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Unread 05-24-2011, 06:01 AM   #102 (permalink)
Chthon
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Dani,

First of all, Feedback is important.
Dont be afraid to post negative Feedback !
It helps to keep projects like this one alive.
Worst thing that could happen is, if nobody writes anything after a new release.
This leaves totally uncertainty to the author, and will most probably lead to the end of its development.


Now on with your specific question:
I also think that kickable gibs are fun, but will be boring quick.
I just had a discussion about this topic with OoPpEe too.


Yes, it can be done. You can enable/disable this feature.

Basically we have many different options (for enabling/disabling):
1.) Use 2 "impulse" commands to handle it (BEST way in my opinion)
2.) Use .ent files to handle it
3.) Use temp1 to handle it

All of the above alternatives needs a small qc change to the mod.

Other ideas could be to help you temporary:
4.) copy the qc files, edit out the 2 kick_touch calls in player.qc, compile it. Use it.
5.) Avoid gibbing the enemies corpses
6.) Use the normal version rather than the double gib version.


Point 4.) is unbelievable easy and done in 1 minute.
So I could include both versions (with and without kickable gibs) in the zip files, that you donwload in 1st post.
So you can choose the one you like (switching this feature on/off is not possible then).

I will include the 2 "impulse" commands (point 1.) into the next version, so that you can enable/disable it.
The only small negative point about impulse commands:
You have to push your binded key after every map start.
It does not work like a cvar, which is a global (engine driven) thing.


So points 1.) + 4.) will be in my next releases.


Kind regards,
Seven
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Unread 05-24-2011, 06:25 AM   #103 (permalink)
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great to know Seven! I too am looking forward for a modified QC version (point 4) without kickable gibs. I've implemented a version myself time ago on your mods, but I haven't kept pace with your great releases, such as rain effects.
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Unread 05-24-2011, 01:52 PM   #104 (permalink)
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i'm having an issue with your nails torch and footsteps pack, i can't get nails to work. i've tried it alone and with various other packs and the only way i can get nails to work is with the full pack of all the mods (2.73) but all i want is the torches footsteps and nails sticking in walls. any advice? if i could somehow disable the other effects that i don't want from your big pack i would use that :-) btw is their a darkplaces .out file, that shows everything that darkplaces has tried to load after you quit so i can post it so you'll know what i have going on with my installation so you can tell me if i have a conflict?
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Unread 05-24-2011, 02:55 PM   #105 (permalink)
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Hello thechadisgr8,

I merged your 2 issues into this thread if you dont mind:

1.) Increase your HUD to reach left and right side + bigger scaled.
You posted a pic of how it should be:


Yes, you can achieve it with these 2 cvars (I use them myself):
- "vid_conheight"
- "vid_conwidth"


Darkplaces adjusts these values automatically according to your screen resolution by default.

Screen comparism (for a resolution of 1680*1050):
left: original HUD / right: bigger HUD (used values height: 280, width: 380)
/

A different arrangement of the HUD is not possible in DP.
(there is a TUT at inside3D about doing it, but this should only be done by elder people)
ezQuake is master of all classes in customization !
You can adjust almost everything in ezQuake with a "simple" config file...



2.) Your issues with the "nail position torch and footsteps ONLY pack":
This is most probably only a misunderstanding.
You most probably think, that "nail position" means "nails stick in walls".
This is not the case.
It only corrects the position of the spawned nails out of the nailgun (see included screenshots in the .zip).
If you want the "nails in walls" mod you have to use V2.73.

Anyway, be sure to use this DP build to avoid any issues.

As mentioned above, if you are a little familiar with QC editing you can easily remove the kickable gibs in V2.73.
I described it 3 posts above. All other features should really not bugging you/someone.
As those are only small enhancements, which are barely visable.

Kind regards,
Seven

Last edited by Seven; 05-24-2011 at 03:12 PM..
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Unread 05-24-2011, 05:02 PM   #106 (permalink)
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Point 4.) is unbelievable easy and done in 1 minute.
So I could include both versions (with and without kickable gibs) in the zip files, that you donwload in 1st post.
So you can choose the one you like (switching this feature on/off is not possible then).

I will include the 2 "impulse" commands (point 1.) into the next version, so that you can enable/disable it.
The only small negative point about impulse commands:
You have to push your binded key after every map start.
It does not work like a cvar, which is a global (engine driven) thing.
I see, the impulse commands doesn't convince me at all because of the key binding.. The point 4 seems to be the best choice, but I really don't have ANY qc editing knowledge.. I supose I need a tuto..
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Unread 05-29-2011, 01:49 PM   #107 (permalink)
Chthon
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UPDATE 20110529

- added new death animation: "ancient ghosts of the fallen" (fully adjustable via cvar "ghost")
- added new phantom sword death animation in Rogue (dying knight spawning/fading in)
- added cvar "kickgibs" to enable/disable kickable gibs
- increased gibbable corpses health from 30 to 50

Please find updated Download Links in 1st post.

Kind regards,
Seven
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Unread 05-29-2011, 02:14 PM   #108 (permalink)
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Wow

the new ghost effect is really great. Thank you.
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Unread 05-29-2011, 03:28 PM   #109 (permalink)
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Thanks for the update Seven, I tried your "kickgibs" cvar, I turned to "0" but I can't walk over a gib and I get stuck.. Not good news.. :/
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Unread 05-30-2011, 12:01 AM   #110 (permalink)
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Hello daniocampo1992,

You should start to read included readme´s.
If you dont, things will not work for you.

If you have a problem with kickable gibs, I suggest you read the 'kickable gibs readme'.
Then you will see, that value "2" disables it.
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