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  • CharlieSandford
    replied
    i then extracted the files from the .pk3 and just put them in the progs folder now i get a version error (should be version 29) Im guessing thats down to me not having md3 support in engine and i suspect im using the wrong Trickle´s combined models version (if im using it atall, i assumed it was just the v_wep pack from Trickles website. I feel so dumb right now

    Following your advice in the below post, I am wondering if im using the correct trickle weapon pack, I only see one v_weap pack on their site and ive followed your instructions but now am getting wrong version numbers on the mdl files. I suspect im using the wrong trickle pack, could you point me to the one you mean? Thanks again, i'll do my best to stop bothering you after this.
    Cheers Seven

    I'm also wondering if theres any tutorials on adding pk3 and md3 to the engine, i desperately wanted to start over from scratch, and i do remember a v_weaps tutorial from back in the day that was purely written in .qc. Im just finding it impossible to work it out right now despite your awesome advice Seven. I've spent now about 5 hours going through the code, using trickles v_weaps pack and renaming the files the way you mentioned,i was also under the impression that if you did a -game short it'd load that progs.dat and the pak files in that directory, perhaps im misunderstanding something there too. I cant thankyou enough once again for your help but I simply cannot make this work. Perhaps my best bet is to figure out how to add pk3 and md3 support and things would be a lot easier.


    p.s apologies for making new posts instead of editing old ones ;D Its been many years since ive used forums.
    Last edited by CharlieSandford; 02-24-2017, 08:53 PM.

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  • CharlieSandford
    replied
    since my engine supports neither .md3 or .pk3 im using trickles vwep pack as suggested in the readme you wrote, however on load im getting an error saying "Mod_NumForNameprogs player_shot.mdl" not found Please forgive my further questions am i missing something silly? I extracted Trickles vweps to the correct folder so im not sure what im missing here

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  • CharlieSandford
    replied
    I cannot thankyou enough for that Seven. I am overwhelmed. Thanks so much for taking the time to do that, now I will be able to understand it fully and such. Very much aprecciated!

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  • Seven
    replied
    Hello CharlieSandford,

    Asking me questions in realtime is quite difficult because I am not online often. I do not have a smartphone either (and am proud of it). So, you either have to wait minimum approx. 1 day for answers from myself or other forum members can answer questions.

    Anyhow, I extracted the v_weapons code into a fresh vanilla 1.06 source for you. So you can play it in every engine. It should also work in multiplayer (I could not test it because I have no server or Lan or similar).

    Tested only with FTE and DP because they support 3rd person view and that is the only way to "see" the player in SP. But the code is free of advanced engine extensions so it should work in all engines. Please read the readme for details.

    Have fun with your v_weapons mod.
    Seven

    Download

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  • CharlieSandford
    replied
    Got a bit ahead of myself I guess, after looking through your incredibly well written and commented code im still going to find it a nightmare to get this working haha. Just wanted to thankyou again for your help and I will let you know if I manage to figure it out, I hate to be a bother but is there any possible way I can reach you other than in the PM section of this forum? I have a few little questions I'd like to ask in realtime if atall possible. I'd be much indebted to you. Thanks
    Charlie

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  • CharlieSandford
    replied
    Thankyou so much for your reply Seven, that has been a huge help!

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  • Seven
    replied
    .... frame from within client.qc. Just like the powerup checks are also done every frame.

    Kind regards and best of luck,
    Seven

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  • Seven
    replied
    Originally posted by enderandrew View Post
    Seven, can you please release your 5.5 source code?
    Hello enderandrew,
    Yes I will surely do it when releasing (together with) the new version. If that will not happen, I sent it to fellow friends.
    By reading other posts from you I think you only seem to see the "text" rather than the feature and the development behind it. Copy/pasting code blocks is something everybody with a text editor can do. Understanding, studying and finding the essence and ideas behind features is another thing.



    Originally posted by CharlieSandford View Post
    Hi there seven, I had a question I tried to send you in private message but i guess your inbox is full. I wondered if it'd be okay for me to use your v_weapons code in a very simple project of mine, basically just me and some friends are looking to make our own quake server and one of the features we'd LOVE is v_weapons. Im better at engine coding than i am at QC so I wondered if there was any chance you could help me out on this matter, no worries if you are busy i totally understand, ive just been wracking my brains on this for days now with no success. Cheeers!
    Hello CharlieSandford,

    First of all you have to know that there are different types of v_weapon features.

    The one that "glues" the weapon models to the player model with setattachment or similar. That is the way that is described here. You will find links to mods and models that can do it on that link as well.

    The one that uses different player models (including the weapons) for each weapon. That is how Hipnotic and in a way even original Quake uses.
    In original Quake, the player model is switched to the eyes model when using the ring. In Hipnotic a new weapon is introduced: The Mjolnir. To be able to actually see it in-game, the eyes trick/hack was extended to now also support a player model with the Mjolnir in his hands.

    The SMC uses the latter option but for all weapons differently. The SMC doesnt use self.modelindex for that but the regular setmodel() + setsize() functions. It works robust in single player, but I do not know if it will also work in multiplayer.
    Anyhow, it is such a small function which can be converted into the self.modelindex hack easily. So it should work in multiplayer the one or the other way.

    Please find the barebone function for it in the smc in the costum_effects.qc file. Its name is: switch_vweps(). It is called every .....


    [had to split this post into 2 posts. Otherwise it always crashed]

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  • CharlieSandford
    replied
    Hi there seven, I had a question I tried to send you in private message but i guess your inbox is full. I wondered if it'd be okay for me to use your v_weapons code in a very simple project of mine, basically just me and some friends are looking to make our own quake server and one of the features we'd LOVE is v_weapons. Im better at engine coding than i am at QC so I wondered if there was any chance you could help me out on this matter, no worries if you are busy i totally understand, ive just been wracking my brains on this for days now with no success. Cheeers!

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  • enderandrew
    replied
    Originally posted by Seven View Post
    You already posted that error some time ago.
    And you are using an outdated SMC version.
    The bug has been fixed in 2016 06 26.
    Please read this post and everything should be fine.

    Oh, and try to play without cheats You will see that Quake is a nice and challenging game then.

    Have fun with your Quake,
    Seven
    Seven, can you please release your 5.5 source code?

    I updated Rogue-SMC to 5.4 and I was having some similiar crashes. I haven't in some time, but I'm not sure if I've fixed the crash properly or I'm just not triggering it anymore.

    I'd like to see the official fix, and also finish truly updating Rogue-SMC all the way to 5.5 and not just 5.4.

    Leave a comment:


  • Seven
    replied
    Hello Condor-2-4-2,

    You will find a readme together with the 'Starter Kit'. It will tell you which models and files are used in it.

    Be aware, that there are lots and lots of replacement textures and skins for Quake. And I had to make a decision which ones I use for the 'Starter Kit'. The skin from Quake Reforged Team did not make its way into it because I personally do not like it and there are better ones available.

    The 'Starter Kit' is just a start to make your life easier and have a drag&drop solution ready in your hand. It supports ALL of the SMC features. You can of course use any model/skin you want. The SMC works with all replacements. Just make sure you read and understand the readme´s and you can extend the 'Starter Kit' if you want, or delete the ones you do not like. It is all in your hand.




    Hello LordValsary,

    You already posted that error some time ago.
    And you are using an outdated SMC version.
    The bug has been fixed in 2016 06 26.
    Please read this post and everything should be fine.

    Oh, and try to play without cheats You will see that Quake is a nice and challenging game then.

    Have fun with your Quake,
    Seven

    Leave a comment:


  • LordValsary
    replied
    SMC 5.41 crash

    I use version SMC v5.41

    Game crashes a few times when I used together cheats :
    https://drive.google.com/file/d/0B2s...ew?usp=sharing
    god
    notarget
    noclip
    impulse 9

    It happens when you kill a few enemies, for example, with a grenade launcher.

    Greetings

    Leave a comment:


  • talisa
    replied
    capnbub's dog uses a different UV so textures for the ID1 dog model will NOT work on it

    however, there is a great HD skin available for capnbubs' dog by QuadRocket


    https://www.dropbox.com/s/vs2dj8emom...20dog.rar?dl=0

    Leave a comment:


  • Condor-2-4-2
    replied
    Hello seven,

    I expected the skin which is shown bellow. This is from Quake Reforged project.
    I thought that was this one that is in the multiskin pack.

    greetings,

    condor-2-4-2
    Attached Files

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  • enderandrew
    replied
    Originally posted by Condor-2-4-2 View Post
    Hello,

    there seems to be a problem with the dogskin in the multiskin pack 5.30.
    I use "darkplacesenginewindowsonly20140513" with SMC 5.30 + SMC update 5.41 + SMC Multiskin 5.30.

    The hires skin for the ID1 dog are not shown. Only the painskin will be displayed, as shown in the pic bellow.

    I tried different settings in the smc conf file but the skin won't be loaded. Also I've tried different later darkplaces beta versions with the same result.

    Is there a way to activate the skin or is it a bug? Has anyone such a problem with the skins?

    Thanks for your reply,

    condor-2-4-2
    The painskin is just the blood splotches which are overlaid on the normal monster skin. Echoing what Seven said, that looks like the higher res dog skin in SMC.

    This is what the original looks like:

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