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  • Seven
    replied
    Originally posted by JDSTONE View Post
    Mutant vs ogre

    the zombie could kick both there asses just saying...
    Hehe,
    yes, the mutant could never kill a zombie but the ogre has the weapon thatīs needed to bring him back to hell


    Originally posted by JDSTONE View Post
    i like the new shotguns and the other guns look cool its just not quake1 to me. the super nail gun looks amazing but is too far from the original to me to give that kind of nostalgia im looking for when playing quake.
    Yes sure, loga_mīs weapons are an interpretation. They are amazingly animated though. I never saw weapon models with such an ornate animation. Everything moves and shakes and it feels so real. It is an outstanding work and should be appreciated.

    While dwereīs new weapon set is absolutely faithful. But no more edgy. It is smoothed out in every aspect. Really nice work. Find the download and some screenshots in my above post.
    While his older weapons (posted above as well and shown in the clip) are also an interpretation and not always faithful. I like his shotgun very much though. It adds a personal touch and still remains faithful. A keeper for me.


    The reason why I posted their work is, that you have something new to try out and play around with. Their work is almost not known to the majority, so they have to be mentioned somewhere at quakeone.
    Try them and you maybe find a new favorite (or 2 ...).

    Have fun,
    Seven

    Leave a comment:


  • JDSTONE
    replied
    Mutant vs ogre

    the zombie could kick both there asses just saying...

    i like the new shotguns and the other guns look cool its just not quake1 to me. the super nail gun looks amazing but is too far from the original to me to give that kind of nostalgia im looking for when playing quake.

    Leave a comment:


  • Seven
    replied
    Hello,

    1st post has been updated with some new items.


    8.) Some new weapon models
    Some new not so well known weapon models for Quake.
    I took only some of the authors compilation and showed them in the below youtube clip. There are more weapons included in the packs.

    First 3 are from dwere: download is in post #1344
    Last 3 are part from loga_mīs replacement weapon pack
    I had to adjust and tilt loga_mīs model positions a little to match the regular Quake model positions (as shown in the youtube clip).

    Can be used in all quake engines.
    [ame]http://www.youtube.com/watch?v=PEcGiMM0OdM[/ame]

    Be sure to keep on track with the thread at func_msgboard, as dwere is reworking ALL original Quake weapons. His latest collection can be downloaded at post #1409 from there.
    Here are 2 new sample screenshots:
    http://imgur.com/4bj2m3m
    http://imgur.com/vMJuLHR


    Maybe some people find these things useful...

    Best wishes,
    Seven

    Leave a comment:


  • Lacrima
    replied
    Thank you Seven!

    Leave a comment:


  • Seven
    replied
    Hello,

    Thank you very much for your feedbacks.



    Originally posted by Legend View Post
    Sorry to be a bother. Any chance of re-uploding those again? The link is dead again.
    Hello Legend,

    Did the Dopefish eat the files again ?
    In that case I will upload it to a safer place where it cannot be eaten again:
    DOWNLOAD



    Originally posted by Legend View Post
    The mutant is pretty cool. I think he needs a tail though. Where did it come from?
    Aye, the Mutant was created in a borked lab deep within the Quake 2 universe.
    But he was only used in 2 maps of the complete game !! What a waste for such a beautiful creature. That is why some people might not know him.

    The mutant fits better into Quake 1.
    And you might not believe it, but when I finished porting him over to Quake 1, I had a talk with him and after a terrifying growl he thanked me and vanished into the dark Quake maps...

    Just this morning when I fired up Quake 1 again, I saw him in one map, getting into trouble with one of the Ogres ! They both wanted to be leader and it ended up in a deadly fight.

    Luckily I had my snap-cam with me !

    First it looked as the Ogre would be superior in the fight due to his sharp chainsaw:




    But then the luck has turned and the Mutant could rip some meat out of the Ogres chest:




    Unfortunately in the end it was unfair play from the Ogre: He squeezed his bloody chainsaw deep into the Mutantīs nuts:




    So, the Ogre is still leader in Quake 1 but the Mutant seeks for deadly revenge. To be continued....

    Have fun with your new monsters and stuff
    Seven

    Leave a comment:


  • Dutch
    replied
    Originally posted by Legend View Post
    Sorry to be a bother. Any chance of re-uploding those again? The link is dead again.

    The mutant is pretty cool. I think he needs a tail though. Where did it come from?
    The mutant is from q2. He was an absolute bitch to deal with lol




    Nice job Seven!

    Leave a comment:


  • gdiddy62
    replied
    Great stuff Seven!!

    Thank you!!

    Leave a comment:


  • Legend
    replied
    Originally posted by Seven View Post
    Hello Resurrected,

    Do you refer to this auto_closed thread ?
    http://quakeone.com/forums/quake-mod...lacements.html

    If yes, then this is what you want I guess:
    Zippyshare.com - Hellknight and Knight incl. head replacement models.zip

    Be aware that the models need a qc modification to have proper movement in game.
    They work without a qc mod, but they sometimes "slide"/"ice" over the floor.

    Be also aware that the hellknight replacement made it way into the smc some time ago with proper movement and a lot of additional abilities. I called him "warlord".
    The knight model didnt make it into the smc because people didnt vote for him.
    I personally use him as a random knight replacement though, as he is refreshingly different compared to the regular knight and his sharp axe animations are really nice.

    Have fun with it.
    Seven
    Sorry to be a bother. Any chance of re-uploding those again? The link is dead again.

    The mutant is pretty cool. I think he needs a tail though. Where did it come from?

    Leave a comment:


  • Seven
    replied
    Dear all,

    1st post has been updated with some new items.
    The youtube clips are currently only available in 360p. It seems to take youtube.com some more time than normal to also make the higher resolutions available...
    It should be all right in a couple of hours I guess/hope.



    5.) Improved Health Boxes
    I found this little jewel at quaketastic.com and wanted to share it with others who didnt know it yet. Unfortunately no author name is mentioned. I only converted the small health box to MD3 so that it can use different replacement textures. And added QRP textures for both health boxes with some additional normals.
    It is a great work, which adds small additions to the original health boxes so that it is no longer a flat box, but that makes the difference.
    Thank you to the original author for those nice models.
    DOWNLOAD


    [ame]http://www.youtube.com/watch?v=VsnwZNFIXQc[/ame]



    6.) New torch
    I found a new torch model and textures from different authors and combined them into one torch. Modified the model size and shape to make it fit to Quake universe. Edited the textures and created a glow effect to make it complete.
    This torch can be used with the Small Mod Compilation aka SMC v5.0 or newer.
    Model by IceKK
    Upper part texture by Yuril
    Lower part texture by BuzzDee84
    Thank you very much to the original authors.
    DOWNLOAD


    [ame]http://www.youtube.com/watch?v=u86vKWSdlm4[/ame]



    7.) Mutant monster Demon replacement
    frag.machine from insideqc.com mentioned that the Mutant monster would fit nicely in Quake. So I worked with the mutant, reworked his animations and ported the Mutant into Quake as an optional replacement for the Demon/Fiend.
    It can be used with vanilla Quake as well as the Small Mod Compilation. It has all the prerequisites for the additional SMC features.
    DOWNLOAD


    [ame]http://www.youtube.com/watch?v=oMZZOIDZ_ik[/ame]


    Maybe some people find these things useful...

    Best wishes,
    Seven

    Leave a comment:


  • Seven
    replied
    Dear all,

    1st post has been updated with

    Leave a comment:


  • talisa
    replied
    well... actually, let me correct myself on what i said earlier

    .

    using ent-files to edit map entities is a feature from darkplaces

    the function to place any model inside a map is a feature from the SMC

    .

    but either way,
    fact is because the ability to place any model inside a map requires an SMC-specific function,
    you cannot place any model you want into maps that use their own progs.dat
    Last edited by talisa; 05-03-2016, 01:26 PM.

    Leave a comment:


  • Blood Vengeance
    replied
    Originally posted by talisa View Post
    @BV
    you cant.

    placing models into maps through ent-files is a feature from seven's SMC, not from darkplaces.
    thus using the SMC is a REQUIREMENT to be able to place models into maps

    and since Marcher Fortress comes with its own modificated progs.dat,
    you cant use the map with seven's SMC... and thus also cant place models into the map through an ent-file
    That's sad news

    Leave a comment:


  • talisa
    replied
    @BV
    you cant.

    placing models into maps through ent-files is a feature from seven's SMC, not from darkplaces.
    thus using the SMC is a REQUIREMENT to be able to place models into maps

    and since Marcher Fortress comes with its own modificated progs.dat,
    you cant use the map with seven's SMC... and thus also cant place models into the map through an ent-file

    Leave a comment:


  • Blood Vengeance
    replied
    I would like to place the awesome bell that Talisa made in Marcher Fortress but doesn't work, can someone help me to fix this issue?

    Leave a comment:


  • Resurrected
    replied
    Do you refer to this auto_closed thread ?
    Yes, i do. Thank you for reupload!!

    Be aware that the models need a qc modification to have proper movement in game.
    They work without a qc mod, but they sometimes "slide"/"ice" over the floor.
    Ok. Thanks a lot! Your models moving excellent without qc modification IMHO!
    But textures of your sinister medieval entities are far from perfection. They must be more detailed, i think.
    Last edited by Resurrected; 11-06-2015, 12:11 PM.

    Leave a comment:

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