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Unread 03-09-2012, 06:27 PM   #761 (permalink)
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SMC death animation adjustments

Don't really think this deserved it's own thread, so I'm gonna post it here:
smc_death_animation_adjustment_pack.zip - File Shared from Box - Free Online File Storage

some users complained to me they found the death animations distracting from core gameplay, and rather than turn them off (because I think they're great) I made a small mod to tone some of them down. There's two pk3s within the zip, one for 'light' ie. very toned-down, one for 'medium' ie. halfway.

Mostly soundFX changes, some small some big, but a couple of graphical changes to the 'ascensions' (both demon and skeleton). You can see them here:




Mostly just toned down the opacity of them - although the medium demon retains his claw, teeth, eye, horn highlights...

The sound differences are the main thing, and are numerous - from just turning stuff down to wholy different sounds.

A couple of sounds are removed, replaced by empty wav files.
Many sounds have been replaced, and some combined with the originals to form new sounds. Some of the alternative sounds in seven's own pack are used in a couple of cases.

Other sounds have simply been re-EQ'ed or reduced in volume, such as the thunder sound.
The rain ambience sound has been replaced with a gentler sound-
and incidentally Seven, you might wanna play the original rain sound in winamp - I'm sure the original author won't mind his work being used in this way, given that it's a small snippet of a much larger CD, but you might want to tell him just in case.

This is not in any way shape or form designed to be 'better' content, just different. Although I really like my medium screaming skull.

That aside, I just wanted to say that the new effects look amazing.
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Unread 03-09-2012, 08:33 PM   #762 (permalink)
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in last few weeks ive discovered that through the smc's multi-skin feature its also possible to have 3skins for the normal low-poly ID1 monster models, and ive set up triple skin packages for most monsters since then,
and i wanted to let all of you know that ive made a special thread for that as well:
http://quakeone.com/forums/quake-mod...sters-smc.html

for example, having 3 skins for the hellknight
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Unread 03-18-2012, 02:03 PM   #763 (permalink)
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just wanted to report a sorta bug

when a shambler is in lava and when a sham-corpse is in lava,
only the feet seem to be on fire, and not the entire shambler,
which looks kinda weird, especially when a shams corpse is in lava.




as far as i know this can only happen in E1M8 cuz off the low gravity in that map.

would be great if it could be fixed, so that if a sham is in lava and when its corpse is in lava
the entire shams is on fire, and not only the feet

Last edited by talisa; 03-18-2012 at 02:10 PM..
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Unread 03-18-2012, 03:17 PM   #764 (permalink)
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... you should stop playing with shamblers in lava ! They dont like it
Their bbox is too big for the effect. Differs extremely from all others.
An extra QC check is possible (together with an additional effectinfo entry),
but due to almost zero chance of happening I skip this one.
... there are other much more important things coming your way.


Previews of "small mod compilation" V3.80:

Hipnotic:

Forcefiled (showed in another thread already):

Lasergun-projectile (showed in another thread already)


New friends and foes:



(I thought: Why not... ?)







ROGUE:

New candle flames:

New interactive weapons:

New friends and foes:






An Ogre Boss is NO Ogre boss without his Tattoo and multi-weapon



Work in progress...
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Unread 03-18-2012, 03:31 PM   #765 (permalink)
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@seven
yes yes, very true, it rarely ever happens for a shams to get into lava. thats why i added that afaik it can only happen in E1M8.
its something which isnt of real importance since the extremely small chance of it happening, but it would still be neat if it could be adressed some time after more important stuff is done.

where'd you get that 3rd scorpion skin? i only knew the other 2 but ive never seen that 3rd one most to the right in that pic

the lava-NG and lava-SNG effect is quite cool. will that effect work with the weapons from webangel which already have the pulsating glow animation?

and wanted to say the simple recoloring of the spikebombs is quite brilliant. wouldnt have come up with that myself, to just simply recolor them looks cool, although i dun think i wouldve gone for blue myself as 3rd version. red one is cool though


btw another thing i just thought about.. will it also work for rogue to have 3 skins for normal knight and hellknight PLUS the stone one?
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Unread 03-18-2012, 03:34 PM   #766 (permalink)
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Can't wait for this Seven!!!!
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Unread 03-18-2012, 03:43 PM   #767 (permalink)
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Webangel is brilliant.
It is so sad that she has no time anymore for Quake...

The interactive weapons dont use shaders. Only QC.
LordHavoc didnt make us a gift with "self.weaponskin", so this was extremely difficult to do for me. With "self.weaponskin" it would have been so much easier.

So, yes you can continue to use her shader.
It will play when you dont shoot --> weapon is passive.
When you shoot, QC will take over and when the weapon cooled down, the shader can take over again.
But it looks not good to use both together.
The lavaguns shot only get hotter when you fire them I think.
But that is a personal liking thing of course ...


The spikemines:
Pictures are one thing... in-game visuals are another one.
They look best in-game in my opinion.
I also tried green, hehe. That was funny.
But as always:
Simply change the cvar and you will never see the other ones.

The scorpion on the right:
Inofficial Reforged Team skin, that got dropped.
But I like it the most.

Kind regards,
Seven

PS: "Your imagination is the only limit" (c) Nike
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Unread 03-18-2012, 04:16 PM   #768 (permalink)
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lols, i can imagine a green spikebomb would look funny

ah okies, didnt know about that scorpion skin. personally like the one from fraggers most myself cuz it is most close to the original skin

and like gdiddy i cant wait either to have multi-skins and the new effects you made for both hipnotic and rogue


oh btw randomness... i saw in your clip that your lava-nailgun had cracks too. i saw a pic of that one in the thread from webangel as well. but the pack i have myself doesnt have that version, but only the version of the lava-nailgun which has glow at tips. the lava-SNG in the pack i have does have cracks though.
do you happen to have that pk3 with the lava-NG and lava-SNG which both have cracks plus glow and have that pulsating effect?

cuz id love to have a lavaNG which has cracks too and that pulsating glow effect
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Unread 03-19-2012, 10:39 PM   #769 (permalink)
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Originally Posted by Seven View Post
... you should stop playing with shamblers in lava ! They dont like it
lol
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Unread 03-20-2012, 02:30 PM   #770 (permalink)
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Originally Posted by splitterface View Post
btw another thing i just thought about..
will it also work for rogue to have 3 skins for normal knight and hellknight PLUS the stone one?

If you look into the source code, you will see how it is done.
You will understand it quickly and extending it to whatever number of skins is quite easy.
I commented many lines inside the source to make it as easy as possible to understand.
You only have to pay attention about setting the new global .floats correctly:
Code:
self.monsterskin = 0; // set your desired values here self.monstermodel = 0; // set your desired values here
I made checks for these globals whenever something regarding the monsters happen, to be sure to call the correct skins/models:
- spawn corpses
- spawn death animations
- spawn head gibs
- ...

I set the limit to "3" just because of the available replacement skins/models.
You will very seldom find more than 3 with the same quality.
That was the only reason for the "3" cap.
But you can easily extend it to whatever you want.

===========

Originally Posted by splitterface View Post
do you happen to have that pk3 with the lava-NG and lava-SNG which both have cracks plus glow and have that pulsating effect?

cuz id love to have a lavaNG which has cracks too and that pulsating glow effect

It will be part of the "small mod compilation" V3.80.
I will use different model and texture names for the interactive weapons,
so that the users weapons of choice will NOT be overriden.
You simply set the cvars according your personal liking:
Code:
set lavagunanimation 1 // or "0" set plasmagunanimation 1 // or "0"
If you choose "0" nothing will change (compared to your setup today).
If you choose "1", the models inside smc will be used (with interaction).

You can also combine them if you want, of course...

My highest target is to leave decisions to the user and to not force to use someting you do not want.
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