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Go Back Home > Forums > Quake Mod Releases > Finished Works > Small Mod compilation Search Forums

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Unread 06-13-2012, 06:27 AM   #1001 (permalink)
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erm... could you perhaps say from what enemy the skin is that you seem to be missing?

would help a lot, cuz theres lots of monsters, and knowing which monster has a missing skin would help a lot to be able to help you
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Unread 06-13-2012, 08:14 AM   #1002 (permalink)
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Originally Posted by metalseed View Post
... Is there a console cmd to print the console output to a .txt ?
Seven made a nice list.
CLICK!! Look at point 15.
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Unread 06-13-2012, 08:58 PM   #1003 (permalink)
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Unread 06-14-2012, 12:18 AM   #1004 (permalink)
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Originally Posted by splitterface View Post
erm... could you perhaps say from what enemy the skin is that you seem to be missing?

would help a lot, cuz theres lots of monsters, and knowing which monster has a missing skin would help a lot to be able to help you
LOL! You replied before to the post where I first mentioned them.

Thanks webangel and bluntz. I will try that and post it if I still can't figure it out.
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Unread 06-21-2012, 01:50 PM   #1005 (permalink)
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Originally Posted by metalseed View Post
the autoexec.cfg in rouge/ were all set to 2 or 4
I just set everything in my id1/ autoexec.cfg to 2
Thanks. Will let you know if I see the rainbow diamonds again
Hello metalseed,

Welcome to this forum. I think we met at a place called youtube, didnt we ?

Regarding your multiskin issue:
There is no magic inside the "small mod compilation"
Changing cvar values will not bring the monster skins into your Quake.
If you do not have the additional monster skin (which you chose via cvar),
DarkPlaces will miss it and give you the beautiful diamond instead.
So what you first need to know is:
Which monster skins do you like/want and add them into your Quake folder.
Then set the cvar according to your used skins.

There is a "starter kit" inside the "small mod compilation".
The reason for this "starter kit" was exactly to help users which are not familiar with it to get a quick and pretty start.
The multiskin cvar values inside this "multiskin autoexec.cfg" will match exactly the multiple skins inside the "starter kit".
If you want to use different or more skins, you need to add them and then set your cvar accordingly.

Setting all cvar´s to "2" will most probably lead to beautiful diamonds

==================

Originally Posted by splitterface View Post
here, i made a quick vid of hexen2 which shows of the water surface and underwater view distortion effects
Hello splitterface,

webangel already guided you to LordHavocs words about the water warp topic. He and MH had a nice discussion some time ago.

But what you maybe didnt know is, that you can change the water warp visual inside DarkPlaces.
There is this tiny cvar:
r_waterwarp
At least you can change the sretching a bit with it.
Default is "1". I personally use "1.7".

==============

Originally Posted by splitterface View Post
btw just last night i had some ideas for things id love to see in the smc...

i love to be able to gib corpses with rockets, but only with the shambler it feels so lame that this huge massive creature that just shrugs of rockets can suddenly be gibbed with a single rocket once he's dead
can it perhaps be changed so that shambler corpses cannot be gibbed at all? it feels kinda lame that when he's alive he just shrugs of rockets, but once he's dead the corpse can be gibbed with just a single rocket
What you asked for can be realized with different corpsehealth cvars for each monster.
Smith has this in his modification.
Smith is a nice guy, who absolutely does not deserve the way he was treated in this forum. That is a shame on its own.
Yes, I can implement this idea into V3.83.


Originally Posted by splitterface View Post
next... another thing which i always thought was kinda weird
players can telefrag monsters, monsters can telefrag monsters, players can telefrag players. cool i love that.
but when a monster teleports to the position of a player the monsters get gibbed instead of the player? thats really weird not? cuz the rules are 'if something gets teleported to a position where something else is already, the object that is taking up the space that the other item tries teleporting to will be destroyed cuz of the sudden takeup of space'
so.. could it be changed so that if a monster tries teleporting to a player position that the player gets telefragged by the monster instead, like it should be?
These rules are declared inside triggers.qc in spawn_tdeath () and tdeath_touch ()
A “death zone” is spawned for 0.2 seconds where the teleport target is.
This “death zone” is inflicting 50.000 damage under these conditions:
1) if a monster is teleporting:
It will kill all other monsters inside the death zone
It will be killed if a player is inside the death zone
2) if a player is teleporting:
He will kill all other monsters and players inside the death zone (except invincible players)

These rules can be adjusted/edited/extended to any other rule you want.
The fact that monster teleporting is a very rare thing makes it priority 2, but as mentioned above: everything is possible.


Originally Posted by splitterface View Post
and last... i had an idea which i thought would be pretty cool if it would be done
i noticed that when flesh-splats are enabled, the fiend and scrag seem to have different colors flesh-splats then the rest of the enemies, the scrag has green splats and the fiend glowing orange splats, which i love
what if those two enemies would not only have different colors fleshsplats, but that also the color of their blood would be changed to match the color of the splats, and that the scrag would have green-ish blood and the fiend would have glowing orange-red blood!
wouldnt that be totally awesome?
Look at how I made the "blood" for ROGUE statues (= debris and dust) and do it the same way to get custom blood for the wizards and demons.
So yes, it is possible and will most probably be inside V3.83.

Seven.
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Unread 06-21-2012, 02:05 PM   #1006 (permalink)
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Seven returns!
So I need to find the missing Enforcer skin in the "starter kit" and move it to my quake folder?
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Unread 06-21-2012, 11:23 PM   #1007 (permalink)
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It is not THAT easy, because I do not know what skins you already have.
You have to keep a naming convention for the multiskins if you add your own.

Best thing in your case would be to contact splitterface.
She likes it to bundle skins together.
So she will be happy to help you with the enforcer issue.

As you already found out, Quake (as well as all other games) is very sensitive when using multiple custom extension packs at once. If you are not completely sure what to do.
Some do overwrite things and some break other things.

So either delete all custom monster files and use the 'starter kit' alone or use splitterface´s packs.
Whatever you do, be sure to adjust the cvars accordingly.
So that Quake "knows" what monster skins you want to use.
If you are sick of all that "skin-sh*t", set all multiskin cvars to "0".
(this is the default setting)

There are many friendly people here to help.
Good luck metalseed.
Seven
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Unread 06-22-2012, 07:38 AM   #1008 (permalink)
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ive already shared a copy of my complete darkplaces folder with metalseed, which has everything set correctly with multiskins and such

if you just use that copy of darkplaces you got from me without changing anything to it and not adding or removing any stuff you wont have any problems at all metalseed


but yeah, if you want a combination of specific models and skins for certain enemies, just let me know through a pm and ill be happy to whip you up an easy to use pk3 with those models/skins
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Unread 06-22-2012, 07:55 AM   #1009 (permalink)
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hmm seems i really should start learning qc, not? i keep having so much new ideas and such, would be nice if i didnt have to ask you every time but could do such stuff myself


i tried looking at those 'spawn_tdeath ()' lines but i dun compleely understand it, and i have no clue which command id need to replace and with what to make it so that monsters will telefrag the player if they tp to a player position


monster blood... pretty much same thing, i dont get it, lols. i know nothing of qc


cant wait till you reimplent diffferent healths for corpses again. personally i only care about having it for shambler, since i have it set anyway so that monsters can only be gibbed with explosives and i like it that way, that every corpse can only be gibbed with explosives.


about the water warp... meh it looks a bit nicer with higher, but still its a quite lame effect
i wonder why the original totally awesome looking water effect from original quake was taken out in the first place in darkplaces, since it was a standard effect from quake. im curious as to why lordhavok decided to remove that awesome water-effect and replace it with that lame stretching instead?
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Unread 06-23-2012, 02:16 PM   #1010 (permalink)
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Originally Posted by splitterface View Post
hmm seems i really should start learning qc, not? i keep having so much new ideas and such, would be nice if i didnt have to ask you every time but could do such stuff myself
Why not ?
If I could learn the basic of QC, why not you too ?


Originally Posted by splitterface View Post
i tried looking at those 'spawn_tdeath ()' lines but i dun compleely understand it, and i have no clue which command id need to replace and with what to make it so that monsters will telefrag the player if they tp to a player position
As mentioned above, the function "spawn_tdeath ()" spawns a death zone.
It declares a touch function for it: "tdeath_touch ()"
Now you need to delete or comment out the lines that handles the monsters:
Code:
if (self.owner.classname != "player") { // other monsters explode themselves T_Damage (self.owner, self, self, 50000); return; }
That is it.


Originally Posted by splitterface View Post
monster blood... pretty much same thing, i dont get it, lols. i know nothing of qc
I admit, this is complex. What I wanted to say with:
"Look at how I made the custom "blood" for ROGUE statues"
is, that it is very possible. And custom blood for special monsters has already been done in "small mod compilation" for Rogue.
It is complex though, due to all the death animations and gibbable corpses code has to be modified as well.
I plan to implement it into V3.83 as said above.


Originally Posted by splitterface View Post
about the water warp... meh it looks a bit nicer with higher, but still its a quite lame effect
i wonder why the original totally awesome looking water effect from original quake was taken out in the first place in darkplaces, since it was a standard effect from quake. im curious as to why lordhavok decided to remove that awesome water-effect and replace it with that lame stretching instead?
Dont do the same mistake that many others do.
Every engine dev (and I really mean every) has a clear vision of how his engine shall be and look like.
Calling something "lame" is just a personal taste, that is not valid for everyone.
Maybe LH like it the way it is. Who knows ?
You may call it "lame" that MH´s engine does not use the same particle system like DP. But it is meant that way. MH has a good reason for it.

I must admit though, that LH has given his engine out of his hands somehow.
Many other people develop "his" engine further. So a mixture of many people is visible and might be the reason for some features.

But enough of this
Thank you for your comments and feedback.
I will try hard to implement them.

Best regards,
Seven
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