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  • Jugin
    replied
    Originally posted by Seven View Post
    Hello Jugin,
    And what exactly is keeping you from using the regular SMC then ?
    ...
    Desire to keep for myself the classic gameplay. Without new monsters and visual effects, other than RT-lighting.
    I do not know how to disable everything except for bugfixes.

    Leave a comment:


  • Seven
    replied
    Originally posted by gdiddy62 View Post
    Nice work as always Seven!
    Hello gdiddy,
    So you are still browsing/lurking the forums about this old game ?
    Good to still see you around my friend.



    Originally posted by Jugin View Post
    In Quake. I like old low-poly models and low-resolution textures.
    I do not need new models, new textures, etc.
    Hello Jugin,
    And what exactly is keeping you from using the regular SMC then ?
    You do not seem to know what the SMC really is. You will not find anything you mentioned if you do not want.
    In the end it is your choice of course.



    Happy Easter everybody !

    Best regards,
    Seven

    Leave a comment:


  • talisa
    replied
    ah my bad.... i was talking about the SMC's features, not about the bugfixes thing

    thought you couldnt figure out what the cvar of that feature from SMC is called

    Leave a comment:


  • Jugin
    replied
    Originally posted by talisa View Post
    the SMC does actually have multiple options for this, through this cvar in smc_config.cfg

    set shootablebuttonsandsecrets 0

    "0"= original ID1 behaviour (blood effect)
    "1"= they have an own particle effect when shot (not blood anymore)
    "2"= they use standard weapon impact particle effect when shot (not blood anymore)

    .

    what you are asking for can be achieved by setting the setting to 2, which completely removes any special effect when shooting buttons&secrets
    In the version of this link (Original Quake 1.06 bugfixes.rar), this option does not work.

    Leave a comment:


  • talisa
    replied
    Originally posted by Jugin View Post
    Missing item.
    "Option to disable the *bleeding* of shootable buttons and secret walls/doors/explo-boxes"
    the SMC does actually have multiple options for this, through this cvar in smc_config.cfg

    set shootablebuttonsandsecrets 0

    "0"= original ID1 behaviour (blood effect)
    "1"= they have an own particle effect when shot (not blood anymore)
    "2"= they use standard weapon impact particle effect when shot (not blood anymore)

    .

    what you are asking for can be achieved by setting the setting to 2, which completely removes any special effect when shooting buttons&secrets

    Leave a comment:


  • Jugin
    replied
    In Quake. I like old low-poly models and low-resolution textures. (Yes, I am weird.)

    Originally posted by Seven View Post
    Hello Jugin,

    Everything you need for original Quake is already in the download above.
    Missing item.
    "Option to disable the *bleeding* of shootable buttons and secret walls/doors/explo-boxes"

    Originally posted by Seven View Post
    The list you copy/pasted from the opening post mentiones the official mission pack bugs. You do not need them for regular Quake.
    I guessed.

    Originally posted by Seven View Post
    If you want the mission pack bugfixes as well, you can download their corresponding SMC packs from first page of this thread. They are all included and the source is always included as well.
    I just wanted to get bugfixes. I do not need new models, new textures, etc. But I do not know how to edit the source code.


    Originally posted by Seven View Post
    ...
    I added a collision check algorithm around the monsters to avoid the described behaviour. It works robust and does not interfere with maps and monster pathfinding because their bbox will stay exactly the same.
    It works with all engines and all monsters in all maps.
    ...
    Where can I download it?

    Leave a comment:


  • gdiddy62
    replied
    Nice work as always Seven!

    Leave a comment:


  • Seven
    replied
    Hello Jugin,

    Everything you need for original Quake is already in the download above.
    The list you copy/pasted from the opening post mentiones the official mission pack bugs. You do not need them for regular Quake.
    If you want the mission pack bugfixes as well, you can download their corresponding SMC packs from first page of this thread. They are all included and the source is always included as well.


    ========================================


    Dear all,

    Some time ago a forum user mentioned the issue in Quake that monsters can protrude into walls. Which looks weird. Especially when their corpses are half way sticking in walls...

    I added a collision check algorithm around the monsters to avoid the described behaviour. It works robust and does not interfere with maps and monster pathfinding because their bbox will stay exactly the same.
    It works with all engines and all monsters in all maps.


    Here is a clip that shows the improved behaviour in-game:
    Please click the "enable subtitle" button to read the included text.
    [ame]http://www.youtube.com/watch?v=BjKA0841GkI&t=31s[/ame]

    Best regards,
    Seven

    Leave a comment:


  • Jugin
    replied
    Thank you so much!
    Sorry for the importunity.
    Can you make corrections from "the list"?

    "Original Quake / Gameplay Bugfixes:

    Fixed Quake's original player pain sound bug in skill 3
    Fixed Monster-count bug for swimming monsters
    Fixed original ID1 fish model death animation bug
    (Super)-NailGun's nail position correction
    Fixed zombie and mummy flesh-projectile spawn-position for 2nd attack animation
    Fixed projectiles "interact/explode on sky" bug (aka "solid sky bug")
    Fixed tarbabies original Quake: They no longer get stuck on ledges and steps
    Option to disable the *bleeding* of shootable buttons and secret walls/doors/explo-boxes
    Mission Pack 1:
    Fixed hipdemo1.dem missing music bug
    Fixed DP related bug that deals damage from rubbles even though they are lying on the floor
    Mission pack 2:
    Fix for Darkplaces buzzsaw not moving bug
    Fix for Darkplaces Lavaman projectile "stuck in walls" bug
    Fix for Darkplaces Plasma Gun projectile not moving bug
    "

    Leave a comment:


  • Seven
    replied
    Hello Jugin,

    You will miss a lot of fun and interesting things when you are using a stripped down version. Maybe you will change your mind and want to try out the one or the other SMC feature later on...
    You are always welcome to come back and try the regular mod.


    Anyway, here is what you are asking for
    I checked fteqccs box: "Quake 1.06 bugfixes" and this is what it compiled for me:

    Original Quake / Gameplay Bugfixes:
    • Fixed Quake's original player pain sound bug in skill 3
    • Fixed all weapon projectiles "interact/explode on sky" bug (aka "solid sky bug")
    • Fixed Monster-count bug for swimming monsters
    • Fixed original ID1 fish model death animation bug
    • (Super)-NailGun's nail position correction
    • Fixed zombie flesh-projectile spawn-position for 2nd attack animation
    • Fixed tarbabies bug: They no longer get stuck on ledges and steps

    Darkplaces fixes for original Quake are also included.


    DOWNLOAD


    Have fun with your Quake,
    Seven

    Leave a comment:


  • Jugin
    replied
    Hello Seven!
    Thanks for the answer!
    But I do not know how to program. And I do not understand anything in the source code.

    Leave a comment:


  • Seven
    replied
    Hello Jugin,

    First of all, there are almost no (serious) gameplay bugs in Quake 1.06.
    So you will not get stuck or have gamestoppers when using original Quake 1.06 gamecode.

    The SMC is developed for DarkPlaces. Spike made it possible to have most features run in FTE as well. But I did not test them thoroughly. Particle visuals differed quite a bit when I tested it last time. I do not know how it looks today. Also, some smc features are made with DP fixes enabled in mind, so they may bring issues with other engines.


    The scope of SMC is a lot bigger than fixing remaining gameplay bugs in Quake 1.06.
    You can enable/disable almost all SMC features to make Quake experience match your personal likings. The SMC, ontop of that, also fixes all DarkPlaces specific Quake bugs. As Darkplaces handles some things differently than the regular Quake engine, it needs in some areas special treatment and therefore some fixes for regular Quake as well.


    Back to your question:
    If you only want to have SMCs Quake 1.06 fixes, then you do not need the .pk3 at all. You only need the source code and copy out all the gameplay fixes. You will find a list of all fixes in the SMC history/changelog.
    I always try to comment the source, so you should be able to find all fixes described in the history/changelog.
    As mentioned above, do not forget to also use the Darkplaces specific fixes (most of them found at the beginning of smc_config.cfg). You have to add them into your autoexec.cfg.

    If you have further questions or diffculties finding all fixes, feel free to ask.

    Kind regards,
    Seven

    Leave a comment:


  • Jugin
    replied
    Hello Seven!
    If I need only "Original Quake Gameplay Bugfixes", what files to delete in the ".pk3" ?

    Leave a comment:


  • DoodGuy
    replied
    Hey Seven,
    When I loaded your multiskin mod the monsters didn't have any textures, they were just white. And no, I didn't had any other monster replacement mods. This also occured to me when I tried to load Quake Reforged monsters

    Leave a comment:


  • Seven
    replied
    Hello CharlieSandford,

    First of all, please make use of the edit button. That helps to keep post and pages low.

    No, you surely are not dumb. Maybe a little helpless but hopefully not hopeless.
    An engine dev should have basic understanding of how to create/handle .pak files.
    As well as open models in QME and do some basic edits.
    These things seem to be holding you back from your mod at the moment.

    If your engine cannot use/handle the file you downloaded from above post, the first step you should have done is to check if the gamecode mod works at least. You only need to create a pak2.pak and put the progs.dat in it. That way your engine should load up the new gamecode.
    As you can see from the included source and files you need additional player models. If your engine does not find it, it prints out the first error message that your wrote.
    So, what you should do to quickly have a result: Make copies of the original player model and rename them according to the needed file names. They must match the names exactly. That way all files are present/loaded and your engine will run the mod to make further tests.

    If your engine does not support .pk3s it probably also does not support subfolders in the mod folder. So simply extracting a .pk3 will not help. You need to pack them in a .pak file to make sure they get loaded.
    Not supporting MD3 is not an issue here. As I wrote in the readme.txt, you can also use Trickles MDL models with the mod. Be aware they have different names (see above).
    You only need to combine Trickles weapons with a weaponless original id1 player model. That is done via a few clicks in QME. Rename them according to the included mod files afterwards and it should work.
    The weapon animation will automagically fit to the id1 player model. As long as engine restrictions are kept (tris count, etc.) your engine will load them just fine.

    You can even use direct copies of original id1 player model and just recolor their helmet to see a visual difference in-game if you want. With every weapon switch you will see a different helmet color then. That is more than enough to make your tests with the mod.

    Be creative and investigate your issue step by step for troubleshooting. That is my advice. Exclusion procedure is the key in my experience.
    I am sure you will be successful in the end !

    Have a nice weekend,
    Seven

    Leave a comment:

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