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  • Focalor
    replied
    Originally posted by Avalan View Post
    Also, I couldnt find an option in the config file as to how to disable new optional monsters.
    I had that same problem. Unfortunately there isn't really one single simple variable to change to turn off ALL the new included monsters and behaviors. You'll have to go down the list and carefully read each line and tweak the appropriate settings to turn them off. And even more unfortunately, I don't think ALL the settings for all the monsters and their behaviors are contained in just one section. From what I remember, there were a few that were scattered into other sections appearing earlier in the file.

    I'll attach a copy of the smc config I tweaked for myself and you can probably use it to compare it to a default install one and hopefully make the necessary tweaks to your own config.
    Attached Files

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  • Avalan
    replied
    Hello everyone! This is my first post here and the reason I created the account . Can I please have config file for this mod with everything disabled BUT the gore effects? The rest of the compilation is very fps heavy for my low spec laptop, and gore is the main reason I downloaded this compilation. Also, I couldnt find an option in the config file as to how to disable new optional monsters. Any help would be appreciated. Thank you!

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  • Mugwump
    replied
    OK, so I managed to copy the surface "bubbles" (more like fumes, really) from the E1M1 effects you sent me a while ago. For the actual bubbles inside the slime, I added air_bubbles entities every 32x32 units, but is there a better way to do this? I mean, it's OK for a small pool but for larger ones like in E1M1, this method would need a lot of air_bubbles entities.

    The boiling sound I can manage, I just need to find a good sound loop.

    I also copied the slipgate red fog effect from the starting point of E1M1 (oddly named "exit") but I would like to know if you use the same values for the end level slipgates, just to remain coherent.

    The only thing I really have no idea how to tackle is the lava ball sounds, so I'm really gonna need your help with that.

    Leave a comment:


  • Mugwump
    replied
    Hi Seven!

    I've been studying your weather and particle tutorials. I'm currently making an .ent + effectinfo for the start map of Gotshun's lost levels.

    I implemented rain, lava haze and lava sounds but I need some guidance or examples for:
    - sounds for the lava balls,
    - bubbles and boiling sound in slime,
    - slipgate red fog (this map pack uses hipnotic and apparently fog isn't automatic like in base SMC).
    Last edited by Mugwump; 11-25-2016, 01:36 PM.

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  • Mr.Burns
    replied
    ...you saw what we did there

    Anyway, back to the SMC topic.

    @Seven: Due to personal reasons I haven't had much chance to experiment with the latest versions of SMC, so please forgive me if you have already covered this, but is there an option to enable the nails to ricochet off walls a couple of times? This was always a very useful feature when playing Painkeep (so I suppose the code could be lifted from that ) as you could bounce nails around corners to flush out campers. It also made the basic Nailgun a bit more useful. Don't worry if it's not implemented as I'm sure you have bigger fish to fry, I just thought it might be fun.

    Keep up the excellent work

    Monty

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  • Mugwump
    replied
    Heh yeah, plus it goes well with Quad.

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  • Mr.Burns
    replied
    Nothing up, just a little artistic license Given the hard hitting nature of Quake I always considered "Damage" would be a good name for a server. Luckily Polarite agreed.

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  • Mugwump
    replied
    You're welcome! Sooo... The american server is called newyork but the european server is called... Damage?! Hmmm, what's up with that?

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  • Mr.Burns
    replied
    Originally posted by bfg666 View Post
    Monty, is it normal that your european server address starts with "newyork"? Somehow I doubt it...
    Doh! That will teach me to cut and paste Now corrected, thanks for the heads up
    Kind regards
    Monty

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  • Das_Offertorium
    replied
    the world is only a village

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  • Mugwump
    replied
    Monty, is it normal that your european server address starts with "newyork"? Somehow I doubt it...

    Leave a comment:


  • Das_Offertorium
    replied
    Hi,
    thanks four your answer, i understand at this time it ist not possible to play smc in coop. Thats sad, it very nice mod.

    Greetings
    Das_Offertorium

    Leave a comment:


  • Mr.Burns
    replied
    Hi there

    From speaking to Seven I know that the SMC mod was never intended to be used that way but a multiplayer COOP "extension" of SMC with all of the bells and whistles (and maybe a few more new ones in time ) might be a whole load of fun. Don't get me wrong, I'm a big fan of RQuake and have to get my "fix" of it several nights each week, but we're always keen to keep Quake fresh and try something new

    If such a thing existing existed, perhaps along the lines of the Rquake coop servers in New York (connect newyork.servequake.com:26001) and europe (connect Damage.servequake.com:26001), I'm sure Polarite wouldn't mind me adding an SMC Coop server (even if its just for testing or playing with ideas) and supporting website. Seven, please let me know if ever this idea appeals to you and if you want to try this out at some point.

    Kind regards

    Monty
    Last edited by Mr.Burns; 11-10-2016, 06:34 AM.

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  • Das_Offertorium
    replied
    smc in coop?

    Hi there,
    at first thanks for the nice community that keep Quake alive. As a Kid i loved that game, now i can play at it again. The smc mod and the new monsters are awsome, thanks for your work.

    Is there a way to start smcin Multiplayer. We will play this in coop, i have a dedicated linux server and the game starts fine but the Sound have a delay of ~10 Sec.

    Is there a way to fix that?

    Sorry for my bad englisch.

    Greetings
    Das_Offertorium

    Leave a comment:


  • Mugwump
    replied
    Originally posted by Seven View Post
    new SMC HUD-features. One of them is the original layout
    Great! I still need to take the time to install the latest version but I'll sure take a look at it when I do.

    It is maybe better to show some moving pictures
    Cool, thanks!

    Muzzleflashes: yummy!
    LG: very nice but I'm wondering if it's possible to make it go more zig-zaggy, like the original polygon beam. And like real-life lightning.
    Blood: awesome, both for player and monsters. I would looooove to see that in the new Map Jam 8 (but it runs in AD...)
    Teleporter: I like the fast sparks, they remind me of lightspeed travel in Star Wars.

    Leave a comment:

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