UPDATE 20140530
Dear all,
It took more than half a year to release a new version of the "small mod compilation" for the mission packs.
In the meanwhile there have been so many new things and features developed for id1 Quake version, that it was really difficult to implement them all into mission packs.
I am quite proud today that we seem to have a new stable/solid base (as I didnt receive bug reports) for the SMC with Ver. 4.80 and want to release the mission pack 2 now. A lot of things have been changed (this update was the most difficult until now for me).
I also updated and re-matched the 'Starter Kit'´s from Quake and both mission packs now to make it as easy as possible for you (if you read the readme´s, which is unfortunately not very common).
There is now also an optional Rogue "Weapon example pack" included. It brings 2 advantages:
- a quick compilation to use with no issues if you want
- make use of the powerup effects for Rogue weapons (side by side with id1 weapons)
Updated links in 1st post
Kind regards,
Seven
====================================
Hello JDStoner and Gdiddy,
The lack of interest in the community made it unnecessary to continue developing your mentioned things. Not every idea is good, I know. I understand it and want to concentrate on the things the community likes rather than work on useless things.
My time gets more and more limited, so I decided to do different things.
Hello Dutch,
Creating particle effects is like playing chess. A minute to learn, a lifetime to master.
You are a person who works hard on things and wants to completely dive into and fully understand them. That is a good property.
Fortunately there are a lot of effects available to look into and learn things from and we have the DP-wiki to read descriptions about the syntax.
So, there should be not many issues left. If so, we have several experienced effect makers here, who always are willing to help.
Hello Krymzon 45,
Thank you for your words. Did you notice, that there is a newer version than 4.72 available ? It was released around 1 month ago. Please look into 1st post of this thread. Installing V4.80 when you had V4.72 is even easier than updating from V3.80, so you should not have any issues.
Regarding the statues with the tentacles:
These are the most beautiful models (and matching perfectly Quake´s H. P. Lovecraft theme) from the dungeon game "Legend of Grimrock". I ported them for pesonal usage from the game into Quake. I once explained how to do it step by step here in this forum somewhere, if you want to do it as well. You most probably will find the small tut by using the search button and type "grimrock".
Hello Talisa,
Yes, I clearly remember the discusion and the idea of the tilted torches. I even discussed it at inside3d. An automagic implementation is a lot more difficult than you might think. Doing it manually needs only 1 value for each torch via .ent files, but it would take long, as there are a lot of torches in some maps... Very comparable to creating weather .ent files.
So, this is something still on the ToDo list, besides several other features.
Only the mighty Cthulhu knows when that will happen
Dear all,
It took more than half a year to release a new version of the "small mod compilation" for the mission packs.
In the meanwhile there have been so many new things and features developed for id1 Quake version, that it was really difficult to implement them all into mission packs.
I am quite proud today that we seem to have a new stable/solid base (as I didnt receive bug reports) for the SMC with Ver. 4.80 and want to release the mission pack 2 now. A lot of things have been changed (this update was the most difficult until now for me).
I also updated and re-matched the 'Starter Kit'´s from Quake and both mission packs now to make it as easy as possible for you (if you read the readme´s, which is unfortunately not very common).
There is now also an optional Rogue "Weapon example pack" included. It brings 2 advantages:
- a quick compilation to use with no issues if you want
- make use of the powerup effects for Rogue weapons (side by side with id1 weapons)
Updated links in 1st post
Kind regards,
Seven
====================================
Hello JDStoner and Gdiddy,
The lack of interest in the community made it unnecessary to continue developing your mentioned things. Not every idea is good, I know. I understand it and want to concentrate on the things the community likes rather than work on useless things.
My time gets more and more limited, so I decided to do different things.
Hello Dutch,
Creating particle effects is like playing chess. A minute to learn, a lifetime to master.
You are a person who works hard on things and wants to completely dive into and fully understand them. That is a good property.
Fortunately there are a lot of effects available to look into and learn things from and we have the DP-wiki to read descriptions about the syntax.
So, there should be not many issues left. If so, we have several experienced effect makers here, who always are willing to help.
Hello Krymzon 45,
Thank you for your words. Did you notice, that there is a newer version than 4.72 available ? It was released around 1 month ago. Please look into 1st post of this thread. Installing V4.80 when you had V4.72 is even easier than updating from V3.80, so you should not have any issues.
Regarding the statues with the tentacles:
These are the most beautiful models (and matching perfectly Quake´s H. P. Lovecraft theme) from the dungeon game "Legend of Grimrock". I ported them for pesonal usage from the game into Quake. I once explained how to do it step by step here in this forum somewhere, if you want to do it as well. You most probably will find the small tut by using the search button and type "grimrock".
Hello Talisa,
Yes, I clearly remember the discusion and the idea of the tilted torches. I even discussed it at inside3d. An automagic implementation is a lot more difficult than you might think. Doing it manually needs only 1 value for each torch via .ent files, but it would take long, as there are a lot of torches in some maps... Very comparable to creating weather .ent files.
So, this is something still on the ToDo list, besides several other features.
Only the mighty Cthulhu knows when that will happen
Comment