Happy Easter, Seven!
Glad to see you still keeping up on the SMC my friend! Very nice work on the collision detetion for dead bodies.
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you can disable all gameplay changes and monsters and such by simply editing the smc_config.cfg,
which can be edited with any basic text-editor like notepad, word or notepad++
there are basic descriptions for what every cvar does inside the smc_config.cfg
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Originally posted by Seven View PostHello Jugin,
And what exactly is keeping you from using the regular SMC then ?
...
I do not know how to disable everything except for bugfixes.
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Originally posted by gdiddy62 View PostNice work as always Seven!
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 PostIn Quake. I like old low-poly models and low-resolution textures.
I do not need new models, new textures, etc.
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
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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
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Originally posted by talisa View Postthe 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
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Originally posted by Jugin View PostMissing item.
"Option to disable the *bleeding* of shootable buttons and secret walls/doors/explo-boxes"
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
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In Quake. I like old low-poly models and low-resolution textures. (Yes, I am weird.)
Originally posted by Seven View PostHello Jugin,
Everything you need for original Quake is already in the download above.
"Option to disable the *bleeding* of shootable buttons and secret walls/doors/explo-boxes"
Originally posted by Seven View PostThe list you copy/pasted from the opening post mentiones the official mission pack bugs. You do not need them for regular Quake.
Originally posted by Seven View PostIf 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.
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.
...
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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
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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
"
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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 fteqcc´s 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
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Hello Seven!
Thanks for the answer!
But I do not know how to program. And I do not understand anything in the source code.
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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 SMC´s 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
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Hello Seven!
If I need only "Original Quake Gameplay Bugfixes", what files to delete in the ".pk3" ?
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