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Small Quake extensions

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  • webangel
    replied
    Hi Seven,
    the burning corpses effect looks great.

    Leave a comment:


  • Seven
    replied
    Originally posted by Mr.Burns View Post
    Hopefully one day I'll be able to run all of these effects
    Hello Mr.Burns,

    Please dont confuse the "small mod compilation" with other DarkPlaces replacement stuff.
    It does not have "Pretty water", or any other performance killing things included.

    If you can run pure DarkPlaces, you also can run the "small mod compilation". Yes, the compilation also has some performance affecting things (like particle fire), but you can easily switch it off anytime via cvar.

    The rest of the particle effects do only exist for a very short time (like explosion effects) and will not affect your playing experience.

    Many people think that they have to enable all the bells and whistels when using DarkPlaces. But that is not necessary. You can also use stock DarkPlaces without these things. The "small mod compilation" dont need them as well.

    And that is also the main task of the SMC. It shall be as customizable as possible to be adjustable to different personal likings.


    Originally posted by gdiddy62 View Post
    Hello Seven,
    I am getting a different particle effect than the one you show in your video, is this your intent or do I have a setting wrong?
    Hello Jeff,

    You are using a different custom particlefont. This particlefont does not match the SMC Update. Please remove your custom particlefont and use the one that comes with the compilation.
    Your custom particlefont is either inside your subfolder "particles" or in another .pk3 file with a "z" or similar at the beginning.
    The wrong textures that you see on your screnshot are 37-39.

    Kind regards,
    Seven

    Leave a comment:


  • gdiddy62
    replied
    Hello Seven,
    I am getting a different particle effect than the one you show in your video, is this your intent or do I have a setting wrong?
    Attached Files

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  • Mr.Burns
    replied
    Excellent stuff Seven. Hopefully one day I'll be able to run all of these effects Until then please keep up the superb work

    Kind regards

    Monty

    Leave a comment:


  • gdiddy62
    replied
    I really like the idea of burnable corpes/monsters Seven! Would it be possible to also incorporate some of the death animations to the corpse of the zombie? It would be nice to see the animation of our choice spring from the new zombie (or other monster corpses too).

    Excellent stuff!!!

    Leave a comment:


  • Seven
    replied
    Dear all,

    Today I reworked the new zombie code and implemented some new effects which I wanted to add for quite a long time into Quake:
    - burnable corpses/monsters
    - mystical pentagrams

    Those are only effects, not game related...
    You can enable / disable them via cvar.

    Here is a clip to see how it looks:
    [ame=http://www.youtube.com/watch?v=9L0IaVgAYbI&list=UUbX7uVIXqMzBza0YmLJuMdw& index=1&feature=plcp]Quake alternative zombies addon - YouTube[/ame]

    I know it is maybe a little overdone, but it is fun to implement these things and learn with every new modification more about Quake, QC and models and stuff...

    Anyhow, you can disable it if you do not want it via 1 cvar.

    I released the packs and replacement models in 1st post.

    It would be nice if you at least give them a try. Maybe you like it...

    Have fun,
    Seven

    Leave a comment:


  • gdiddy62
    replied
    @Seven,
    It is a minor thing Seven and I have come to realize the limitations that Quake has as I've slowly experimented with code and effectinfo. You are very kind to send me something in spite of the limitations youe were working under.
    Thank you for your graciousness!

    Jeff

    Leave a comment:


  • Seven
    replied
    Thank you.

    Jeff,
    Believe me that I spent much time for the dog´s idle animation.
    But the 9 frames from Quake 1 are simply too few to make something special with it. The Quake 1 monsters idle animations are always very subtle. Almost not noticable from a distance.
    The dog´s idle animation from the Quake 2 TC had 40 frames !

    I decided to stick to the current form because of one reason:
    You will most probably dont see the idle animations in-game because of the fact that the monster will see you and switch into "run" animation at once.
    Exceptions: You wear the ring or sneak from behind...

    But of course I want to fullfill your request and sent a 'special' dog-model with Q1-like animation to you.

    Best wishes,
    Seven

    PS: The shalrath for example has no idle animation at all...

    Leave a comment:


  • gdiddy62
    replied
    I am so fond of the walking animation for the dog model! I just am not liking the head sway on the dog's idle animation. Is there a way to change that seven?

    I love the idea for the axe!

    Can't wait for this Seven!! Excellent ideas and implemantation as always!!
    Last edited by gdiddy62; 09-07-2012, 07:59 PM.

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  • Mr.Burns
    replied
    Just to echo Sylux's words, very nicely done Seven. Please keep up the good work.

    [+1 rep]

    Kind regards

    Monty

    Leave a comment:


  • Syluxguy28O3
    replied
    that idea with the axe is brilliant! it makes the axe useful for once. nice work as always seven!

    Leave a comment:

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