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silverjoel
Most users ever online was 2,542, 06-04-2016 at 12:58 AM.
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Unread 06-08-2017, 01:54 PM   #2941 (permalink)
Chthon
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Originally Posted by MostWanted View Post
Thank you very much for your help Seven. Here throwing some ideas for optionals for your consideration:

-Adjustable height

-Slow mo optionals for Pentagram and Quake Symbol.

-adjustable speed per weapon.
Hello MostWanted,

Depending on how much you want to grow bigger your 1st suggestion is a 1-liner. If 3-4 quake units is enough for you, you only need to change the eye position offset by that much.
You should not face any issues when only changing your view position by that much. Your hull size does still fit and your weapon projectile offset is still not that bad (as their impact position will be quite much lower than your screen center aka crosshair).
Adjust the z-value of self.view_ofs = '0 0 22'; accordingly.


Regarding your second suggestion:
Wouldnt the ring powerup fit more to the slowmotion idea ?
Like in a sneak game where you walk around in darkness without beeing seen ?
Anyway, the code for the slowmotion is already implemented into the smc. You can use it for any powerup as well. The source is included.


Regarding your 3rd suggestion:
You mean the fire sequence ?
That is possible as the complete quake gamecode is based on .nextthink´s for which you can use auto_cvars. In this special case .attack_finished. You only have to be careful that your player animation still matches the weapon fire sequence. It will sure look weird with small values.


Regards,
Seven
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Unread 06-08-2017, 05:14 PM   #2942 (permalink)
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can you give me the complete line of the z value and where should I place it?

The idea for the slow mo came from gta. XD


The 3rd suggestion is about setting optional movement speed depending on weapon holding.
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Unread 06-09-2017, 10:16 AM   #2943 (permalink)
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Hello MostWanted,

I extended the mod to be able to adjust the players height (eye level).

You can set his height via cvar in your smc_config.cfg.
You can also change his height with 2 impulse commands in-game:
impulse 60 will make him taller
impulse 61 will make him shorter

You can play around with the impulse commands in-game to find your favorite height. Your current height will be displayed on the top left corner of your screen when using the impulse 60 or 61 commands. You can then set the new cvar accordingly in your smc_config.cfg and it will be used in all maps.

I do not know which SMC version you are currently using.
Please download the patch depending on your current version (I recommend using SMC v5.50 beta_3):

For SMC v5.41
For SMC v5.50 beta_3

Please read the included readme.txt for further instructions and notes.

Have fun,
Seven
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Unread 06-09-2017, 06:38 PM   #2944 (permalink)
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I've tried using the impulse 60, 61 but I see no difference nor indication in the left side of my screen. I updated from 5.41 to 5.53.
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Unread 06-09-2017, 07:10 PM   #2945 (permalink)
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Wait! No I didn't downloaded your second file at first, now I did and it works! I cant believe you did that little update for me! Thank you very much Seven you're worth your weight in gold for this game! I played with it a bit and now I understand why it shouldn't be adjusted to an extreme since some areas of the maps are too low for the player, although it looks much better in other areas. Thanks again seven!
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Unread 06-20-2017, 06:09 PM   #2946 (permalink)
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Seven,

Are you the author of this mod? I wanted to ask you who within Mangled Eye Studios gave you permission to steal the Mysticface model / artwork from their commercial Dark Salvation game?

I'm pretty sure nobody gave you permission to do this, so I'll assume you feel that anything on the internet that don't belong to you is fair game to use how you see fit? All you did was make a few adjustments to the texture. Uncool stealing assets from commercial games or other mods.

No need to question what I mean, it is pretty obvious.

Your Mod:


Mangled Eye Studios / Dark Salvation Game:

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Unread 06-20-2017, 06:43 PM   #2947 (permalink)
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@MangledEyeStudios BWAHAHAHAHAHAHAHAHAAA!!! That's quite rich of you to claim intellectual property over what's a blatant ripoff of Doom's Lost Soul! You wanna take this to id Software to know what they think? Jeez...
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Unread 06-20-2017, 06:59 PM   #2948 (permalink)
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Originally Posted by bfg666 View Post
@MangledEyeStudios BWAHAHAHAHAHAHAHAHAAA!!! That's quite rich of you to claim intellectual property over what's a blatant ripoff of Doom's Lost Soul! You wanna take this to id Software to know what they think? Jeez...
Not taking a side - but for clarification the poster is implying that the actual model was taken from their game. Not the design or type of creature.
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Unread 06-20-2017, 07:31 PM   #2949 (permalink)
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Maybe, but the model is a ripoff of id Software's lost soul... Also, I googled them and the studio went kaput 5 years ago.
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Unread 06-20-2017, 08:13 PM   #2950 (permalink)
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Originally Posted by bfg666 View Post
Maybe, but the model is a ripoff of id Software's lost soul... Also, I googled them and the studio went kaput 5 years ago.
Big difference in an inspired design than blatantly stealing an exact asset from a game. Not sure of your excellent research skills but Mangled Eye Studios never went kaput at any point.

Anyhow, I'm sure you understand what was mentioned in the original post. He took the exact assets from the game. A very lame thing to do for anyone to do.
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