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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.
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
"
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]
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.
...
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.
...
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
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 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.
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.
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
the SMC already had all the code that was need for the new feature.
Take the demon/wizard teleporting, mix it with the adjustable size feature, add some cosmetics here and there and the corpses collision correction was born. And this time even without the _z sticking in floor bug in Non-DP engines.
Combining/using different existing features always brings up interesting new ones.
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