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  • Focalor
    replied
    I downloaded "00 Quake-Small-Mod-Compilation-V5.30--Seven-20150822.rar" and hunted through it. I found a TXT in the "credits, detailed readme's" folder detailing the individual cvar settings for that feature, and found pretty much the same thing in the smc_config. I'm completely inexperienced when it comes to coding. I'm assuming what I'll probably have to do is make a copy of the progs.dat found in "pak0.pak" from the original game, open it up, add whatever code to it that enables the usage of the shell casings modification, save it, then use that new progs.dat in a higher numbered pak or pk3 to overwrite the one in pak0.pak. And I'm further assuming that the code I need to copy and paste is found in one of these many .qc files in one of the included folders. Problem is... I have NO CLUE which one I'm looking for. So, uh... lol, could someone hold my newbie little hand and walk me through this?

    I guess judging from the fact that theres this fteqcc.exe thing in the folder with all these .qc files, it's not gonna be a matter of simply using notepad to open the dat file and paste some text onto the end of it, I'm gonna have to use this dat compiler thingy to get it done properly, right?

    Anyway, yeah, I can't count to 3 I guess, lol. HALP!

    Leave a comment:


  • Izhido
    replied
    The beach of spain? Did you sail from the port of usa, through the sea of pacific? Or it was through the airport of usa?

    Although, since you mention Tequila & Sangria, are you sure you're not in the beach of mexico?

    Leave a comment:


  • Seven
    replied
    Howdy there.

    I am on vacation until end of this week at the beach of spain. So i dont have Access to source Files and the like. But i have access to Tequila and Sangria.

    The feature that you describe is indeed one part of the Small mod compilation (aka SMC).
    But before we go into details, you must be aware of the following:
    The Quake engine does not allow to edit/adjust single features of the game. Like for example Doom3 does or other script driven engines. So, if you want to edit/add a single feature you have to use the source of the complete gamecode and edit/add it into It. Then compile it to get your new/custom progs.dat. Use that one to override the original progs.dat.
    You cannot add/edit several features via several progs.dat's !

    The SMC was designed to be able to enable/disable AND edit every feature via a simple config File. Read the first post of this threat and the readme in the download to see more details and see its features. ...

    All Quake HD compilations for Darkplaces uses the SMC. Unfortunately all compilations are outdated. So be sure to delete all SMC relevant files in them before updating Quake HD compilations with updated SMC version.

    If you want ONLY want one feature from SMC, I always include the source files So everybody who can count to 3 can extract the shell casing feature and compile a separate progs.dat.
    Be aware though that i use advanced physics (gyro) and some more twists on the casings. When extracting the code. Other than that its a simple copy/paste for advanced coders.

    If you have further questions feel free to ask. I have extrem ely limited Internet this week but maybe others can answer /help in the meantime.

    It took me almost 30 minutes to type this post into this stupid mobile LOL.
    Anyhow have fun with your Quake.
    Seven.

    Leave a comment:


  • Focalor
    replied
    I've been trying to piece together my own personalized collection of enhancements for Quake DarkPlaces. I've gotten as far as collecting all the pickup and view weapon models that I want to use.

    I downloaded the Quake HD Pack. In the Quake HD Pack, I noticed one pretty cool feature that I'd like to extract for use in my weapons pk3. Whenever you shoot the shotgun or supershotgun, it shoots a model of a spent shell out of the right side of the weapons. I think I've extracted all of the proper model, texture and sound files for this specific item, but it appears as though it will require an additional DAT file to work properly. I looked through the DAT file with notepad, but it was 47 eons long and I had no idea what to look for anyway. So I guess my question is... is there somewhere where I can already download this shell eject feature contained by itself in one pk3? If not, what specific part of the DAT file do I need to make this work?

    I've uploaded the DAT in a zip in case it'll make things easier.
    http://focalor.tastyspleen.net/stuff...t_progsdat.zip

    And in case I might've missed a file or two, here's a list of the files I've collected for this:
    /progs.dat
    /progs/casing.mdl
    /progs/casing.mdl_0.jpg
    /progs/casing.mdl_0_gloss.jpg
    /progs/casing.mdl_0_norm.tga
    /sound/weapons/casings1.wav - casings3.wav
    /sound/weapons/shell00.wav - shell19.wav

    Leave a comment:


  • Seven
    replied
    Hello Jerkakame,

    Good to see that this mod can inspire other people to extend / fork it.
    You will see that there are a lot more 'potential' new cvar possibilities.
    There seems to be no quantity limit as far as I can tell.
    At least we didnt touch it yet

    Happy coding !

    Best wishes,
    Seven

    Leave a comment:


  • Jerkakame
    replied
    I love this mod a lot, I wish there was a equivalant for Quake 2.

    I want to suggest an idea for Dissolution of Eternity: cvar to change statue knights health, like the ogre_boss.

    EDIT: aah I figured out how to do it with the source files.
    I also added a cvar for the Dragon's health

    progs.zip

    set knightstatue_health 75
    set hellknightstatue_health 250
    set dragon_health 3000
    set dragon_skill_health 1000
    Last edited by Jerkakame; 07-16-2016, 10:17 PM.

    Leave a comment:


  • talisa
    replied
    yeah the whole issue is entirely 100% related to sock naming his map 'start',
    and the optimizations seven put in place to make load-times shorter

    seven added lots of checks to the SMC's QC to check if something is used in any map,
    and make the engine only pre-cache the models and sounds that are actually used in that map / map-type.

    this shortens load-times by a looooot in most cases, as it skips precaching any models&sounds that arent used in the map that is loaded


    regular quake pre-caches EVERYTHING upon loading any map,
    including every single model and every single sound in the game,
    which can make loading-times be really really long if a lot of replacement content is used.

    Leave a comment:


  • JDSTONE
    replied
    yea i did not have ent files because i know how messed up that can get things. i was thinking it was the map name. i did not think about not preloading it in the start map to make the game load faster.

    OMG the blood in your face when playing in 3D is out of this world!!! the bio suite is kinda messed up when you put it on. i dont know if that is a smc thing or a DP thing.

    you know the lazer lights that go off when you go in the teleport. could you do something like that with the armer. the yellow particles going around you when putting it on. or red or green depending... just an idea to get some more eye candy

    Leave a comment:


  • talisa
    replied
    @JDstoner
    easy fix for this is renaming the map to something different like 1kcuts.bsp,
    and then manually editing the .ent file of the map to change the trigger_changelevel to point to 1kcuts

    ive actually done that myself, here is a copy of renamed map and edited ent-file Zippyshare.com - 1000cuts SMC fix.rar

    drop those in cuts\maps and run the map by starting darkplaces with parameters
    -game cuts +map 1kcuts

    .

    the issue is not with the SMC but with the fact that the map one thousand cuts is simply called 'start.bsp'.

    seven has added optimizations to the SMC to tell the engine to NOT pre-cache a lot of sounds and models which are normally never found in a start-map.
    which normally wont cause any problems at all and actually helps to make the start-map load faster

    but it does cause issues when someone decides to use a map called start as a normal map, which is what sock did with one thousand cuts

    Leave a comment:


  • JDSTONE
    replied
    I started up socks 1000 cuts off of quake injector and the preaching error went ape shit! fix your code. i think in the stand alone map i was trying to run it is call start.bsp that may have something to do with it. you will know better. it looked like it was just new monster mdl and sounds. hope that helps.

    Leave a comment:


  • JDSTONE
    replied
    I like that glowing look on the torch. its a good upgraded model. what would you think about the option of killing an enforcer with an ax of lighting gun. i need a way to brake the force field. or at least give me a kick ass force field my self with a cool partial effect. that may be too much but something that would brake the force field would be nice. the flame thrower enforcer and the one that shoots the blue blast are so cool to fight even when they take me out.

    Leave a comment:


  • Blood Vengeance
    replied
    Those torches are lovely!

    Leave a comment:


  • Seven
    replied
    Hello JDStoner,

    The fact that SMC v5.50 adds the run&shoot feature and additional enforcer types does not mean you have to use them.

    The run&shoot feature can be disabled for the soldier and all 4 enforcer types individually.
    It makes them a much harder opponent, yes.
    And the additional enforcer types have higher health and damage values by default.
    You can/should adjust all of that to match your personal/individual playing skill via smc_config.cfg.

    The new 5th episode second base level has a lot of enforcers on hard skill setting.
    I would never be able to beat them, lol. My playing skills are far from good



    ============================



    Dear all,

    I am preparing a new downloadable torch type for the SMC. I like it more than the current default torch model.
    It is almost as good as the Legend of Grimrock torch & lantern (see lowest screenshot).

    The new torch fits perfectly into all those old & rusty castles and maps in Quake in my humble opinion. What do you think ?






    These are the Legend of Grimrock torch & lantern (free downloadable from their website):





    Torches and fire are what fascinates me the most in computer games. Fire effects are quite hard to create with particles but it makes the game a lot more "real" and alive I think. Maps with spooky lighting and shadows is what still scares me the most in Quake.


    Kind regards,
    Seven

    Leave a comment:


  • talisa
    replied
    its a lot more difficult then standard with quoth's different enforcers,
    but its do-able with patience. i finished dopa with quoth enforcers enabled myself

    involved lots of quick-saving and dying a looot, but i like a good challenge

    .

    you can configure both things you mentioned about the enforcer's shield with these two cvars
    set enforcer_shield_chance 15 (configures how often the enforcers will use shield)

    set enforcer_shield_lifetime 3 (configures how long do the shields last)

    Leave a comment:


  • JDSTONE
    replied
    with the new enforcer set as default can anyone pass m2 of dopa. maybe i have not found the right way to attack with there new skills. i find im running low on ammo quick. i may suggest that the shield time they have be less or they are not able to use it as often. something like that. or maybe i just suck too much at a game i have been playing for 20 years. lol i love the new AI skills but it makes the game a bit unbalanced i think at least in that map. other maps maybe not so much. is anyone else struggling?

    seven
    good to know the exploding box is not an smc thing. it was strange and it happened everytime so i thought i would let you know. thanks for the skys pack. the old pc would not run such fancy thing. i got the pc from craigslist it was not very expensive but a big upgrade for my the last pc was like 10 years old. i gave nova the old one and just let him have his way with it. he crashed it when he downloaded so meany free games there was 300 megabytes of free space and he was getting a 2 gig game. braking them is the best way to learn how to fix them. it was slow going but i got him up and running again.

    Leave a comment:

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