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  • Seven
    started a topic Small Mod compilation

    Small Mod compilation

    Hello Quake Lovers,

    The "small mod compilation" aka SMC started a few years ago with Footsteps + New fire + Nailposition-fix.
    Over the years I extended it by adding new features.

    Main target of the SMC is to keep the gameplay of original Quake, but bring new features / ideas to increase the playing experience and fun.

    Many users also requested to add optional new monsters, because it blows new life into Quake and brings variation. In the meantime we have 18 new monster types and have thereby more than doubled Quake´s minions !


    The biggest advantages of the SMC:
    • Almost all of its features (including the new monster types) can be enabled / disabled via cvars (please read the included readme.txt for details) so you can adjust Quake to your personal liking.
    • It works with all Quake maps (incl. mission pack 1 + 2) as well as ALL fan-made maps/episodes that do not include their own 'progs.dat'. So you can enjoy this mod in hundreds and hundreds of maps.



    Here is a quick overview of the SMC features:


    Visual effects:
    • 3 flame types: polygon, sprite, particle flames (incl. fire and candles)
    • All particle effects reworked and enhanced (with various options to choose from)
    • Implemented Rain + Snow effects (with rain + thunder sounds)
    • Water / Lava / Slime particle splashes + sound effects (for all projectiles and entities)
    • Particle muzzleflashes and impact effects for weapons (also for monster weapons)
    • Player + monster bleeding when wounded and leave blood puddles when killed
    • Various additional gore / blood / flesh effects when shooting/gibbing monsters/corpses
    • Many new monster animations and new visual effects to make them more impressive
    • Flies buzz around corpses, gibs and zombies
    • Many new environment effects / sounds to make Quake more "living"/realistic in general
    • Added trails to monsters projectiles
    • Statue monsters have debris + dust particles instead of blood particles in MP2
    • Various extra visual and particle effects for player, monsters, teleporters, slipgates / gates
    • Additional underwater + inslime + in lava effects (colored view, dust / bubble particles)


    Original Quake / Gameplay Bugfixes:
    • Fixed Quake's original player pain sound bug in skill 3
    • Fixed Monster-count bug for swimming monsters
    • Fixed original ID1 fish model death animation bug
    • (Super)-NailGun's nail position correction
    • Fixed zombie and mummy flesh-projectile spawn-position for 2nd attack animation
    • Fixed projectiles "interact/explode on sky" bug (aka "solid sky bug")
    • Fixed tarbabies original Quake: They no longer get stuck on ledges and steps
    • Option to disable the *bleeding* of shootable buttons and secret walls/doors/explo-boxes
      Mission Pack 1:
    • Fixed hipdemo1.dem missing music bug
    • Fixed DP related bug that deals damage from rubbles even though they are lying on the floor
      Mission pack 2:
    • Fix for Darkplaces buzzsaw not moving bug
    • Fix for Darkplaces Lavaman projectile "stuck in walls" bug
    • Fix for Darkplaces Plasma Gun projectile not moving bug


    Additional features:
    • New CSQC-HUD with additional features and layouts to choose from
    • Optional NEW Monsters:
      ---> Afrit, Carnivean, new Dog, Defender, Demon head, Eliminator, Ghost servants, Hydra, Necromancer, Pyro, Reiver, Spider, Teneb, Torment, Warlord, Yakman, new zombie
    • Multiskin / Multimodel support for monsters. You can now use multiple monster skins/models at the same time
      ---> Added a "Starter Kit" with all necessary files, that fully supports it is included for your convenience
    • Monster sizes are adjustable
    • Pain skins for all monsters (independent to used skin or model)
    • Monsters can be inflamed with explosive weapons (running around in panic)
    • Shalrath + Spider can jump and hang on ceilings (also when starting a map to suprise the player from above)
    • Optional modify monsters frequence to go into pain animation. As well as running/shooting animation speed
    • Optional make soldiers aim better depending on played "skill" -level
    • Optional make hellknight and wizard projectiles home midly depending on played "skill" -level
    • Optional modify / edit monster skin colors and/or size randomly (for higher variation in-game)
    • Various additional weapon special-effects
      ---> Added a "Weapon Starter Kit" with all necessary files
    • Added idle weapon animation feature + freely position your weapons feature (works with all models)
    • Visible weapons (vwep's) in 3rd person mode and in 1st person mode mirrors / reflections
    • Added adjustable Gyro physics: Monsters, gibs and backpacks interact with liquids and weapon projectiles
    • "Ragdoll" for corpses
    • Weapon recoil feature (pushes the player slightly backwards when shooting)
    • Added footstep (player and monsters) and water wading sounds
    • Added switch-weapon sounds
    • Option to adjust view-weapons & monster transparency
    • 2 different flashlights to choose from (classic + cubemap): impulse 30
    • Kickable / shootable / eatable gibs and heads + all gib properties are adjustable now (duration, quantity, animation)
    • Additional animated heart gib
    • Corpses can be gibbed, burned in various ways
    • Nails stick in Walls (with adjustable lifetime)
    • Added additional cheats "kill all monsters", give all powerups, etc.
    • Crucified zombies are now shootable / killable
    • Added support for adding models + sounds + effects into maps via ent files (without edit QC)
    • Added Zombie, ogre and mumies enhanced aiming (taking z-direction into account now)
    • Monsters / corpses / gibs interaction with lava + slime (particle effects and skin changes)
    • Exploding boxes spawn burning debris chunks
    • Possibility to see transparent view-weapons during invisibility time
    • Powerup countdown on screen
    • Adjustable weapon autoswitch behaviours (when picking up new weapons)
    • Different custom backpack models (for enforcer / grunt / ogre)
    • Different custom animated health + megahealth models (adjustable for different world types)
    • Added 6 new after-death-animations (selectable via cvars for each monster + randomness options)
    • Monsters have individual impact sounds, when their corpses fall onto the floor
    • Adjustable 'earthquake shattering' when shambler and Torment dies and falls
    • Fully adjustable player and grunt shell casings
    • Monster-clone feature (multiply enemies in a map)
    • Adjustable teleport / beam feature for wizards and demons
    • Slowmotion effect (when monster die or are gibbed, etc.)
    • Lightning gun killing animation (monster are coaled and crush into pieces)
    • Random slight earthquakes to increase ambience and thrill
    • Visible player body/legs when looking down
    • New player effects when health is low, like:
      ---> Hearing his own heartbeat at low health, that starts to pump quicker and louder when health gets really low
      ---> Aiming (crosshair) starts to suffer when seriously wounded and gets worth when health gets really low
    • All monster properties are adjustable (like health and damage values)
    • All player weapon attack / damage values and max. ammo capacity are adjustable
    • Medikits + armor + ammo + backpack values contents are adjustable
    • Shalrath's missiles are optionally shootable
    • Interactive crosshair, changes crosshair / color. Choose one of these features:
      ---> aiming at monsters considering individual weapon range
      ---> aiming at monsters considering monster_health (green: full health till red: low health)
      ---> player health (green: full health till red: low health)
      ---> dynamic distance scaling
      ---> individual weapon crosshairs
    • Optional: lossless crates + backpack pickups (no waste for more ammo or health anymore)
    • Adjustable tilted torches (autodetecting algorithm to adjust torches in all maps)
    • monsters with fire-like projectiles and lava can inflame the player
    • monsters with acid-like projectiles and slime can poison the player
    • Flying dust, ember and other particles in maps (fully adjustable)
    • Changing players shirt color depending on used/picked armor
    • Use Mage weapon (Hexen) instaed of lightning gun (weapon properties/damage/ammo is identical)
    • Random audio taunts when killing or gibbing an adjustable monster-count in a given time
    • Random angled ammo and health boxes in all maps
    • "personal teleporter feature" (for new gameplay twists and more strategic combat): impulse 40
    • instant melee attack feature (Push key/button to perform a single axe swing at anytime): impulse 20
    • New HUD animations (spinning models, animated biosuit visor, powerup overlays, ...)
    • War Cry scream for player
    • Optional weapon jittering for fast firing weapons
    • Blood splatters on HUD when gibbing monsters nearby
    • Added run+shoot feature for grunts/soldiers and enforcers
    • Kickable grenades for lots of fun
    • Adjustable player size (eye level)
    • RL & GL projectile explosions now spawn interactive blood splats from monsters and players
    • Option to disable shadows for torches (handy when using custom torch models with RT lights)
    • Option for old film / grain look overlay effect (like in old movies)




    Find youtube sample clips about ALL the features in this dedicated SMC channel:
    https://www.youtube.com/user/seven007009/videos


    All source codes are included in the Download.
    The SMC is developed and runs best with the DarkPlaces engine.




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



    Some of SMC´s additional monster types:










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



    UPDATE 20170816

    Version V5.60 Release



    Download the newest SMC versions from below link:
    (Please READ the included readme.txt !)

    Quake / Mission Pack 1 / Mission Pack 2


    Have fun !
    Seven
    Last edited by Seven; 08-17-2017, 10:07 AM. Reason: Updated to v5.60

  • nixos
    replied
    Originally posted by Seven View Post
    Hello
    hi there, thanks for making this mod... due to the darkplaces engine plasma gun bug, i recently found a modded source code for rogue based on your nail fix and plasma gun fix. i modded it in 2 days to add customized values through autoexec.cfg cvars. and i had a blast.

    today i discover that:

    1) there is an updated darkplaces version (i was using 2014 build, it goes up to 2018 !)
    2) you made a more recent than 2010 modded source, and it can be configured with a separate cfg file.

    a new world opens to me

    (btw thanks for leaving a "dumb proof" easy to compile with included compiler and gui in your 2010 release, without it i couldn't had learnt how to set new cvars and edit qc.)

    Leave a comment:


  • HDMaster
    replied
    In my case, the world effect is in WORLD-ID1_WEATHER_EFFECTS-XOLVE.PK3

    I just need to extract start.ent and edit start_effectinfo.txt and problem is solved, but if is in the pk3, nothing work also if is edited (sorry for my english)

    I dont have added "Starter Kit - multiskin+multimodel ID1 Monsters Seven V5.50.pk3" to my mod, but every monsters (by mod) work, maybe i need this also?

    Sometime i need to delete the JPG texture from QRP, and clone molde1.mdl to model.mdl for it work correctly also...

    Yes i know, it a strange way to work with mod, but i do what i can

    Thank you for your time!

    Leave a comment:


  • Seven
    replied
    Hello HDMaster,

    Once you start mixing different mods, the fun begins
    Especially when you are not 100% sure what you are doing it gets tricky...
    That is why you seem to have issues.

    The SMC includes for that reason preconfigured additional eyecandy optionally:
    - Multiskin/Multimodel Starter Kit
    - Custom particle+sound effects
    - Custom HUD and textures
    - Weather effects (rain, snow, fog, etc.)

    You ask, how can you disable the custom particle effects.
    Well, the answer is: It is not included / disabled by default.
    So you decided at one point to enable them.
    Just undo that step and you will be fine.

    Tip:
    Quickest way:
    Its this cvar:
    set cl_particles_custom_effects 0
    Or simply delete the start.ent file in your maps folder.
    That file holds all the effetcs.

    Be aware that the above mentioned cvar will not work with old SMC builds.
    Please do not mix SMC builds as you described in the other thread (with Tabuns model).
    The progs.dat is the heart and essence of the mod.



    Regarding the different enforcer types:
    It works out of the box with ONLY SMC.
    See this section of smc_config.cfg to adjust it to your liking:
    /////// New Monster types

    Most probably due to your own experiments with replacement multimodel/multiskin monsters,
    it might got broken.

    Tip: The different enforcers use different models in the SMC.
    Everythig is already packed into the single: Quake_V5.50_small-mod-compilation_Seven.pk3 file.



    And a special hint:
    Do NOT use autoexec.cfg to adjust your cvars.
    Its written inside the readme.txt
    You must use the smc_config.cfg file for that.
    Otherwise it will override your autoexec.cfg, as the smc_config.cfg is the last config file loaded during startup.
    I also wrote it especially inside the config file.


    The SMC is, simply put, only 1 single file:
    Quake_V5.50_small-mod-compilation_Seven.pk3
    Most things are included and already set inside of it.
    You can adjust all things via smc_config.cfg beside that file.

    If you need more features/eye-candy, you can use the multimodel/multiskin Starter Kit and progress from there if you want.
    Or you can use the custom particles + sound effect addon optionally.
    And also be sure to check out the custom HUD for the SMC (highly recommended)

    All extra features have their own subfolder with detailed readme.txts
    Just start slowly... and do not enable everything at one time.
    And do not mix it with other mods to avoid issues, unless you are 100% sure what you are doing.

    Have fun playing around with the SMC

    Best wishes,
    Seven

    Leave a comment:


  • HDMaster
    replied
    Hi Seven, sorry for sak that (this effects is pretty cool), but how i can disable/downgrade effect on start map with SMC 5.50 (logo on the floor, smoke ect), is very laggy on my dual core... :-(

    EDIT: I have made a start_effect_info / Solved

    But Hey! Thank for your great work!
    Last edited by HDMaster; 08-21-2020, 06:50 AM.

    Leave a comment:


  • HDMaster
    replied
    EDIT: Problem solved (animation) with "set enforcer_run_and_shoot 0"

    But i dont know why, EVERYTIME the new "colorized" enforcer (defender, pyro and eliminator) not work, any cue why?

    http://quakeone.com/forum/quake-mod-...use-with-quoth
    Last edited by HDMaster; 08-21-2020, 04:32 AM.

    Leave a comment:


  • Seven
    replied
    Hello HDMaster,

    As good as all features of the SMC can be enabled/disabled via cvars.
    If you read the readme.txt you will see how to set them.

    In you example (I do not know why you would use a very outdated ID1 version v4.55. But hey, you might have your reasons...) you need to set this cvar:
    set welcome 0

    Have fun,
    Seven


    PS: The source is ALWAYS included in my releases. If you need them.
    If your download doesnt include the source, you downloaded that old build from somewhere else. Not from this thread.

    Leave a comment:


  • HDMaster
    replied
    Hi, how i can disable "Wellcome in SMC Message" at the start I use 4.55 for ID1 and 5.02 for MP1 and MP2... Thank's!

    EDIT: I have read i need the source but dont have any one, someone can made that for this version for me please?
    Last edited by HDMaster; 08-18-2020, 05:00 PM.

    Leave a comment:


  • Rivarez
    replied
    Hello Seven!
    I improved a little your "burning death animation for monsters" by adding a dynamic lighting, seems it's looking not so bad.

    If we just added self.effects = self.effects | EF_DIMLIGHT; in ai_run_inflamed proc and remove this effect (self.effects = self.effects - (self.effects & EF_DIMLIGHT);) in corpse_burn_out proc
    we get a following



    But slightly complicating the code we get a better color lighting with smooth fading.
    Code:
    void() burnflash_update =
    {
            setorigin (self, self.owner.origin);
            self.nextthink = time + 0.01;
    };
    
    void(float dist) ai_run_inflamed =
    {
    
        if (!self.flash_flag)
        {
                local entity burnflash;
    
                burnflash = spawn ();
                burnflash.movetype = MOVETYPE_NONE;
                burnflash.solid = SOLID_BBOX;
                setmodel (burnflash, "");
                setsize (burnflash, '0 0 0', '0 0 0');
                burnflash.owner = self;
                self.flash = burnflash;
                self.flash_flag = TRUE;
                self.effects = EF_NOSHADOW;
                burnflash.classname = "flash";
                burnflash.effects = EF_DIMLIGHT;
                burnflash.pflags = PFLAGS_FULLDYNAMIC;
                burnflash.color = '2 1.5 1';
                burnflash.light_lev = 200;
                setorigin (burnflash, self.origin);
                burnflash.think = burnflash_update;
                burnflash.nextthink = time + 0.01;
        }
    
    next is your regular code....
    
    };
    
    void() corpse_burn_out =
    {
        self.magiccounter = self.magiccounter - 1;
        if (self.magiccounter >= 0)
        {
            if ((self.magiccounter < 30) && (self.flash.light_lev > 50))
                self.flash.light_lev = self.flash.light_lev - 3;
            self.think = corpse_burn_out;
            self.nextthink = time + 0.1;
        }
        else
        {
            sound (self, CHAN_WEAPON, "misc/null.wav", 1, ATTN_NORM);
            self.traileffectnum = particleeffectnum("");
            self.think = SUB_Null;
            self.nextthink = time;
    
            self.flash_flag = FALSE;
            self.flash.think = SUB_Remove;
            self.flash.nextthink = time + 0.1;
        }
    };


    And the flashlight causes an artefacts from the player shadow. So it will be good to change the cl_noplayershadow cvar in flash_toggle_cubemap proc
    Code:
    void () flash_toggle_cubemap =
    {
            if (self.flash_flag == FALSE)
            {
                   ......................
                    cvar_set ("cl_noplayershadow", "1");
            }
            else
            {
                   ......................
                    cvar_set ("cl_noplayershadow", "0");
            }
    };
    and in flash_update_cubemap instead "setorigin (self, trace_endpos + '0 0 22' + (v_forward * 7));" I wrote "setorigin (self, trace_endpos + '0 0 22' + v_forward);", so the flashlight does not dissappears when player stands close to the wall.

    ps
    Is there a spoilers at this forum? I can't find them.
    Last edited by Rivarez; 07-14-2019, 01:05 PM.

    Leave a comment:


  • Rivarez
    replied
    Hello Seven!
    You're exactly right. I was not aware of this nuance. With your fix the build you recommended works fine.
    Thank you very much for your help!
    Regards

    Leave a comment:


  • Seven
    replied
    Hello Rivarez,

    I am sorry, but you are not correct.
    The issue you see on your screenshot is related to a shader modification.
    In your case it is most probably Webangels Reflecting overload mod as far as I can see on the tiny screenshot.
    There is already a fix for this mod. You can read about it here if you want.
    DOWNLOAD

    I highly recommend the DarkPlaces build that I linked and that you quoted.

    You can see that this DP build doesnt have issues with any textures or with the Reflecting overload mod in this screenshot:



    Tip:
    If you encounter any issues in the future, first remove all mods from your Quake setup.
    If the issue still persists, it may be due to the engine.
    If not, it is related to mods.

    Have fun with your Quake.

    Best wishes,
    Seven

    Leave a comment:


  • Rivarez
    replied
    Originally posted by Seven View Post
    I recommend using this build.
    This build as well as all the builds after 2016-09-10 have a problems with textures displaying.
    image_3059.png
    Last edited by Rivarez; 06-22-2019, 03:11 AM.

    Leave a comment:


  • Frost R17
    replied
    Hey, I've been trying out the 3rd_person_visible_weapons setting and the model looks great, but it's missing the hammer for MP1 (Scourge of Armagon).

    Leave a comment:


  • Frost R17
    replied
    Originally posted by Seven View Post
    Hello Frost R17,

    Its been a while since I saw you.
    Great that your passion for Quake is strong and you came back to enjoy it.

    Since its been a while, just make sure to update some of your content as well as your DarkPlaces build. I recommend using this build.

    Regarding your question:
    Yes, there are so many settings that also I have to search all the time, hehe. But fortunately you can use the search function in notepad to find things quickly.
    This is the part that you are looking for (its almost at the end of the smc_config.cfg):
    Code:
    ///// Wizards projectiles and slime pools can poison the player
    set wizard_projectiles_and_slime_poison_time 15 // 0= disable this feature completely Set the maximum poison suffering time for the player in seconds. Note: When picking up medikits or jump into water, the poison will be cured at once !
    set wizard_projectiles_poison_chance 30 // Set the probability of getting poisoned by wizards projectiles in percent. 10= 10% chance to get poisoned 50= 50% chance to get poisoned 100= Every wizards projectile will poison the player
    set wizard_projectiles_and_slime_poison_frequence 3 // Set the frequence in seconds between poison pains.
    set wizard_projectiles_and_slime_poison_damage 1 // Set the amount of poison damage per frequence.
    set wizard_projectiles_and_slime_poison_flicker 1 // 0= disabled 1= poison inflicts a frequent flicker, tinting the complete screen green.
    
    
    ///// Afrits, Carniveans, Hellknights, Reivers, Torments, Warlords projectiles and lava pools can ignite/inflame the player
    set fire_projectiles_and_lava_inflame_time 12 // 0= disable this feature completely Set the maximum burning/suffering time for the player in seconds. Note: When picking up medikits or jump into water, the burning will be cured at once !
    set afrit_projectiles_inflame_chance 25 // Set the chance of getting inflamed by Afrits projectiles in percent. 10= 10% chance to get inflamed 50= 50% chance to get inflamed 100= Every Afrits projectile will inflame the player
    set carnivean_projectiles_inflame_chance 30 // Set the chance of getting inflamed by carniveans explosive projectiles in percent. 10= 10% chance to get inflamed 50= 50% chance to get inflamed 100= Every carniveans explosive projectile will inflame the player ATTENTION: Only projectile type 1 can inflame the player (see cvar: "carnivean_projectile_type").
    set hellknight_projectiles_inflame_chance 25 // Set the chance of getting inflamed by Hellknights projectiles in percent. 10= 10% chance to get inflamed 50= 50% chance to get inflamed 100= Every hellknights projectile will inflame the player
    set reiver_fireball_inflame_chance 30 // Set the chance of getting inflamed by Reivers fireballs in percent. 10= 10% chance to get inflamed 50= 50% chance to get inflamed 100= Every Reivers fireball will inflame the player
    set torment_projectiles_inflame_chance 25 // Set the chance of getting inflamed by torments projectiles in percent. 10= 10% chance to get inflamed 50= 50% chance to get inflamed 100= Every torments projectile will inflame the player
    set warlord_projectiles_inflame_chance 25 // Set the chance of getting inflamed by Warlords projectiles in percent. 10= 10% chance to get inflamed 50= 50% chance to get inflamed 100= Every Warlords projectile will inflame the player
    set fire_projectiles_and_lava_inflame_frequence 2 // Set the frequence in seconds between inflame/burning pains.
    set fire_projectiles_and_lava_inflame_damage 1 // Set the amount of burning damage per frequence.
    set fire_projectiles_and_lava_inflame_flicker 1 // 0= disabled 1= burning inflicts a frequent flicker, tinting the complete screen red.
    set fire_projectiles_and_lava_inflame_particles 1 // 0= do not use fire particles around player when inflamed 1= use fire particles around player when inflamed
    You can set it to your personal likings.
    Be aware that you can even set the damage value to "0" and keep the nice visual effect if you like.

    Have fun with Quake (again)

    Best wishes,
    Seven
    I see, thanks for pointing that out. I'll try out the build as well when I get the chance.

    And yes I still keep in touch with Quake. I've been playing around with the settings and understand here and there. All the extra stuff sure does let people play Quake how they like. But I have made separate versions where one contains SMC mods and the other doesn't where it's vanilla but with mods that contain fixes; who says you can't have both? But one problem I have is this fish count bug for the vanilla version but I'll try to figure it out someday.

    Best wishes to you to.

    Leave a comment:


  • Seven
    replied
    Hello Frost R17,

    Its been a while since I saw you.
    Great that your passion for Quake is strong and you came back to enjoy it.

    Since its been a while, just make sure to update some of your content as well as your DarkPlaces build. I recommend using this build.

    Regarding your question:
    Yes, there are so many settings that also I have to search all the time, hehe. But fortunately you can use the search function in notepad to find things quickly.
    This is the part that you are looking for (its almost at the end of the smc_config.cfg):
    Code:
    ///// Wizards projectiles and slime pools can poison the player
    set wizard_projectiles_and_slime_poison_time 15        //  0= disable this feature completely     Set the maximum poison suffering time for the player in seconds.   Note: When picking up medikits or jump into water, the poison will be cured at once !
    set wizard_projectiles_poison_chance 30                //  Set the probability of getting poisoned by wizards projectiles in percent.    10= 10% chance to get poisoned     50= 50% chance to get poisoned    100= Every wizards projectile will poison the player
    set wizard_projectiles_and_slime_poison_frequence 3    //  Set the frequence in seconds between poison pains.
    set wizard_projectiles_and_slime_poison_damage 1       //  Set the amount of poison damage per frequence.
    set wizard_projectiles_and_slime_poison_flicker 1      //  0= disabled     1= poison inflicts a frequent flicker, tinting the complete screen green.
    
    
    ///// Afrits, Carniveans, Hellknights, Reivers, Torments, Warlords projectiles and lava pools can ignite/inflame the player
    set fire_projectiles_and_lava_inflame_time 12        //  0= disable this feature completely     Set the maximum burning/suffering time for the player in seconds.   Note: When picking up medikits or jump into water, the burning will be cured at once !
    set afrit_projectiles_inflame_chance 25              //  Set the chance of getting inflamed by Afrits projectiles in percent.    10= 10% chance to get inflamed     50= 50% chance to get inflamed    100= Every Afrits projectile will inflame the player
    set carnivean_projectiles_inflame_chance 30          //  Set the chance of getting inflamed by carniveans explosive projectiles in percent.    10= 10% chance to get inflamed     50= 50% chance to get inflamed    100= Every carniveans explosive projectile will inflame the player     ATTENTION: Only projectile type 1 can inflame the player (see cvar: "carnivean_projectile_type").
    set hellknight_projectiles_inflame_chance 25        //  Set the chance of getting inflamed by Hellknights projectiles in percent.    10= 10% chance to get inflamed     50= 50% chance to get inflamed    100= Every hellknights projectile will inflame the player
    set reiver_fireball_inflame_chance 30               //  Set the chance of getting inflamed by Reivers fireballs in percent.    10= 10% chance to get inflamed     50= 50% chance to get inflamed    100= Every Reivers fireball will inflame the player     
    set torment_projectiles_inflame_chance 25           //  Set the chance of getting inflamed by torments projectiles in percent.    10= 10% chance to get inflamed     50= 50% chance to get inflamed    100= Every torments projectile will inflame the player
    set warlord_projectiles_inflame_chance 25           //  Set the chance of getting inflamed by Warlords projectiles in percent.    10= 10% chance to get inflamed     50= 50% chance to get inflamed    100= Every Warlords projectile will inflame the player
    set fire_projectiles_and_lava_inflame_frequence 2    //  Set the frequence in seconds between inflame/burning pains.
    set fire_projectiles_and_lava_inflame_damage 1       //  Set the amount of burning damage per frequence.
    set fire_projectiles_and_lava_inflame_flicker 1       //  0= disabled     1= burning inflicts a frequent flicker, tinting the complete screen red.
    set fire_projectiles_and_lava_inflame_particles 1     //  0= do not use fire particles around player when inflamed     1= use fire particles around player when inflamed
    You can set it to your personal likings.
    Be aware that you can even set the damage value to "0" and keep the nice visual effect if you like.

    Have fun with Quake (again)

    Best wishes,
    Seven

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