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Mr.Burns
Most users ever online was 2,542, 06-04-2016 at 12:58 AM.
Go Back Home > Forums > Quake Mod Releases > Finished Works > Small Mod compilation Search Forums

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Unread 11-09-2010, 06:16 AM   #11 (permalink)
Chthon
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kingennio,

First of all, what is your exact problem ?

Is it that your torches are shell-ammo models ?
Is it only in the map from your screenshot (i guess its E1M2) or in every map ?
How does your Start map look like ?
Is this issue also in Mission packs (using my hipnotic and rogue pk3´s) ?
Do you have the same issue with my older mod compilation from 2007 (find it here)

To help you with your issue I need much more information.
- What does your console say ? Is there any warning after starting a map ?
- Which DarkPlaces build do you use ? Do you use my recommended (see 2 posts above) ?
- Is your Quake patched to 1.06 ?
- Which files and subfolders are in your ID1 folder ?
- Is your pak0.pak or pak1.pak modified ?

I suggest the following to find the root cause for your issue:
1.) Remove temporary ALL files and subfolders out of your ID1 except: pak0 and pak1. (remove also your config and autoexec)
2.) Now Put only my pk3 (small mod compilation) in your ID1
3.) Use the DP build from 2 posts above (so that darkplaces.exe is in your main Quake folder)
4.) Now start Quake
5.) If the problem is gone, put one pk3 after the other back into your ID1 folder and test Quake each time.
6.) If the problem isnt gone, delete my pk3 as well and see if its gone.


Due to the fact, that almost no user gave feedback yet (even though the file have been downloaded more than 10 times),
I dont know if the problem exists for others as well.


@ webangel
Do you still have problems with my corrected pk3 for Quake ?
Are Mission Packs affected ?


Thank you for your answers/feedbacks.
Seven.

Last edited by Seven; 11-09-2010 at 06:21 AM..
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Unread 11-09-2010, 07:04 AM   #12 (permalink)
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Hi Seven,
thanks for your kind support! I managed to get rid of the problem by deleting the old save files. Now I've restarted all and everything seems to work fine. Thank again for your support and your great packs!
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Unread 11-09-2010, 07:56 AM   #13 (permalink)
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Aah, it's the old "loading a save resulting in a precache desync" bug. It looked like that as soon as I saw the picture.
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16:03:04 <gb> when I put in a sng, I think I might need nails
16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve
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Unread 11-09-2010, 10:02 AM   #14 (permalink)
Chthon
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@seven.
no. everything works fine.
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Unread 11-11-2010, 09:03 AM   #15 (permalink)
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Seven,
is it possible to take apart the various mods from you pack? For instance I'd like to use the nailposition fix and the newfire, but I'd like to remove the footsteps and kickgibs. What are the files I can delete? Thanks
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Unread 11-11-2010, 09:20 AM   #16 (permalink)
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kingennio,

this is a modification of QC files.
It is totally different to "gimmicks pack´s" like High-Res-Textures or DP-Pretty-Water.
You cannot simply delete something. You have to change the code.
I included the source code for my pack in the download.
You can compare it with the source code for Quake 1.06 and will see the difference.

So what you want to do is, remove my code-modifications.
Its simple, if you use a text-comparing-program like winmerge or Beyond Compare.

You must understand QC to do that of course !

After you modified the qc files, you must compile them to create the new progs.dat.
Use the included FTE compiler for this job. There is a version with GUI included as well.

Kind Regards,
Seven

PS: 3 years ago I uploaded the single modifications here:
- NailgunNailPosition Only
- NewFire Only

Last edited by Seven; 11-11-2010 at 09:52 AM..
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Unread 11-11-2010, 09:58 AM   #17 (permalink)
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Thanks Seven. Indeed it looks too complicated. I'll stick to the 4 mods together then...
BTW, I sent you a PM with the link to the normal maps.
Regards
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Unread 12-01-2010, 03:48 PM   #18 (permalink)
Chthon
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UPDATE 20101201

I extended this pack once again by adding:
- Nails stick in walls (Special Thanks to Spinvis for this great mod)
- Plasma Gun bug fix in Mission pack 2 for DarkPlaces (Special Thanks to OoPpEe for his workaround)
- Tweaked the Lava Nailgun Nail-position a bit


Nails stick in Walls mod:
This mod makes nails stick in walls. (see screenshots)
Spinvis used the tutorial from Pastor as base,
but tuned it pretty much (adjusted the visible nail-lenght and so on).

,


Plasma Gun bug fix in Mission pack 2 for DarkPlaces:
There is a bug in DarkPlaces (until today 20101201) which prevented the
plasma gun shot from flying forward. Instead it was stuck in the air.
OoPpEe manged to circumvent this bug by editing the MULT_WPN.QC.
Maybe in the future (when LordHavoc killed the bug) OoPpEe´s fix is no longer necessary
and can be removed (it is edited in the .QC file).


Updated Download Links in 1st post.

Kind Regards,
Seven

Last edited by Seven; 12-01-2010 at 03:53 PM..
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Unread 12-21-2010, 03:19 PM   #19 (permalink)
Chthon
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Correction 20101221

I noticed, that the Lava Nails didnt stick in the walls.
Regular Nails did work fine.

I checked the QC files and found that I forgot to update "LAVA_WPN.QC".

This is fixed now. Now all things work properly.

Updated Download Link (Rogue) in 1st post.

Kind Regards,
Seven
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Unread 12-21-2010, 04:20 PM   #20 (permalink)
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Have yet to try this. One question I do have to ask. Do the nails stay in there forever or will they disappear after awhile?
I think I may borrow the nail code you got and after 30 secs - 1 minute they will "explode" (zero damage) into just small little metal gibs (which disappear quickly)
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