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ogre and zombie aiming mod

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  • grave_digga
    replied
    Originally posted by passerby View Post
    @Seven: It doesn't make sense to have ~60 fps with high end gpu, and annoing lag every time you get hit with grenade. Please optimize to gpu limitations new grenade explosion, you were talking that is coming our way. Thank you for all your efforts and helpful info you are providing.
    Stop bitching with seven, he has brought so much great content to this comunity. Also he said someone else is taking care of the grenade issue so he could update when it's done...

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  • passerby
    replied
    I've edited effectinfo.txt from 3.0 before, so Seven's muzzle flashes didn't show up, maybe he was onto something when he said I should stop trying

    That said v1.04 changelog:
    Seven's muzzlefalshes are back.
    Old quake bug with zombies left arm attack fixed ( Seven's work, but if I understand correctly only mission packs smc3.1 have it implemented currently )
    Further tweaking to explosion, honestly almost no difference, noticeable performance gain.

    @Seven: It doesn't make sense to have ~60 fps with high end gpu, and annoing lag every time you get hit with grenade. Please optimize to gpu limitations new grenade explosion, you were talking that is coming our way. Thank you for all your efforts and helpful info you are providing.

    Leave a comment:


  • passerby
    replied
    v1.03 : Included effectinfo.txt contains performance optimized jorix's explosion effect. Compared to smc 3.1 one: 3x shorter lag when hit by grenade with barely visible quality difference.
    Last edited by passerby; 08-16-2011, 02:52 PM.

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  • LambentHammerBurst
    replied
    I think Roy could be right, I haven't tried it myself but I do know Chthon has difficulty specific code which on the higher difficulties he "leads" his targets. The Ogre can have similar code, might want to look into.

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  • Roy Batty
    replied
    No, No I didn't change anything at all. I just started a new game and chose normal and hard difficulty instead of easy, and played to e1m3 to see. I just started another new game on easy and now it works? I don't get it... but hey it works so that's all that matters.

    It's a nice addition, don't get me wrong. =]

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  • IronWarfare
    replied
    Argh even more dangerous!!! They remind me the ogres of the Unforgiven single player episode, with a grenade they can reach you even if you are on the opposite side of the screen.

    PS: Unforgiven mod is wonderful, just finished. The black dragon boss is the toughest boss ever fought in a quake mod (forgot about armagon, the dragon, legond and the bane, they are nothing compared to him)

    Leave a comment:


  • _Smith_
    replied
    Nope, you had to change something so it started to work, difficulty has nothing to it.

    *link removed*
    Explosion particle effect included in SMC3.1 cause game to lag when you get hit in the face ( lots of particles displayed in fullscreen ), so I've done alternative version where ogre drop grenade on your feet when outside his original range, so the lag happens a bit less often. Previous one still available in the opening post.

    Edit: New version with optimized effectinfo.txt in the opening post.
    Last edited by _Smith_; 08-15-2011, 12:38 PM.

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  • Roy Batty
    replied
    Yep I know the routine with how pk3's are loaded, and what order gfx get loaded. I extract the pk3's to own folders and copy over that which I wish to use for the graphics and models, and check everything else to make sure there is no conflict. Of course I copied over your progs.dat and overwrote seven's.

    Maybe it only works on certain difficulty levels, I will check that. I've been playing on easy or normal for now to get the maps memorized again before I go to hard again.

    :EDIT:

    Ok yes I checked, it works fine on normal and hard difficulty, but not on easy. =]
    Last edited by Roy Batty; 08-14-2011, 05:09 AM.

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  • _Smith_
    replied
    Thanks for correcting me ooppee.

    @JH24 I can only add, that they're not that much more difficult once you get rid of old habits of not even bothering to dodge in certain situations.

    If I had implemented adjustment to current player velocity they would be a real pain in the ass. One could drop a grenade in a place where you are dodging from other But I've decided that such complicated behavior does not fit ogres concept, other monsters don't do that either and it would create terrible difficulty spikes, since maps are not balanced for it.

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  • LambentHammerBurst
    replied
    Darkplaces seems to load the texures in this order:
    jpg, tga, png
    PNG file overtake TGA.

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  • _Smith_
    replied
    Hrm, I extracted the progs.dat and put it there (I extract all pk3's, so they don't interfere with each other).
    Than make it sure that you overwrited Seven's progs.dat using mine.

    It's better to repack pk3s in logical manner, but keep that in pk3s it makes it much easier to add, remove, update something later. Because you have data logically organized and separated. Take a look how I've done it in my QuakeHD for new spawns pack.

    Edit:
    Pk3s are loaded in alphabethical order. The data from ones loaded later overvrite data from earlier ones. If there is the same texture with different extension ( jpg, png, tga ) alphabetically later extension overwrite even if it is in earlier pk3. Unpacked data are loaded last and overwrite pk3s. Original data PAK are loaded first and get overwritten by everything that comes after them.
    Last edited by _Smith_; 08-13-2011, 07:59 AM.

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  • Roy Batty
    replied
    Hrm, I extracted the progs.dat and put it there (I extract all pk3's, so they don't interfere with each other). I'm not sure why it doesn't work, maybe the version of dark places I'm using doesn't work right with it or something.

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  • JH24
    replied
    I just installed the pk3 and it works great. I only could play for a few minutes but from what I can see the Ogres are a far more dangerous opponent now. I already got killed several times because I wasn't expecting they could hit me. I shudder to think what this will do on Nightmare as Ogres often had trouble reaching you with their grenades.


    Thank you for making and uploading this change.

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  • _Smith_
    replied
    It Works !

    @ daniocampo1992, Roy Batty

    I don't know what are you up to guys it works just fine.

    You have to drop both smc3.1.pk3 and addon.pk3 into id1\ and addon have to be named so it go after smc3.1.pk3 in loading order.
    You can also open pk3 and copy progs.dat into id1\ it will work 100%.

    Result is best visible on e1m3: ogre behind the bars at the beginning couldn't throw grenade into corridor it was always bouncing back of the step, no more. Then if you go right way and entered small bridge zombies below would throw meat under the bridge now they hit you on the bridge. And so on...

    Edit: I've also given an ogre 30% chance to undershoot a bit on purpose, so there is a bit more chaos and it feel less robotic, but he still always shoot better than vanilla.

    It's activated by default. You can turn it off by typing: set ozaim 0 in autoexec.cfg. Turn back on by: set ozaim 1, or deleting this entry.
    Last edited by _Smith_; 08-13-2011, 05:18 AM.

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  • grave_digga
    replied
    Works fine here. It should look like this:



    Simply press the green download button and then it works. Maybe you have some kind of ad blocker installed that causes the problem. Then simply temporary disable it you'll get no harm from rapidshare.

    Leave a comment:

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