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Quake Animated-REFLECTING-OVERLOAD
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@ Seanstar
Thank you for your reply. I really appreciate it.
I found the texture.shader in id/scripts. But how do I open the file?
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hi
webangels pack works perfect with added shaders for even wall textures.
only thing is she added reflect to every window...this kills framerate for me.
just remove all the window shaders from textures.shader in id1/scripts.
i use this pack and love its content.
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Thanks a lot Webangel! It really looks amazing.
Unfortunately I haven't been able to use it because my framerate drops to 5-10 fps each time a reflection (Especially the beams) appear on my screen. I'm very sorry if this has been asked before but is there something I can do about this?
I have a I5-760, 8 GB Ram and a 560 GTX. I'm currently using the Small Compilation Mod 3.5 and the Darkplaces Autobuild from September 6th 2011.
My sincere thanks in advance to anyone who could help me with this.
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Let's use the silver key as an example and say that you are playing Rogue.Originally posted by Seven View PostHello Baker,
I see one big disadvantage in this approach:
You will need ALL replacement models/textures double/triple/... times.
Because if you put them in your ID1 folder, only ID1 maps will use them.
But what if you want them to be used in "hipnotic" and "rogue" too ?
You would need to copy/paste them in ALL mod subdirectories ?
And you know, only the QRP world textures are around 1GB.
All weapon, powerups, keys and stuff replacements would need to be copied as well ?
Of course, harddisc space is not a problem anymore in these days.
But the necessity to have everything double/triple/... is not the best solution either.
But mabe I misunderstood your post and you can ignore all my words.
It looks in Rogue for the silver key and does not find the model, so it looks in id1 and then it finds it. The owning model was found in id1 therefore it will search Rogue then id1 for replacement textures and it will search id1 too.
Conversely, let's say you are playing some mod with a modified grenade launcher called "MyMod" that supplies g_rock.mdl and an external texture. Since the model was found in MyMod, it will stop there looking for the external texture and would not use an incorrect replacement texture for that model in id1.
My take on external textures: If they are in id1/textures then they are owned by no map and should always be used as a replacement texture for any bsp model (worldmodel or world submodel).
So no this would not cause a problem for using one replacement texture set for Rogue, but textures stored in id1\textures\start or id1\textures\exmy would not be used for Rogue.
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Hello Baker,
I see one big disadvantage in this approach:
You will need ALL replacement models/textures double/triple/... times.
Because if you put them in your ID1 folder, only ID1 maps will use them.
But what if you want them to be used in "hipnotic" and "rogue" too ?
You would need to copy/paste them in ALL mod subdirectories ?
And you know, only the QRP world textures are around 1GB.
All weapon, powerups, keys and stuff replacements would need to be copied as well ?
Of course, harddisc space is not a problem anymore in these days.
But the necessity to have everything double/triple/... is not the best solution either.
But mabe I misunderstood your post and you can ignore all my words.
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The Quakespasm engine earlier in the year adopted some awesome search directory/pak file anti-foobaring methodology (I've adopted that in my yet unreleased engine work and expanded on it), but the short version is that as far as I know DarkPlaces is extremely susceptible to "wrong" files being loaded from pak files and search directories.Originally posted by xolve View PostWell, I deleted everything in the ID1 & hypnotic directories except the .pak files,
and nothing else in the rogue directory contained a start.ent.
Once I deleted the overload_reflecting file,
it started fine.
So yeah, it's zReflecting_Overload_MP2.pk3.
Once that was removed I was able to create a start.ent using the console, and then put zReflecting_Overload_MP2 back into the rogue directory.
@seven: There's no progs.dat in the reflecting_overload zip, just in the pk3 file itself, and there's no progs.dat overwriting it in my directory. Even if I unzip the progs.dat from the pk3, it makes no difference.
If there's a progs.dat *elsewhere* on the forums that's needed for this pack to function properly in MP2 (works fine in ID1 and hypnotic) it should probably be noted at the beginning of the thread.
As a result, you run into issues like start.ent affecting wrong "start" maps, the inability to combine multiple pk3 files and pak files with textures overwriting each other, etc.
The way the Quakespasm solved this issue was to only files to searches back to the owner's source. So if running Rogue start.bsp (in Rogue folder) and an external ent was found in id1 folder, the search for start.ent would stop at the Rogue folder instead of also searching id1 (not the source location of Rogue's start.bsp).
[Likewise, Quakespasm prevents a lot of other problems like external textures being loaded for wrong models and such. I have not experimented with the most recent DarkPlaces, so who knows maybe DarkPlaces has very recently added this but to the best of my knowledge I do not believe it has that feature. And if this is still true, working with multiple pak and pk3 files and search directories is aggravating and there is no reliable way to prevent unwanted consequences or mixed file sets. Quakespasm's solution is not immediately obvious, but is brilliant and prevents wrong .lit files and other file conflicts and really solves some issues that have long made external textures and such so difficult to use with Quake engines.]
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I have been calmly pointing out a bug and defending myself when others failed to listen to reason. I think you're mistaking being direct with being angry.
But the web's a funny place like that
To be honest, the only thing I get impatient with is when people won't acknowledge that there's anything wrong.
I had no interest in defending myself - just in pointing out a minor error that would also inconvenience others. Like I said, I've already got a solution in my particular build, so that's fine-
Cheers-
Matt
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Please, calm down.
I know it is (too) complicated at the moment.
We are working hard on clearing this situation.
Once the new "small mod compilation"īs are released it will be much easier.
No need to override anything then.
Please be patient a little. Things need their time.
Webangel did a wonderful job with the pack.
Thank you for your understanding.
Seven
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... okay.
If reason doesn't work with you, that's fine with me.
Neither the start.ent in reflecting_overload or the one seven's pointed to work, at least, with the version of reflecting_overload at the beginning of this thread.
Maybe your newer version works, I don't know.
Anyway, not my problem.
Actually it is. You may be using a later version, but in the version uploaded at the beginning of this thread, there is no progs.dat anywhere but in the .pk3 files.Originally posted by webangel View PostNot right!
Cheers.
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so yeah, it's zreflecting_overload_mp2.pk3.
no
Not right!
@seven: There's no progs.dat in the reflecting_overload zip, just in the pk3 file itself, and there's no progs.dat overwriting it in my directory. Even if I unzip the progs.dat from the pk3, it makes no difference.
If there's a progs.dat *elsewhere* on the forums that's needed for this pack to function properly in MP2 (works fine in ID1 and hypnotic) it should probably be noted at the beginning of the thread.Last edited by webangel; 11-29-2011, 03:48 PM.
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Well, I deleted everything in the ID1 & hypnotic directories except the .pak files,
and nothing else in the rogue directory contained a start.ent.
Once I deleted the overload_reflecting file,
it started fine.
So yeah, it's zReflecting_Overload_MP2.pk3.
Once that was removed I was able to create a start.ent using the console, and then put zReflecting_Overload_MP2 back into the rogue directory.
@seven: There's no progs.dat in the reflecting_overload zip, just in the pk3 file itself, and there's no progs.dat overwriting it in my directory. Even if I unzip the progs.dat from the pk3, it makes no difference.
If there's a progs.dat *elsewhere* on the forums that's needed for this pack to function properly in MP2 (works fine in ID1 and hypnotic) it should probably be noted at the beginning of the thread.Last edited by xolve; 11-29-2011, 03:40 PM.
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The error must be on your side.Originally posted by xolve View PostJust found a bug in MP2 -
basically the start.ent you've included is not the right one.
You have to delete reflecting overload,
delete the id1 content,
then sv_saveentfile in start to get a correct start.ent that doesn't cause the "seven_think" missing error in darkplaces.
This is using the 3.11 SMC for MP2.
I have tried it just in THIS moment.....
Seven Think is included in this pack!!!
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No xolve,
There is no "bug" in webangels pack.
You seem to forgot to put her mission pack 2 "progs.dat" into your "rogue" folder.
She included it in here "Install" folder.
There are already several updates to her pack available in the "work in progress" thread.
These updates add new custom effects to mission pack 2.
Those custom effects NEED the "progs.dat" with the "custom effects support feature".
So everything is all right.
Best wishes,
Seven
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