviews/gmsp3.html
DEATHMATCH CLASSICS VOL.3 https://www.quaddicted.com/reviews/dmc3.html
E1M1 REMIX THE SLIPGATE DUPLEX: https://www.quaddicted.com/reviews/e1m1rmx.html
E1M1 REMIX THE SLIPGATE DUPLEX HARD https://www.quaddicted.com/reviews/e1m1rmx_hard.html
EL TEMPLE DEL SOL https://www.quaddicted.com/reviews/eltemple.html
ELEMENTS https://www.quaddicted.com/reviews/eels.html
FALLEN FROM GRANCE (THE CASTLE) https://www.quaddicted.com/reviews/fallen1c.html
FEBRUUS DEPTH https://www.quaddicted.com/reviews/februus.html
FOR MY BABIES 8 https://www.quaddicted.com/reviews/fmb8.html
FUNC_MAPJAM 1 https://www.quaddicted.com/reviews/func_mapjam1.html
FUNC_MAPJAM 2 https://www.quaddicted.com/reviews/func_mapjam2.html
FUNC_MAPJAM 6 https://www.quaddicted.com/reviews/func_mapjam6.html
GODS OF RAPTURE https://www.quaddicted.com/reviews/gor1.html
GOLGOTHA https://www.quaddicted.com/reviews/golgotha.html
GROUND ZERO https://www.quaddicted.com/reviews/dazsp3.html
HATCHEPSOUT THE HELL TEMPLE https://www.quaddicted.com/reviews/hellchepsout.html
IKSPQ1 https://www.quaddicted.com/reviews/ikspq1.html
IKSPQ2 https://www.quaddicted.com/reviews/ikspq2.html
IKSPQ3 https://www.quaddicted.com/reviews/ikspq3.html
IKSPQ4 https://www.quaddicted.com/reviews/ikspq4.html
IKSPQ5 https://www.quaddicted.com/reviews/ikspq5.html
LOVE OF EVIL https://www.quaddicted.com/reviews/hrim_sp4.html
MEMENTO MORI https://www.quaddicted.com/reviews/czg02.html
MENKALINAN https://www.quaddicted.com/reviews/menk.html
MIDNIGHT STALKER https://www.quaddicted.com/reviews/mstalk1c.html
MOONLIGHT ASSAULT https://www.quaddicted.com/reviews/moonlite.html
NASTROND https://www.quaddicted.com/reviews/nastrond.html
NUMB NIMBUS https://www.quaddicted.com/reviews/czg04.html
PENILE DEVASTATION https://www.quaddicted.com/reviews/rpgsp1.html
PERCEPTION https://www.quaddicted.com/reviews/percept.html
PRECIPICE CONTINUUM https://www.quaddicted.com/reviews/p...continuum.html
RETROJAM1: https://www.quaddicted.com/reviews/retrojam1.html
RETROJAM2: https://www.quaddicted.com/reviews/retrojam2.html
RETROJAM3: https://www.quaddicted.com/reviews/retrojam3.html
RETROJAM3 DLC https://www.quaddicted.com/reviews/retrojam3dlc.html
RETROJAM4: https://www.quaddicted.com/reviews/retrojam4.html
RED SLAMMER https://www.quaddicted.com/reviews/mappi.html
REMIX MAP PACK https://www.quaddicted.com/reviews/rmx-pack.html
RESEARCH FACILITY https://www.quaddicted.com/reviews/czg01.html
RETURN TO DUST https://www.quaddicted.com/reviews/perssp2.html
ROOT OF ALL EVIL INFERNAL SCIENCE PART 1 https://www.quaddicted.com/reviews/dwroae_m3a.html
ROOT OF ALL EVIL INFERNAL SCIENCE PART 2 https://www.quaddicted.com/reviews/dwroae_m3b.html
RUNEKEEP https://www.quaddicted.com/reviews/runekeep.html
RUNIC RECYCLING https://www.quaddicted.com/reviews/mappi2.html
SHADOW OVER INNSMOUTH https://www.quaddicted.com/reviews/shadow.html
TALE OF ABBOT'S RUNE https://www.quaddicted.com/reviews/sgodrune.html
TEMPLE OF ANUBIS https://www.quaddicted.com/reviews/toa.html
TERRA https://www.quaddicted.com/reviews/terra.html
THE HORDE OF ZENDAR https://www.quaddicted.com/reviews/zendar1d.html
THE IVORY TOWER https://www.quaddicted.com/reviews/ivory1b.html
THE LAIR OF DOOMESTIC ANIMALS https://www.quaddicted.com/reviews/sm57_pulsar_se.html
THE OCCURSED https://www.quaddicted.com/reviews/cursed.html
THE PARALLEL WORLDS https://www.quaddicted.com/reviews/digs04.html
VILLAGE OF DREAD https://www.quaddicted.com/reviews/village.html
WINTERPACK 2005-2006 https://www.quaddicted.com/reviews/w...2005-2006.htmlMake Quake Great Again
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just played around with new SMC, and i must say i absolutely looooove the new hud models and screen effects
and its absolutely awesome that you managed to code them in such a way that they are independent of CSQC hud
however i noticed a bug with the new hud keys feature,
the 'HUD_spinning_bottom_model_manual_z_position' cvar seems broken
setting it to anything other then 0 results in the keys being placed at the vertical center of the screen:
Last edited by talisa; 05-19-2016, 09:25 AM..are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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Originally posted by Blood Vengeance View PostBeautiful news!! I've done a list of all the maps/episodes (with download link) that don't have a custom progs.dat and works with SMC, so people don't have to browse the whole quaddicted archives and check for custom progs.dat. Of course the list is not 100% complete, I've choosen only the best releases, from 1997 til today, so if some good map is missing let me know, I hope this can be of some usefulness
First of all, Thank you for your time. You are a really passionate person.
But I think there are approx. 900 possible maps more....
The filter system at quaddicted has some nice features.
There are around 1300 Quake maps available in total.
When you remove all the Quoth and Drake maps, you still have around 1200.
Then you still have the ones with "smaller" mods included. Hard to say how many.
But I am sure that there are around 1000 left with no custom progs.dat.
It is not important if its +/- 100, but the overal amount of Quake maps is huge.
Thank god we have all the great mappers for Quake !!
Without them, this game would have slowly died already.
Believe it or not, I still have around 150 maps to play in my "Amazing_maps" folder.
I fear that I will never have the chance.... to many crazy mod ideas in the monkey head
Originally posted by talisa View Postjust played around with new SMC, and i must say i absolutely looooove the new hud models and screen effects
and its absolutely awesome that you managed to code them in such a way that they are independent of CSQC hud
however i noticed a bug with the new hud keys feature,
the 'HUD_spinning_bottom_model_manual_z_position' cvar seems broken
setting it to anything other then 0 results in the keys being placed at the vertical center of the screen:
Thats the issue.
A monkey is not perfect.
You need v5.41: click me
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