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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 Quakes 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 SMCs 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

  • 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

    Leave a comment:


  • Frost R17
    replied
    I'm trying to find the config setting for poison chance (or something like that) whenever you enter in toxic slime you take damage overtime when you get out. Also, is there one for lava?

    Leave a comment:


  • ab26
    replied
    Thank you very much Seven! You're da best!
    Best regards

    Leave a comment:


  • Seven
    replied
    Hello ab26,

    Thank you for trying the SMC.

    First of all, please read the included readme file to learn more about it.
    The Darkplaces build you are using is very outdated. Please use/download the newer build: Download
    Be also sure you are using the current SMC versions (can be found in 1st post of this thread).

    You will then be able to adjust every single feature of this mod to your personal liking (and in your case to our hardware) via the smc_config.cfg.

    There are 2 SMC features that are very performance hungry:
    flamestyle
    armorspecialeffect


    You will find them both at the end of the smc_config.cfg file in chapter: Particle effects and model effects
    Set them both to "0" to gain performance.


    Having that said, be aware, that also the Darkplaces engine has very performance hungry features itself.
    You should not enable Realtime lighting !
    Be sure to start Darkplaces and go into the OPTIONS menu.
    Scroll down and select (mark it and press enter):
    Lighting: Normal

    Last thing to mention:
    I do not know what other mods you are using inside your ID1 folder.
    A lot of nasty stuff can be hidden inside these .pk3 files.
    First you should remove them all which did not come with the SMC and make your performance tests.
    Then, once you are satisfied, you can put them back one by one to see what happens.

    I hope you can enjoy your Quake now.

    Have fun,
    Seven

    Leave a comment:


  • ab26
    replied
    Hey Seven, i'm very interested on playing your mod compilation, but is there a minimum system requirement to play this at the lowest settings? Because, i tried playing it with Darkplaces v20140513 (on a pretty old PC with barely 2gb of RAM and an integrated Intel video driver) and while it loads the Start map without an issue (with some +25 fps), when i enter The Slipgate Complex, the game suddenly freezes. Also, i'm trying to play this with the "zz_weaponpack.pk3" and "EpiQuake_SoundPak.pk3" (which are inside the ID1 folder).
    Best regards

    Leave a comment:


  • Qet
    replied
    Hey, hi Seven, thank you very much for your time.
    You're totally right I'm using smc 5.50 ! I'll go check for the updates & hd packs you mentioned asap.
    r_drawdecals_drawdistance combined with a few tricks did pretty much the effect I wanted (more blood + rooms stays bloody) while keeping a tolerable framerate. Not perfect tho cause I'm not very good at modding/tweaking... but I wanted to give it a try and I'll stick with this result. I wish someday one of you geniuses that know what they're doing, come out with a brutal quake mod.
    Again, thank you for your time and effort you put into these great works, and sorry for that bad habit of not reading further than installation guide... lazy me
    Cheers.

    Leave a comment:


  • Seven
    replied
    Hello Mr.Burns,

    Thank your for your mail and heads up. I replied to you (I am sorry for my bad english).



    Hello Qet,

    Thank you for your interest.

    First of all, be sure to read the included Readme.
    It will speak about DarkPlaces builds that you should use and gives you more important infos about this mod.
    Two of your issues will be automatically be fixed after you did this.
    I recommend this DarkPlaces build: click me

    If you want to use Rygels High or Ultra Pack with the SMC you will encounter issues (see readme) because it uses a mod called dpmod.
    That is why you will see different flames/fire, particle effects and so on.
    All of the content that Rygel used inside his compilation has been updated and also brings issues with newer DarkPlaces builds as well.
    So it is better to make your own compilation if you want. Be aware of what the SMC already includes and do not mix replacements of the same content.
    You will be 90% done when you use the QRP packs + SMC. That will cover almost all Quake content. Be sure to look at the optional SMC content insde its download.

    You also do not seem to use the current SMC builds, as they have the kickable gibs already disabled.
    I recommend SMC v5.50 + Update v5.60

    You already found the effectinfo.txt file inside the SMC .pk3. Please use the one from v5.60 (after you updated).
    Your intention seems to be to have more gore and blood. The new SMC builds added new features to raise gore and blood.
    Please read through the smc_config.cfg to learn more about its features.
    gibsmultiplier set to "6" is a very serious value wich might introduce fps drops in combination with the extra blood trails enabled...


    Regarding your last issue wich you have problems with: Blood decals
    Be sure you do not use any autoexec.cfg files that edit the cl_decals cvars or your desired values will always be overriden after new start.
    This is the cvar you are specifically looking for: cl_decals_time
    If you enter only the cvar name into the console you will be able to read more information about it, as well as its default and current value.
    Default is 20 and you want more. Its unit is seconds, so if you want them to stay 1 hour, you need to write into console: cl_decals_time 3600
    Be aware that, independent to its value, as soon as the maximum amount of decals in the map has been reached, the oldest decals will be deleted !
    That behaviour can be adjusted via cvar: cl_decals_max
    Same as above, type it into console to learn more about it. You can raise the default value of 4096 but be aware that it might lead to performance drops.
    You can also avoid performance drops if you do not let the engine draw decals that are far away. Cvar r_drawdecals_drawdistance is your friend.
    Please do not alter the _scale cvars as the SMC decals have been designed for the default values.
    Tip: If you use the apropos console command, you will be able to search through all available cvars that interest you. Example, type: apropos decal

    That should cover all your issues I guess.
    I hope you have fun with your Quake.

    Best wishes,
    Seven

    Leave a comment:


  • Qet
    replied
    Hello quake world !

    I'm getting some troubles to make the game more gory. Following this simple step provided by Seven (http://quakeone.com/forum/quake-help...365#post245365), I tried to add these lines in effectinfo.txt :

    Code:
    effect gibfliesblack_plus_blood_spit            // modify this effectnum, as it is SMCs default gib-trail effect
    trailspacing 5                                            // raise the particle spawn count from 20 to every 5 quake-units
    type blood                                                // use blood type particle properties (as it fits to used particlefont.tga)
    tex 24 31                                                 // use 4th particlefont texture row (8 different random textures)
    size 6 12                                                 // set the random particle size a bit bigger
    alpha 225 275 50                                      // make them opaque to better see them and let them fade slower
    bounce -1                                                 // "0" would not spawn decals
    airfriction 4                                                // make the blood particle form a better trail (stop their movement)...            
    gravity 0.6                                                // ...after that make them fall slowly on ground. like in the clip.
    liquidfriction 5                                            // make the blood particle form a better trail (stop their movement) in water
    velocityjitter 60 60 100                              // define the trails overall xyz shape here. Make it a little wider.
    velocitymultiplier 0.5                                // follow qcs velocity that much
    + kickable gibs off, gibsmultiplier 6, gibsduration 120.

    But as there was no such file in the smc folder I created it and just added these lines, well it worked... partially, I now have the amount of blood I wanted (awesome!) but now flames, torches & explosions gfx aren't showing up anymore (they do without this file).

    I remember having a real hard time previously at figuring out that I needed to set GFX on normal instead of high to make flames work again with rygels HD texture pack. Btw here the issue seems coming from elsewhere so any help will be appreciated.

    I would also like to edit the time before blood decals on floor/walls fade away, but I'm already having huge framedrops with gibs, especially in water...

    - Is this effectinfo still up to date ? What's wrong with those flames/torches/explosions I'm struggling with every now & then ?
    - How to edit blood decals fade time ?
    - Is it possible to manage gibs differently in water to save framerate ?

    Running darkplaces 05 2014 + hd packs + smc


    Edit : Sorry, didn't think about unpaking Seven's file... So I found all I needed there. For decals I found 2 commands "cl_decals_max" & "cl_decals_time" but wathever huge value I throw, it still disappears after a while. Other two commands I found are "cl_particles_blood_decal_scalemin" & "cl_particles_blood_decal_scalemax" I'll check with these if having less decals but covering more space is doing any better.


    Last edited by Qet; 07-27-2018, 05:08 PM.

    Leave a comment:


  • Azeroth
    replied
    Thank you for this mod. Looks great!

    Leave a comment:


  • talisa
    replied
    dont know if this build is the one seven means, but i use the 2017-08-29th DP build myself:

    32bit https://drive.google.com/open?id=193...QGuN8tRxvOxg4x

    64bit https://drive.google.com/open?id=1JT...VyARC_sTpsA2UM

    Leave a comment:


  • Jimin
    replied
    Thank you both. It works!

    Can someone post a link to that 2017 darkplaces version?
    I am using the one from 2014-05-03 and cannot find the new one

    Leave a comment:


  • Poisonheadcrab
    replied
    you can ignore all the monsters, weapons and HUD stuff that you mentioned and downloaded before.
    They are included in a newer version inside the SMC download.
    You will find details about them in their corresponding subfolders.
    I certainly found some files I no longer needed, although many of them I did keep due to personal preferences, like Ruohis' weapon models and some of the multi skin packs.

    Leave a comment:

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