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  • Guys, I don't even doubt the new version will be cool, but I beg you to include new sprites for the explosion, bubble and light.
    New particle explosions are awesome, but old sprite can be seen through it. Old sprite is ugly in comparsion with new explosion, so null (or 1*1 pixel transparent one) sprite is needed cause absence of the sprite is unacceptable.
    Original bubble and light (e4m7) sprites are also ugly nowadays.

    Comment


    • Hello

      You are quite new to this forum.
      All you requested is already available:
      - bubbles and light sprites: klick me
      - explosion sprite: klick me

      If you look into the "small mod compilation" V2.85 for Rogue, you will also find the explosion sprite.

      They are all there FC Zvyozdochka.

      Kind regards,
      Seven

      Comment


      • Are now all 3 death animations included?

        Comment


        • Hello grave-digga,

          klick

          Comment


          • Thank you very much, Seven! I'm sorry, I just haven't found these sprites are already done!

            Comment


            • Originally posted by Seven View Post
              Hello grave-digga,

              klick
              Mhh, i allready have 2.85 but only saw "Ancient ghosts of the fallen" yet. Must the other 2 effects activated by hand (cvar)?

              Comment


              • Gibs are funky! I don't know that I'd want that many, but since it's adjustable it will be easy to dial in what each one's taste desires. Great work Seven! The effect at the end is cool!

                Comment


                • UPDATE 20110724

                  New version V3.0 Release.

                  New features:
                  - added multiple gib cvarīs to adjust the gib behaviour to your likings (stay-duration, quantity, fade animation)
                  - added 3 death animations (selectable via multiple cvar for each monster + random options)
                  - added 3 flame types (polygon, improved sprite, particle. Selectable via cvar)
                  - added axe sound when player hits a monster (2 sound sets to choose from !)
                  - added Rygelīs pent powerup with new fire effect (remove any existing pent replacement models/textures in your Quake if you want to use it)

                  Updated features:
                  - sprite torch flame improved (less jittering, no more hovering up and down on torches, improved color arrangement for a more realistic look. Added a 3rd .spr32base flame (25% taller))
                  - kickgibs cvar is now working as it should: enabled with value "1". All other values (inlcuding "0") disables it.
                  - MP2: Statue knight/Deathknights and Ogreboss skin+gibs (now keep their correct skin1 all the time)
                  - multiplayer fix: head gib was missing when gibbing the players corpse.


                  Please READ the included documentation. At least the main document !

                  Code:
                  This Compilation works only with Darkplaces and can be used for Original Quake (not Mission Packs 1 or 2).
                  
                  
                  Simply put the .pk3 file into your ID1 folder.
                  
                  
                  
                  !!!!!  ATTENTION  !!!!! :
                  
                  1.) If you already have a "effectinfo.txt" in your ID1 folder, or a "particlefont.tga" in your "particles" folder,
                      I suggest to remove them first, because this mod uses custom effects which is designed for the 
                      included "effectinfo.txt" and particlefont.tga.
                      You can of course use different files, but this will lead to weired/bad effects sometimes. You have been warned.
                      At least you should copy over the custom effects from my included effectinfo.txt into your one:
                      soulwings, soulvanish, EF_STARDUST (delete all other effects with this name in yours), spriteflame, particleflamesmall, particleflamebig
                  
                  
                  2.) There are many cvarīs available to adjust this "small mod compilation" according to your personal liking !!
                      Paste the below mentioned cvars into your autoexec.cfg.
                      I included a sample  "autoexec.cfg"  to show you how it is done.
                      This sample file has all the default values.  You can use it in your ID1 folder (rename it to "autoexec.cfg" first)
                  
                  
                  flamestyle
                  0 = original polygon flames
                  1 = improved sprite flames (no fps impact)   ==  default
                  2 = particle flames    (fps impact)
                  
                  ----------------------
                  
                  kickgibs
                  0 = disables kickable gibs+ heads 
                  1 = enables kickable gibs+ heads    	== default
                  
                  ----------------------
                  
                  gibsmultiplier
                  0 = no gibs (only 1 head gib)
                  1 = original Quake  gib quantity   ==  default 
                  2 = double gib quantity
                  3 = triple gib quantity  (and so on. There is no limit (only your GPU power)) 
                  ...
                  
                  ---------------------
                  
                  gibsduration
                  0 = gibs stay FOREVER  !!!!
                  10 = original Quake duration time  (gibs stay 10 seconds + random)     ==  default
                  20 = gibs stay 20 seconds + random
                  ...   You can use any value you like !	 (value = seconds in-game)
                  
                  ---------------------
                  
                  gibsexplode 
                  0 = gibs only fade away (become smaller and transparent)
                  1 = gibs fade away and leave a blood splat behind them     	==  default 
                  
                  ---------------------
                  
                  souldamage:
                  0 = player cannot receive damage from Relieved souls of the enslaved animation   == default
                  1 = player CAN receive damage from Relieved souls of the enslaved animation
                  
                  ---------------------
                  
                  soulattack
                  0 = always spawn animation WITHOUT winged demon attacking the player
                  1 = always spawn animation WITH winged demon attacking the player
                  2 = play random animation WITH or WITHOUT attack			==  default
                  
                  ---------------------
                  
                  vengeancedamage:
                  0 = player cannot receive damage from Vengeance of the deceased animation   == default
                  1 = player CAN receive damage from Vengeance of the deceased animation
                  
                  ---------------------
                  
                  demon:
                  0 = disabled (no effect)
                  1 = ancient ghost effect
                  2 = relieved soul effect
                  3 = vengeance effect
                  4 = random effect
                  5 = random effect (incl. no effect)   == default
                  
                  ------------
                  
                  dog:
                  0 = disabled (no effect)
                  1 = ancient ghost effect
                  2 = relieved soul effect
                  3 = vengeance effect
                  4 = random effect
                  5 = random effect (incl. no effect)   == default
                  
                  ------------
                  
                  enforcer:
                  0 = disabled (no effect)
                  1 = ancient ghost effect
                  2 = relieved soul effect
                  3 = vengeance effect
                  4 = random effect
                  5 = random effect (incl. no effect)   == default
                  
                  ------------
                  
                  hknight:
                  0 = disabled (no effect)
                  1 = ancient ghost effect
                  2 = relieved soul effect
                  3 = vengeance effect
                  4 = random effect
                  5 = random effect (incl. no effect)   == default
                  
                  ------------
                  
                  knight:
                  0 = disabled (no effect)
                  1 = ancient ghost effect
                  2 = relieved soul effect
                  3 = vengeance effect
                  4 = random effect
                  5 = random effect (incl. no effect)   == default
                  
                  -------------
                  
                  ogre:
                  0 = disabled (no effect)
                  1 = ancient ghost effect
                  2 = relieved soul effect
                  3 = vengeance effect
                  4 = random effect
                  5 = random effect (incl. no effect)   == default
                  
                  -------------
                  
                  shalrath:
                  0 = disabled (no effect)
                  1 = ancient ghost effect
                  2 = relieved soul effect
                  3 = vengeance effect
                  4 = random effect
                  5 = random effect (incl. no effect)   == default
                  
                  -------------
                  
                  shambler:
                  0 = disabled (no effect)
                  1 = ancient ghost effect
                  2 = relieved soul effect
                  3 = vengeance effect
                  4 = random effect
                  5 = random effect (incl. no effect)   == default
                  
                  -------------
                  
                  soldier:
                  0 = disabled (no effect)
                  1 = ancient ghost effect
                  2 = relieved soul effect
                  3 = vengeance effect
                  4 = random effect
                  5 = random effect (incl. no effect)   == default
                  
                  -------------
                  
                  wizard:
                  0 = disabled (no effect)
                  1 = ancient ghost effect
                  2 = relieved soul effect
                  3 = vengeance effect
                  4 = random effect
                  5 = random effect (incl. no effect)   == default
                  
                  --------------
                  
                  zombie:
                  0 = disabled (no effect)
                  1 = ancient ghost effect	  == default

                  I didnt have beta testers this time. I hope it is bug-free.

                  Hopefully you enjoy this little piece of work...
                  Download is updated in 1st post.

                  Warm regards,
                  Seven

                  Comment


                  • Sweet, can't wait to try it out =]
                    Regular One Man Slaughterhouse

                    Comment


                    • GREAT work Seven.
                      Master of QC

                      Comment


                      • Thanks Seven!

                        Comment


                        • Just played through the first episode with the new mod and it is like playing it for the first time again! This is great Seven. I like not knowing when a skull is going to chase me. I actually had one chase me all around Grissly Grotto before I stopped and let it catch me!! Too funny! There now is always so much going on in a battle that it is hard to pay attention sometimes as I'm gawking at the effects!!
                          Thanks for all your hard work on this Seven!
                          Regards
                          Jeff
                          gdiddy62

                          Comment


                          • Awesome.. Thank you very much!
                            Totally agree with Jeff!
                            Last edited by DaniOcampo1992; 07-25-2011, 01:05 AM.
                            200 aņos de mi querido PARAGUAY
                            14/05/1811

                            Comment


                            • Not too sure what his values would be (as once tagged their order changes). However I was trying to figure out where the md3 tag areas are stored in the model. It starts at offset 48 and goes until 4A.
                              The pent model had: 2E 4D 44
                              or you can try and use the modeltool (which tags md3's) with --flags 4476206
                              The values are reversed on the model when it's applied so 4476206 = 444d2e

                              So I converted Ruohis' amazing pent model to md3 - then went and hex edited that offset onto the model. Guess what the result was?
                              vvvvvv




                              Ruohis-Pent-With-Rygel-Fire.zip]Ruohis' Pent with Rygel's fire tag
                              Attached Files

                              Comment


                              • Sweet OoPpEe =]

                                I'm having an issue with the mod v3, the nails are leaving a black square decal on the wall behind the nails. Also sometimes the souls or demons just kind of hover in the air and never disappear.
                                Regular One Man Slaughterhouse

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