@alexandra
it sounds to me like you are trying to use the run&gun feature with tabun's enforcer
keep in mind you can NOT use hi-poly replacement models in combination with the running&shooting feature.
this feature was taken from nehahra and requires special models that have additional frames added for these animations.
and all available hi-poly replacement models do NOT have these additional frames
using run&gun feature can NOT be used with tabun's enforcer model,
because tabun's enforcer does NOT have the additional frames for run&gun animations.
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Thanks Seven, as always, for your hard work on this great mod.
I just updated from 5.30 to 5.50 b3. A few questions...
- When enforcers die they usually start to fall over but then immediately freeze in midair. I am using multiskin and Tabun's enforcer model. I remember having this issue with 5.30 so it's not new.
Theory: Maybe my order of file loads is wrong. Here's how they're arranged:
If not that then perhaps it's Tabun-related.
- kickgibs is 0, but gibs are still kickable. Not sure if this just started or not. Any ideas?
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Thanks for the bug fixes. that game you recommend was painkiller its been a blast. now that the new maps work ill be playing that soon. thanks for all the work on the smc!
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Originally posted by Seven View PostWhy do you say this ?
When 2 posts above your post you see a screenshot that shows that it works ?
When reading your last posts in this forum I see that you are new to Quake. So of course there is much you do not know yet and a lot of things to learn. That is abolutely normal and OK. But I also see that you try to eat too much things at the same time. Too much stuff to swallow at once.
You seem to be a person who wants all the replacements out there at once. That is not a problem in general. But it is difficult for a beginner.
The main issue is, that you are using an "All-in-one" compilation. With hundreds and hundreds files, models, textures, sounds, rtlights, etc. As long as you use a compilation like this, you WILL have issues when you put more and more .pk3´s into your folders.
Especially for a beginner it is important to see what replacement is doing what. Like in the rtlights thread. You didnt even know that Rygel´s compilation had rtlights !
I think that answers all of your other and upcoming questions....
Get rid of compilations that you do not understand yet and start simple and slowly. That is my main advice. The final result will be 100% better and Quake will look like YOU want it and not like another person wants it.
But back to your initial question:
Of course the SMC works with the new 5th episode: Dimension of the Past.
The new episode is not a mod. It is "only" a set of 11 maps. So the SMC will work fine just like with all other maps.
Please read the included readme.txt of the SMC v5.30. Many people do not, so issues will occur. Especially point 2 is what describes your issue. You seem to use dpmod together with your Rygel compilation. That dpmod has a custom progs.dat, so ...
Here is another screenshot from e5m3 (just to be sure):
And no, I generally don't use DPmod. I like certain things that it does, but there are too many other annoyances.
I'll just keep experimenting further. Thanks for all the advice.
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Originally posted by och View PostWhen using SMC with the new DOPA addon, flames are not visible.
When 2 posts above your post you see a screenshot that shows that it works ?
When reading your last posts in this forum I see that you are new to Quake. So of course there is much you do not know yet and a lot of things to learn. That is abolutely normal and OK. But I also see that you try to eat too much things at the same time. Too much stuff to swallow at once.
You seem to be a person who wants all the replacements out there at once. That is not a problem in general. But it is difficult for a beginner.
The main issue is, that you are using an "All-in-one" compilation. With hundreds and hundreds files, models, textures, sounds, rtlights, etc. As long as you use a compilation like this, you WILL have issues when you put more and more .pk3´s into your folders.
Especially for a beginner it is important to see what replacement is doing what. Like in the rtlights thread. You didnt even know that Rygel´s compilation had rtlights !
I think that answers all of your other and upcoming questions....
Get rid of compilations that you do not understand yet and start simple and slowly. That is my main advice. The final result will be 100% better and Quake will look like YOU want it and not like another person wants it.
But back to your initial question:
Of course the SMC works with the new 5th episode: Dimension of the Past.
The new episode is not a mod. It is "only" a set of 11 maps. So the SMC will work fine just like with all other maps.
Please read the included readme.txt of the SMC v5.30. Many people do not, so issues will occur. Especially point 2 is what describes your issue. You seem to use dpmod together with your Rygel compilation. That dpmod has a custom progs.dat, so ...
Here is another screenshot from e5m3 (just to be sure):
Originally posted by talisa View Postthanx seven, for providing such a quick fix like always
there are no more crashings now and also no more incorrect sounds
No bug reports, no bugfixing
Originally posted by och View PostWhats the best way to configure this to get all the eye candy without the extra monsters?
Point 3.) in the readme.txt is what you are looking for.
Simply disable the new monsters spawning/replacing the original monster. You can do this for each monster individually. So, if you like only 1 or 2 from the new ones, you can keep them and get rid of all the others...
Best of luck and have fun with your Quake.
Kind regards,
Seven
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Whats the best way to configure this to get all the eye candy without the extra monsters?
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thanx seven, for providing such a quick fix like always
there are no more crashings now and also no more incorrect sounds
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Hello talisa,
Originally posted by talisa View Posti was just playing MachineGames' Dimension of the Past episode with V5.50_Beta2 [...] and in the second map, which contains a looooot of enforcers i am getting random crashes
Originally posted by talisa View Post... and incorrect sounds playing when the quoth-enforcers shoot, like hearing the grunt's death-sound when eliminator shoots
==============================
Hello JDStoner,
Originally posted by JDSTONER View PostHay seven i took some time to play the smc i started with a fresh set up and the default smc config with the starter monster pack
Originally posted by JDSTONER View Post... seems to give invisible grunts in e1m1 hen playing on hard.
Originally posted by JDSTONER View Posti was still having issue with the psycho effect screen flashing not working when i pick up a quad or when shooting the monster face and releasing the flying skull.
Originally posted by JDSTONER View Postthe hit box on the door to get the shotgun shells and the quad seem small or the door was slow to trigger or something it took 20 shots to open it a few times. i may not have everything set up right so this may just be me. the new AI killed me 20 times before i made it past E1M1
Originally posted by JDSTONER View Postnow what i love is the new bio suit! that is so bad ass!!! the air or time meter on top and the water drops way cool effect! and the Blood o my god the blood! gibing someone has never been more satisfying then having there blood sprays all over the screen. this is just the kind of thing i wanted to see.
Originally posted by JDSTONER View Postif you could add more patterns or have them display at different angels to give more variety that would help this add on be less redundant over time.
That is even more than new modern games have...
If you still want more, you can edit the source. It is simple.
Originally posted by JDSTONER View Postif you could do some scratches and bites that come up on the screen when being hit by the daemon and the dog it would add something too. think house of the dead.
Bloody scratches on the screen is not on my list at the moment, but you never know...
Originally posted by JDSTONER View Posti still have not gotten enough time to dig in and see everything you have done but the stuff thats new to me is just amazing!
Originally posted by JDSTONER View Posti got a new used pc so i have been playing around with some big maps that would never run right for me before.
enjoy your summer. the smc is top notch!
I also wish you and Noa a great summer time.
Take good care of him (and do not let him play Quake too much)
DOWNLOAD v5.50 Beta_3
==============================
I can only recommend everyone to play the new 5th episode: Dimension of the Past
You can even see the sky and the moon reflecting in the windows...
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Hay seven i took some time to play the smc i started with a fresh set up and the default smc config with the starter monster pack seems to give invisible grunts in e1m1 hen playing on hard. i was still having issue with the phyco effect screen flashing not working when i pick up a quad or when shooting the monster face and releasing the flying skull. and the hit box on the door to get the shotgun shells and the quad seem small or the door was slow to trigger or something it took 20 shots to open it a few times. i may not have everything set up right so this may just be me. the new AI killed me 20 times before i made it past E1M1
now what i love is the new bio suit! that is so bad ass!!! the air or time meter on top and the water drops way cool effect! and the Blood o my god the blood! gibing someone has never been more satisfying then having there blood sprays all over the screen. this is just the kind of thing i wanted to see. if you could add more patterns or have them display at different angels to give more variety that would help this add on be less redundant over time. i love the effect but i was starting to see the same blood patterns to often. if you could do some scratches and bites that come up on the screen when being hit by the daemon and the dog it would add something too. think house of the dead. i still have not gotten enough time to dig in and see everything you have done but the stuff thats new to me is just amazing!
i got a new used pc so i have been playing around with some big maps that would never run right for me before. when you have time give this game a play [ame]http://www.youtube.com/watch?v=5YPJzwKXx_w[/ame] (skip to 6 min in)you will need the program pcsx2 to play it but its a good game like hell and damnation a game you posted about on hear that i just started playing. enjoy your summer. the smc is top notch!
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hey seven,
i was just playing MachineGames' Dimension of the Past episode
https://www.quaddicted.com/reviews/dopa.html
and in the second map, which contains a looooot of enforcers i am getting random crashes :/
playing it with V5.50_Beta2 and having all of quoth's enforcers enabled i get random crashes,
and incorrect sounds playing, like hearing the grunt's death-sound when eliminator shoots
here's a screenshot of what DP shows in console upon the crashing:
it shows two crashes that happened shortly after one another and both show nearly the exact same error
and darkplaces both times points at the quoth enforcers being the cause of the crash
could you please look at what exactly might be causing the crashing?
this is the 6th or 7th time already that im getting a random crash in this specific map,
and pretty much every single time the crash happens when one of the quoth-enforcers fires their weaponLast edited by talisa; 06-26-2016, 07:16 AM.
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agree with gdiddy, though simple the bloodsplatters are neat.
i kinda expected i wouldnt like them because they dont make much sense,
but they do add some extra coolness to gibbing enemies from up-close
.
extra fun fact is that i actually recognise the blood-splatters you used....
i use the same pack with blood-splatter textures for a lot of stuff in SL
if you want, i got another gorgeous blood-splatter texture which i use a lot that you could add:
https://www.dropbox.com/s/m3z899k02n...h1yw6.png?dl=0
it was made by someone over at deviantart: http://www.deviantart.com/art/Blood-...ency-210043878Last edited by talisa; 06-09-2016, 06:27 AM.
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Liking the new features Seven! The blood splatters are cool.
Thank you!
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EDIT: nvm, i accidentially had a copy of SMC v5.40 instead of SMC v5.41 in my ID1 folder
replacing the old SMC v5.40 pk3 with SMC v5.41 pk3 fixed it
no idea how that magically solved the issue since it shouldnt affect the quoth enforcer
cuz it didnt exist yet in SMC 5.40..... but somehow it magically fixed the animation-issue
.
for once, i was being a derp and messed up
[ame]http://www.youtube.com/watch?v=LOljwJCujLk[/ame]Last edited by talisa; 06-08-2016, 05:25 AM.
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thank you really much seven, for adding quoth's enforcers to the SMC <3
i know they were already tougher with the shield and being able to run,
but its nice to have some variation with enforcer-encounters
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