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Unread 12-30-2011, 02:23 PM   #501 (permalink)
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Is it possible last update broke support for window lightbeams at least in SoA? I don't see them any more there and I am looking for the cause of this...

*EDIT DEC 31*
Seems it's only happening in HIP2M1. Maybe rather a problem with one of the shader files by webangel.

Last edited by NightFright; 12-31-2011 at 11:59 AM..
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Unread 12-31-2011, 11:38 PM   #502 (permalink)
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Hi Seven...I think your work here is awesome!. I have one perplexing issue. The Quake and Hipnotic complations work perfect for me..I just installed the .pk3 files in those respective folders and everything was great, but for some reason the Rogue compilation won't work properly?...i installed it in my rogue folder but when i play that mission pack...some of the particle effects do not work? specificallly the weapon effects (smoke when firing), the torches on the wall do not use your new fire effect and the enemy death animation effects...just wondering if you had a clue as to how to fix it?. pretty much everything else in there works.

Last edited by papamac67; 01-01-2012 at 12:01 AM..
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Unread 01-01-2012, 12:27 AM   #503 (permalink)
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PS...I tried adjusting the CVAR's and adding them to my autoexec.cfg which did not work and I also tried using the hipnotic .pk3 and renaming it "rogue" and using that..also did not work...as i said most effects work...just the ones I mentioned do not???....very frustrating as I love the weapon muzzle effects!
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Unread 01-01-2012, 05:25 AM   #504 (permalink)
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Do you have the same issue when you start a new game ? If not and you are continuing with old save – restart level. I don't remember console command, you can just allow yourself to get killed, same result.
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Unread 01-01-2012, 02:33 PM   #505 (permalink)
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Thanks for the reply but...I fixed it!..yeah Baby! I'm not sure where it came from but I noticed a "progs. DAT file (704mb) in the ID1/rogue folder?...and I knew there was already an 894mb progs.DAT in the ID1/rogue/Rogue_V3.61_small-mod-compilation_Seven folder...so I deleted the 704mb one and that did the trick!...all effects works now.
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Unread 01-02-2012, 09:44 AM   #506 (permalink)
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What?
progs.dat in SMC 3.61 is only 693 kilobytes.
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Unread 01-02-2012, 06:01 PM   #507 (permalink)
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Ideas for future updates: While Ranger's drowning the screen should slowly fade to black, as in the game Blood. As Caleb drowned the screen slowly faded to black until it was all... black. Really cool and creepy idea, it really feels like you're done for.
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Unread 01-02-2012, 06:16 PM   #508 (permalink)
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Hmmm, but then please make it optional. I lose orientation in Blood when the screen becomes dark underwater. xD Alternatively, an oxygen "expiration bar" would come in handy.
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Unread 01-02-2012, 08:46 PM   #509 (permalink)
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i like that idea too, screen fading to black when you're drowning.

and the oxygen bar sounds like a real good idea too, so you know how much oxygen you have left.
its annoying to have no clue when you're about to be out of oxygen
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Unread 01-02-2012, 11:07 PM   #510 (permalink)
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Also if you do the screen fading to black in water, why not make it so when you die your screen fades to red (kinda like DirectQ) and maybe then black. It would make it feel like when you die you are still alive and get one last look at your enemy and then you die for good.

Also maybe a Hexen 2 style death camera where it follows the creature that killed you could be cool.
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