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  • Need some help finding a few mods!

    Hey everyone. Just build my brothers new PC and got Quake installed with the Darkplaces engine which I downloaded from here -

    LordHavoc's DarkPlaces Quake Modification

    I think that's the authors actual site and where to get the latest version.


    What we'd like to do now is get some awesome mods.

    One of the HD texture packs, but he is only using intel integrated graphics (HD 4600) so I was wondering if there is an HD pack that isn't quite as demanding as some others.

    New monster models and multi-skin monsters!
    Also one that has new weapon and pickup models.

    Something to improve enemy AI (Better grenade aim from Ogre and stuff)

    And anything else that adds cool effects!

    Any help would be great. Thanks in advance!

  • #2
    HD textures and models themselves dont require much resources at all.
    its stuff like RTlights, normal-mapping, shaders which add reflections and such, and fancy particle-effects that require a powerfull machine

    you could run quake with only HD monsters and textures and get good performance even on a weak computer.

    .

    multi-skin/multi-model for monsters is a feature from seven's SMC.
    so if you want that, you want to run the SMC http://quakeone.com/forums/quake-mod...mpilation.html

    the SMC also incorporate Z-aiming for ogre&zombie as well as making some enemies stronger, like giving the scrags and fiends teleporting abilities

    .

    vVv everything there is out there in terms of HD replacement content is all listed right in the thread in my signature below vVv
    Last edited by talisa; 03-15-2015, 02:59 PM.
    .
    are you curious about what all there is out there in terms of HD content for quake?
    > then make sure to check out my 'definitive' HD replacement content thread! <
    everything that is out there for quake and both mission-packs, compiled into one massive thread

    Comment


    • #3
      Thanks for the Reply Talisa.

      I did get the small mod compilation pack but after playing around with it I found it changed the game a little too much (adding new enemies at random spots, having enemies ghosts come back for a second or 2 to attack you, etc) Also the Ogers still didn't have good aim.

      And then I tried figuring out the multi-poly/multi-skin monsters part but the instructions didn't seem very clear. I couldn't seem to figure it out.

      I wish there was something I could download that was a simple drag and drop procedure that contained a big collection of multi-poly/skin monsters. Such a thing does not exist does it?

      Also is there anything out there that doesn't change the core gameplay too much?

      Something that just adds some updated models for weapons and items and enemies and some updated effects like cool transparent water and weather effects and more blood and gore and nails sticking into walls and stuff?

      Or am I just better off sifting through and cherry picking my mods? I might be too picky for a "one size fits all" package lol

      Comment


      • #4
        Originally posted by Xombium View Post
        I wish there was something I could download that was a simple drag and drop procedure that contained a big collection of multi-poly/skin monsters. Such a thing does not exist does it?
        the SMC 5.00 rar includes a folder with a starters-kit for multi-model/skin, as well as a custom smc_config which has the correct settings for this kit

        also, there is this thread from me with packs of skins/models that i made, which are simple drag&drop packs http://quakeone.com/forums/quake-mod...sters-smc.html
        i made those packs specifically to make it easy for people to use the multi-model/skin feature,
        since trying to set up your own packs can be difficult if you're new to quake-modding

        .

        Originally posted by Xombium View Post
        I found it changed the game a little too much (adding new enemies at random spots, having enemies ghosts come back for a second or 2 to attack you, etc)
        everything about the SMC is configurable through the included SMC_config.cfg
        just drop the 'smc_config V5.11.cfg' file inside your ID1 folder and rename it to SMC_config.cfg.
        you can edit the cfg file with any text-editor like notepad or word.
        the new enemies are at top, you can set chance for them to replace/support enemies. set these lines to 0 and the enemies wont show up at all


        about the death-animations, scroll till 2/3rd of the way down the smc_config, there you will find this line:
        Code:
        ////// New after-death-animations for monsters
        the big group of lines below that sets the death-animations.
        set them all to 0 and you will only get standard quake death-anims

        .

        Originally posted by Xombium View Post
        Also the Ogres still didn't have good aim.
        for the ogres & zombies improved aim, you will want to scroll down to the bottom, and set these two lines to 1:
        set ogreaim
        set zombieaim


        .

        Originally posted by Xombium View Post
        Also is there anything out there that doesn't change the core gameplay too much?
        Something that just adds some updated models for weapons and items and enemies and some updated effects like cool transparent water and weather effects and more blood and gore and nails sticking into walls and stuff?
        the SMC is not an HD models&textures mod, its a gameplay enhancement mod.
        for HD models and textures and shaders, check out the thread linked in my signature. http://quakeone.com/forums/quake-hel...tent-list.html

        its best to just cherry-pick everything you want yes, rather then using one of those compilation-packs.
        those packs are always made to only work correctly if they are used exactly as they came and adding/replacing content to them will cause issues.

        also, those compilation-packs just contain the exact same stuff you can find linked in HD replacement content thread http://quakeone.com/forums/quake-hel...tent-list.html

        .

        if you stumble across any problems while trying to set up your own setup with HD replacement content,
        dont hesitate to poke here about your problems and ill be glad to help solve them
        .
        are you curious about what all there is out there in terms of HD content for quake?
        > then make sure to check out my 'definitive' HD replacement content thread! <
        everything that is out there for quake and both mission-packs, compiled into one massive thread

        Comment


        • #5
          Originally posted by talisa View Post
          the SMC 5.00 rar includes a folder with a starters-kit for multi-model/skin, as well as a custom smc_config which has the correct settings for this kit

          also, there is this thread from me with packs of skins/models that i made, which are simple drag&drop packs http://quakeone.com/forums/quake-mod...sters-smc.html
          i made those packs specifically to make it easy for people to use the multi-model/skin feature,
          since trying to set up your own packs can be difficult if you're new to quake-modding

          .



          everything about the SMC is configurable through the included SMC_config.cfg
          just drop the 'smc_config V5.11.cfg' file inside your ID1 folder and rename it to SMC_config.cfg.
          you can edit the cfg file with any text-editor like notepad or word.
          the new enemies are at top, you can set chance for them to replace/support enemies. set these lines to 0 and the enemies wont show up at all


          about the death-animations, scroll till 2/3rd of the way down the smc_config, there you will find this line:
          Code:
          ////// New after-death-animations for monsters
          the big group of lines below that sets the death-animations.
          set them all to 0 and you will only get standard quake death-anims

          .


          for the ogres & zombies improved aim, you will want to scroll down to the bottom, and set these two lines to 1:
          set ogreaim
          set zombieaim


          .


          the SMC is not an HD models&textures mod, its a gameplay enhancement mod.
          for HD models and textures and shaders, check out the thread linked in my signature. http://quakeone.com/forums/quake-hel...tent-list.html

          its best to just cherry-pick everything you want yes, rather then using one of those compilation-packs.
          those packs are always made to only work correctly if they are used exactly as they came and adding/replacing content to them will cause issues.

          also, those compilation-packs just contain the exact same stuff you can find linked in HD replacement content thread http://quakeone.com/forums/quake-hel...tent-list.html

          .

          if you stumble across any problems while trying to set up your own setup with HD replacement content,
          dont hesitate to poke here about your problems and ill be glad to help solve them
          I did not know the Small mod compilation added new enemies i am playing on nightmare and the numbers on the map reflect the wiki

          Comment


          • #6
            @tastu
            aye, there are 7 new enemies total in the SMC, to spice up the game and mix it up a bit.
            although everything in the SMC is optional, including the additional enemies.


            first, there's additional zombies and dog from ET-SoL. both mostly act just like the normal enemies.


            the additional dog will sometimes howl or bark while idle.
            other then that, its just like the rottweiler.

            .


            the additonal zombie can be optionally have its head severed with axe as a way to kill it, and will throw a different HD projectile at you.
            otherwise, its exactly like the normal zombie in every way.

            .

            then there is my fave additional enemy... the afrit! (mhmm, its the afrit from hexen!)

            acts just like the afrit from hexen, shooting volleys of fireballs at you.

            there is one small twist though... the fireballs can actually set you alight!
            making you have to run for the nearest pool or health-pickup to save yourself from becoming BBQ-ed

            .

            there is the hydra (from hexen II), an optional addition/replacement for the rot-fish

            he can spit ink in your face which will make you unable to see and move for a few seconds
            except for that he acts just like the fish.

            .

            next we have the spider, a brand new enemy that was made by psionic http://quakeone.com/forums/quake-mod...me-others.html

            it will sometimes hide underground and pop up when you are close, and its attacks are biting,
            as well as spitting paralyzing poison at you which will make you unable to walk for a few seconds.
            it can also jump across cliffs and up onto platforms and such to reach you

            it will have a different skin depending on which enemy it replaced, and there's even a optional mega-version when it replaces a shambler


            .

            then we have another fave of mine: the warlord (another enemy taking from ET-SoL)

            he's like the deathknight, but with some additional powers to make him more dangerous!
            he will sometimes hold up his shield to block your attacks, making grenades and rockets bounce right back at you.
            he also has a storming attack in which he charges at you with his shield up and throws you back several feet.
            also he optionally has little spike-bombs he can throw that are like the multigrenades from DoE.
            another optional power is that his projectiles from his fireball attack will home in on the player

            .

            lastly, we have the latest addition to the roster: the torment (added in SMC5.11)

            he will shoot mini-lavaballs (which fly in an arc) at the player with his staff
            which will explode after a few seconds or upon touching the player, which can set the player on fire!
            from close-up, he will stab you with the trident-like tip of his staff instead.
            when idling, he will scrape the bottom of his staff across the floor.

            .

            all of these enemies can be enabled through the SMC_config.cfg,
            and all of them have options to enable/disable some of their powers and adjusting their strength/difficulty

            you can just open the smc_config.cfg with any text-editor like notepad or word.
            Last edited by talisa; 03-17-2015, 07:52 AM.
            .
            are you curious about what all there is out there in terms of HD content for quake?
            > then make sure to check out my 'definitive' HD replacement content thread! <
            everything that is out there for quake and both mission-packs, compiled into one massive thread

            Comment


            • #7
              Originally posted by talisa View Post
              @tastu
              aye, there are 7 new enemies total in the SMC, to spice up the game and mix it up a bit.
              although everything in the SMC is optional, including the additional enemies.


              first, there's additional zombies and dog from ET-SoL. both mostly act just like the normal enemies.


              the additional dog will sometimes howl or bark while idle.
              other then that, its just like the rottweiler.

              .


              the additonal zombie can be optionally have its head severed with axe as a way to kill it, and will throw a different HD projectile at you.
              otherwise, its exactly like the normal zombie in every way.

              .

              then there is my fave additional enemy... the afrit! (mhmm, its the afrit from hexen!)

              acts just like the afrit from hexen, shooting volleys of fireballs at you.

              there is one small twist though... the fireballs can actually set you alight!
              making you have to run for the nearest pool or health-pickup to save yourself from becoming BBQ-ed

              .

              there is the hydra (from hexen II), an optional addition/replacement for the rot-fish

              he can spit ink in your face which will make you unable to see and move for a few seconds
              except for that he acts just like the fish.

              .

              next we have the spider, a brand new enemy that was made by psionic http://quakeone.com/forums/quake-mod...me-others.html

              it will sometimes hide underground and pop up when you are close, and its attacks are biting,
              as well as spitting paralyzing poison at you which will make you unable to walk for a few seconds.
              it can also jump across cliffs and up onto platforms and such to reach you

              it will have a different skin depending on which enemy it replaced, and there's even a optional mega-version when it replaces a shambler


              .

              then we have another fave of mine: the warlord (another enemy taking from ET-SoL)

              he's like the deathknight, but with some additional powers to make him more dangerous!
              he will sometimes hold up his shield to block your attacks, making grenades and rockets bounce right back at you.
              he also has a storming attack in which he charges at you with his shield up and throws you back several feet.
              also he optionally has little spike-bombs he can throw that are like the multigrenades from DoE.
              another optional power is that his projectiles from his fireball attack will home in on the player

              .

              lastly, we have the latest addition to the roster: the torment (added in SMC5.11)

              he will shoot mini-lavaballs (which fly in an arc) at the player with his staff
              which will explode after a few seconds or upon touching the player, which can set the player on fire!
              from close-up, he will stab you with the trident-like tip of his staff instead.
              when idling, he will scrape the bottom of his staff across the floor.

              .

              all of these enemies can be enabled through the SMC_config.cfg,
              and all of them have options to enable/disable some of their powers and adjusting their strength/difficulty

              you can just open the smc_config.cfg with any text-editor like notepad or word.
              When i open my ID1 Folder though the Readmes all reference Autoexec.Cfg and Config.cfg i actually do not have smc_config but i downloaded the presetup epsilon build

              Comment


              • #8
                the compilation you are using includes an old version of the SMC which doesnt use the smc_config but instead uses autoexec.cfg.

                you're missing out on some of the awesome latest new features from the SMC
                (like the torment enemy, new automagically rotated torces, being able to set enemies alight, as well as being set alight or being poisoned by enemies)


                you can get the latest version of the SMC here at the official thread:
                http://quakeone.com/forums/quake-mod...mpilation.html
                Last edited by talisa; 03-17-2015, 10:22 AM.
                .
                are you curious about what all there is out there in terms of HD content for quake?
                > then make sure to check out my 'definitive' HD replacement content thread! <
                everything that is out there for quake and both mission-packs, compiled into one massive thread

                Comment


                • #9
                  Originally posted by talisa View Post
                  the compilation you are using includes an old version of the SMC which doesnt use the smc_config but instead uses autoexec.cfg.

                  you're missing out on some of the awesome latest new features from the SMC
                  (like the torment enemy, new automagically rotated torces, being able to set enemies alight, as well as being set alight or being poisoned by enemies)


                  you can get the latest version of the SMC here at the official thread:
                  http://quakeone.com/forums/quake-mod...mpilation.html
                  Can i drag and drop it or should i manually remove the old one ?

                  Comment


                  • #10
                    Originally posted by Tatsu91 View Post
                    Can i drag and drop it or should i manually remove the old one ?
                    I deleted the autoexec.cfg and the Folder with the old one it was hidden in the readme for some reason now i am editing tje CVARs and some work because i notice the animation is preset for the soldiers with the spirit but toying around the enemy replacement doesnt work as i set one to 100% chance to replace ogres it did not and i set the dogs health to 1500 as a test and it did not work

                    Comment

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