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07-17-2011, 02:59 PM
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#1 (permalink)
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Shalrath
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Quake HD Pack v1.38
Download from Google Drive QHD_v1.38, or Update_v1.38 if you have v1.3+ already. Please, read included QHD_v1.38_README.pdf !
Please, keep a backup of QHD_v1.3x.7z file, future releases are planned as a small patches to v1.3x
There is a small mistake in config:
Please raise “corona intensity” from 0 to 0.75 in Options->Customise Lighting menu.
That was not intentional and few lights that use coronas and explosions will look a bit more pretty.
Quake HD Pack v1.3 supports Quake, MP1: "Scourge of Armagon" and MP2: "Dissolution of Eternity".
It delivers crisp details, optimized performance and faithful atmosphere. Screenshots available on modDB.
Shareware Episode included, you can buy full game from id software.
CREDITS: You'll find more precise info about files content and "who did what" inside .pk3 packs, or in READMES\ folder.
DarkPlaces Engine - Lord Havoc ; Quake Revitalization Project - Moon[Drunk] ; My-Key ; Quake Reforged - Alfader ; Nergal ; Ruohis.com - Ruohis ; SMC - Seven ;
OoPpEe ; Plague ; Andy Bay ; O.Sezer ; M. Lawrence ; FCZvyozdochka ; Webangel ; Nahuel ; Dresk ; Moo ; inkub0 ; romi ; AndehX ; Jakub1 ; Spike ;
Smith ; MH ; Lightning_Hunter ; PrimeviL ; Urre ; Zombie ; DrLabman ; Entar ; Spinvis ; Bluntz ; Wazat ; Seanstar ; ennio ; Chip ; Ivana Gibson ; Nightfright ;
ObiWan ; OSJC ; Arioh ; Fragger ; d1554573r ; Andrew Joll ; FriederikH ; Tabun ; Teamonster ; Yellow ; Ogro ; Roy Batty ; daniocampo1992 ; Splitterface ;
Links: fteqw ; inside3d ; quaddicted ; Quake Water VIS ; Plague's Portfolio ; Tabun's Portfolio ; xonotic ; kleshik ; Shambler's Castle ; Generations Arena ; Sitters ; quakewiki ;
System requirements: Minimum: CPU: 1.6GHz, 1GB RAM; GPU: GF6600 / R9500, 256MB VRAM
Recommended: CPU : 2GHz, 1.5GB RAM; GPU: GF 8800GT / R HD4850, 512MB VRAM. Optimal: CPU: 3GHz, 2GB RAM; GPU: GF GTX460 / R HD5870, 1GB VRAM.
Last edited by _Smith_; 04-25-2013 at 09:31 AM..
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07-17-2011, 03:21 PM
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#2 (permalink)
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Shalrath
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Updates changelog
v1.31 - Calmed gibs physics in water ( adjustable buoyancy ), so they generate less watersplashes sounds.
- Reduced corpses hitboxes height ( adjustable now ) and tighter weapons gyro forces cones.
- Scraag spit trail doesn't look like a neon.
v1.32 - Workaround for Darkplaces issue with Fiends stucking sometimes after a jump, when landing on the edge of level geometry ( still happens, but for much shorter time).
- Removed glitched dust effect from falling Scraag.
v1.33 - Added Spawn by Ruohis as a default one in MP2: DoE and recolored by splitterface skin for hellspawn.
v1.34 - Bugfix: Missing in few places water shader.
- Multimonster: Teamonster's Ogre included.
v1.352 - Bugfix: Fixed typo in MP1 hip1m5.ent file that caused this level to crash when loading.
- Use new darkplaces autobuild ( workaround for new builds "player model in water refraction" visual glitch enabled by default now ).
v1.361 - Better casings sounds ( recorded by Bluntz ).
- Added features of Seven's SMCv4.24
- Bugfix: Optional dog and zombie were not working properly. Invincible zombies in MP2.
v1.37 - New rtlights for e1m8 and ogres will aim properly in low gravity environment of e1m8 level.
v1.38 ( updated 28.03.2013 without changing version number ) - General cleaning and polish: few minor changes ( like brighter blood particles color ), documentation updates and fix from SMCv4.25.
- Multimonster feature is now compatible with monsters packs prepared for original SMC. Multimonster: Tabun's Enforcer included.
Disclaimer: Fixed issues, marked as "Bugfix", were introduced by me. I am sorry.
Last edited by _Smith_; 04-04-2013 at 04:25 AM..
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07-17-2011, 03:29 PM
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#3 (permalink)
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Quake Marine
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New spawns?
Oh shit.
Last edited by Teflon; 07-17-2011 at 03:36 PM..
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07-17-2011, 03:34 PM
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#4 (permalink)
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Quake Marine
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Quote != edit
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07-18-2011, 05:56 AM
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#5 (permalink)
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Chthon
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Just to let you know, there is no compilation download available yet. It's not showing anyway.
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07-18-2011, 06:20 AM
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#6 (permalink)
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Shalrath
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It has been uploaded yesterday and is awaiting authorization from moddb staff. It probably got caught into time zones differences, in worst case scenario it will show up tomorrow.
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08-02-2011, 04:59 AM
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#7 (permalink)
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Shalrath
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Update
I've always had problems with offset mapping. Its not functional on latest official stable DP release. With old betas I've always got huge performance hit and terrible tedious to look at pixel flickering, like high anisotropic filtering value sometimes give but on overdrive.
I've recently tried new DP autobuild, enabled offset mapping... I use v-sync and fps stayed at 60 instead dropping to 45, no pixel flickering, looks great ! If you've ever had problems with this feature like me, try recent autobuild.
I've also made small update to mods compilation:
I've read once again through all readmes included and added some names to credits it should be complete now.
Rewritten setup guide, more compact, less chatter and subjective opinions.
Removed: effectinfo.txt, particlefont.pk3
Added: scripts\reforged.shader with fixed typo, turned offsetmapping on by default, DP_Quake_V3.0_small-mod-compilation_Seven.pk3
Optional customization options added to temp\ folder:
HUD_layout_nahuel.pk3
HUD+Menu-Seven.pk3
Z_HUD_Face_AndehX.pk3
Z_HUD_Face_MOON[DRUNK].pk3
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08-02-2011, 05:32 AM
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#8 (permalink)
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Chthon
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Great job,this is exactly what is needed to bring players back to the scene.
I particularly like how you weathered the shit storm and pissed directly into the wind dodging all the backdraft giving credit to the artists that made it possible.
Way to go!
But Don't get comfy with that scalpel just yet,get ready for A ton of new content because this bunch that roam these tunnels are anything but unproductive.
Some of their new works are Jaw Dropping!
DIVE in, the water has never been better.
__________________
WARNING
May be too intense for some viewers.
Last edited by bluntz; 08-02-2011 at 05:41 AM..
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08-02-2011, 09:59 AM
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#9 (permalink)
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Zombie
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..Thanks _Smith_ the Nahuel's HUD layout in your compilation actually works correctly unlike the previous one I downloaded from this thread!
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08-03-2011, 07:44 AM
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#10 (permalink)
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Shalrath
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Update
xaGe: Problem was... that Nahuel included source code only in his upload 
This kind of stuff is why I'm doing this...
I'm a single player only gamer and don't replay games. With exception for true classics like Quake once per decade  So I've got this obsession with assembling perfect build before I'll start, because if I'll miss something first time I won't experience it at all. Searching, checking various sites, downloading dozens of files, checking downloads, solving small issues with downloads, learning about engine features, figuring out files loading priority, than assembling final, feature complete, aesthetically consistent build. If you start this as complete newbie it will take few evenings.
I've spend too many hours in first few levels trying content, burned out and lost the will to actually play through the thing. I will at some point in the future, but my fun is already partially spoiled. With my pack one can jump right away in feature complete build or check, alternate content within half hour, being sure that he will get close to best possible experience.
bluntz: Keep in mind that I won't include some more crazy stuff that is fun for quake fanatics for novelty value alone, like... doomish, hellish red portals instead of iconic mysterious stars in my Cthulhu inspired Quake ? For my intended audience more conservative build is more appropriate... Also wouldn't call mission packs feature complete yet so I'm not touching them.
Small update: I've realized that QRP HUD graphics are included in item pack not in texture pack, so updated guide and renamed files to make it more convenient to manipulate them. Also added My-Key's explosive pack.
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