Announcement

Collapse
No announcement yet.

SMC addon mods

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • _Smith_
    started a topic SMC addon mods

    SMC addon mods

    There is little point in releasing any small QC mods for Quake that are not implemented on top of Seven's SMC now, a thread with addons to SMC may be usefull.
    Intention of this thread is to inspire further community driven development of the SMC and save Seven's thread from being derailed by it. Some rules:

    1. When you post something for the first time I'll add a link with your nickname to your post in the OP.
    You can later edit that post to add new stuff and it'll remain linked from OP without me being involved.
    2. You are free to add anything on top of works released in this thread.
    3. Seven's SMC should be required for your addon to work. For users convenience include other dependencies with your mod ( if you can ).
    4. Don't put any other nicknames than yours in the package name, but write in the readme on top of what other works you've added new features.
    Include readmes supplied with other than SMC mods you've integrated.
    Last edited by _Smith_; 07-10-2012, 09:10 AM.

  • _Smith_
    replied
    Of course we can I'll be happy if anything I've made is of any use to you.

    I've used modified spawn and think functions from dpmod.
    Physics are made using gyro. Casings use separate gyro channel.

    I have to go now, see you tomorrow.
    Last edited by _Smith_; 09-17-2012, 06:12 PM.

    Leave a comment:


  • Seven
    replied
    Originally posted by _Smith_ View Post
    I've included lightbeam models with entites pack. Webangel have these readmes in her Reflecting pack...
    I haven't included these license readmes last year and you remember how it ended
    Ahhh, I remember.
    But you do not need to worry. The Sitters legal file is only necessary when you include Sitters files. Which is not the case. The other 2 are for the lightbeam models. Yes.

    I have some suggestions for the shell casings (you seem to use LH´s code).
    Reason: I also added shell casings for V4.1 because of splitterface and ezzetapi´s thread.
    If we could merge these together, it would be nice.
    I made additions to:
    - appearance on the floor (makes them look more random)
    - sound variation and usage
    - cvar usage to adjust the ejecting position for personal liking
    - fading out visuals

    Regards,
    Seven

    Leave a comment:


  • _Smith_
    replied
    Hell, I've forgot to put casings models into .pk3 Please redownload: *deleted*

    I've included lightbeam models with entites pack. I believe I have these licenses from Webangels pack I've downloaded last year...

    You make them spin in touch function, so they start spinning when bounce out of something.
    But not when 'kickgibs 0' I believe it looks better that way. I can make this change optional if you don't like it.
    I may remember wrong since some time passed since I was making this change...

    EDIT:
    Oh yes I know now. Whith kickgibs they start jumping before you visibly touch them.
    So when I was shooting them they were kicked at the same time, but I though I was shooting them and they were spinning
    I'll either make it optional, or remove it.
    Last edited by _Smith_; 10-28-2012, 01:28 PM.

    Leave a comment:


  • Seven
    replied
    Hmmm I think I saw these shell casings before...


    I dont understand your sentence:
    - fixed gibs not spinning when shot - when 'set kickgibs 0'
    They never spin, when shoot. They only spin when kicked.
    The SMC is working this way... There is no difference to your addon as far as I can see. I remember, you once forgot to include the code for 'classic spinning' for gibs (in kickgibs.qc) in one of your addons before. Did you mean this ?

    Why you add Sitters license, when you dont include any models from him ? Did you forget some in your .zip ?
    Please advice.
    Seven

    Leave a comment:


  • _Smith_
    replied
    Sorry, there was a bug, multiskin feature was always enabled. I've forgot to actually implement this cvar, I was sure I did and tested it at some point...

    Please redownload: *deleted link*
    Last edited by _Smith_; 09-17-2012, 07:19 PM.

    Leave a comment:


  • gdiddy62
    replied
    Will give this a go tonight Smith.

    Leave a comment:


  • _Smith_
    replied
    SMC_v4.01_addon

    This addon requires Seven's SMCv4.01 to work. Saves that were made with new zombies addon won't be compatible - it is not implemented yet !
    If you don't like particles effects I've modified you can just remove effectinfo.txt and particlefont.tga. Code is compatible with original SMC effects.

    This is "beta" release. I want it to be tested by few people that care.
    So I can use some feedback to fix and finalise it, before I'll start working on final version using SMCv4.1 as a base.
    Also, please tell me what you think about autoexec.cfg layout and descriptions. Is it easy enough to read and understand ?

    *** SETUP IMPORTANT ****
    Remove all .ent and _effectinfo.txt files from id1\maps\ folder.
    Make it sure that this addon is after both, Seven's SMC and Webangel's Reflecting Pack in alphabetical order.
    Replace your autoexec.cfg with the one bundled with this addon.

    *** FEATURES ***
    Look into included autoxec.cfg to learn about new features:
    - ammo casings with gyro physics
    - new explosion effect, it was designed without bloom in mind, but looks good with basic bloon, with HDR bloom it's a bit too bright
    ( you can choose via cvar between new and Jakub1'st/Seven's effect )
    - optional physics changes
    - ent files addon customisation
    - bunch of new cvars for more user control over SMC

    Particles effects: New ( explosion, blood ) and modified ( spikes, gunshots, particle fire, lavaball, watersplash, wizard, lasers, teleport ).

    other fixes/changes:
    - extra blood splash when gib is bouncing off the surface, with 'set bloodextension 1'
    - fixed gibs not spinning when shot - when 'set kickgibs 0'
    Last edited by _Smith_; 09-17-2012, 07:20 PM.

    Leave a comment:


  • _Smith_
    replied
    It wasn't until 2005 before Internet connection became affordable in my area. Only multiplayer experience with Quake I had as a kid were few lan parties.
    But there wasn't too much gaming anyway, because we always got drunk too fast

    I remember when I saw Quake for the first time. I was watching my friend playing.
    Remember that Fiend that jump over the bridge at the beginning of e2m2 ? We both saw Quake's Fiend for the first time...
    He had pushed himself away from the desk so hard, that he literally landed on the floor on his back. We couldn't stop laughing

    For me it'll always be about atmosphere and kickass level design. I hadn't used to play shooters multiplayer as a kid and don't have interest in it now.
    You can't learn old dog new tricks

    P.S.
    I've released silently v1.23 at 18/05: it adds an option to deactivate gyro on heads after given time.
    Last edited by _Smith_; 07-10-2012, 01:40 PM.

    Leave a comment:


  • gdiddy62
    replied
    I agree with the first part of your post Mindf!3ldzx. Not sure of the multiplayer part though as I have a distaste for getting schooled for hour after hour thanks to being a newb at such things!


    Some people prefer the creation more that's all. I've not created anything of my own either, but I have changed the effectinfos and compiled some code with the help of others. I just don't understand the territoriality or ego pissing contests here sometimes. If you don't want people to use your stuff and mod it more don't put it up in the first place I guess. I'd take it as a compliment personally. I can appreciate the feeling of wanting credit for the work you do, but I do have trouble understanding the hostility so many creators display here towards one another. I feel like I'm sticking my neck out a bit by writing this, but oh well.

    Leave a comment:


  • Mindf!3ldzX
    replied
    news flash : your contributions to this game are exactly that, and if you imagine a Pyramid, the guys developing for DarkPlaces in todays day, might be creating custom content for darkplaces but they are still hacking/modding the ORIGINAL game.

    You can't get bent out of shape over people modifying your content when your modifying someone elses content to start with (no matter how ground breaking or wtf ever your custom content IS,its still fn based on Q1)

    Every bit of effort here that ever occurs about Quake1 is based on someones hard work prior to yourself. As long as credit is given for what was original and document what you changed (making a 0 to a 1 constitutes noting)

    If anyone has ever preformed a task,and then someone comes behind you and REPREFORMS the same task for whatever reason, USING the original content / settings, then you understand how easily it can piss you off / first response is one of defensive position / how fucking dare you / rants stemming from feeling its a personal attack.

    Don't make me fn grape all of you into remembering this community is bigger than any one person,and the quality OR quantity to what you bring or brought to the table is irrelevant. I've never made a fn quake mod, never created any custom content, never edited shaders and ETC ETC ETC. I've never successfully compiled a progs.dat from with in Windows.

    What I have done is bitch when bitching is needed (or not needed)
    hammered newbs like kimp when needed
    rage-bitched about how hard it is to install you guys fn updated darkplaces content (sort of pushed everyone into using PK3's,cuz anything less SUCKS,and I regularly bitched about how much it sucked)

    I also take note of when random new guy posts a question , if I reach the post first I'll attempt helping them out, even if I know zero on the subject and that happens way more often than me actually knowing something.

    Point is, no more pissing contests SRS. If you can't take the compliment of that someone seen your work / decided to progress it further / AND makes efforts to resolve issues with original author , then maybe you should isolate yourself from society,or atleast me. I'm sure to piss you off sooner or later,and society ,well, YEA. thats another garuntee'd issue your gonna have.

    I wish all you custom content creators would fn play multiplayer Quake.

    /OR/

    bring your talents to the Multiplayer SIDE of Quake1. Theres more to quake that monsters and Episodes 1 through 4.

    It did come with DEATHMATCH, that would be the most "unupdated" section of Quake1, its still surving on the same old shit it has been short of custom MODS courtesy many QC coders..

    Single player Single Player SingLE player 1 PLAYER WTFOK

    Leave a comment:


  • _Smith_
    replied
    It was there by accident. I don't remember how it ended there. I wasn't even aware it's there until your post
    This addon was not using it. I've reuploaded without it.

    Leave a comment:


  • gdiddy62
    replied
    @Smith
    How do I get the lightning you have in your particlefont to work correctly and appear as it is in the folder?

    Leave a comment:


  • xolve
    replied
    Please guys- don't worry about me,
    I think Webangel needs your support, so give it to her-
    [email protected]#

    Leave a comment:


  • nahuel
    replied
    Please!!!!!!! Stop the fight!! QUAKE and qc 1.06 was released in GNU!! WHATS THE PROBLEM!!!!!!!!!!!!??

    Leave a comment:

Working...
X