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  • JDSTONE
    replied
    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!

    Leave a comment:


  • och
    replied
    Originally posted by Seven View Post
    Why 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):
    I think that is exactly my problem, the Rygels pack. Until yesterday I didn't even realize it was a compilation - I thought it was just a high res texture pack. Unfortunately, there isn't much information to be found on this pack anymore.

    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.

    Leave a comment:


  • Seven
    replied
    Originally posted by och View Post
    When using SMC with the new DOPA addon, flames are not visible.
    Why 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):







    Originally posted by talisa View Post
    thanx seven, for providing such a quick fix like always

    there are no more crashings now and also no more incorrect sounds
    Even bugfixing can be lots of fun, when the bug reports are detailed enough.
    No bug reports, no bugfixing




    Originally posted by och View Post
    Whats the best way to configure this to get all the eye candy without the extra monsters?
    Once you have read the readme.txt like mentioned above this question will be no longer a question.
    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

    Leave a comment:


  • och
    replied
    When using SMC with the new DOPA addon, flames are not visible.

    Leave a comment:


  • och
    replied
    Whats the best way to configure this to get all the eye candy without the extra monsters?

    Leave a comment:


  • talisa
    replied
    thanx seven, for providing such a quick fix like always

    there are no more crashings now and also no more incorrect sounds

    Leave a comment:


  • Seven
    replied
    Hello talisa,
    Originally posted by talisa View Post
    i 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
    Should be fixed now. I could not reproduce it anymore with new Beta_3.

    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
    Is fixed now in new Beta_3


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


    Hello JDStoner,
    Originally posted by JDSTONER View Post
    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
    Thank you.

    Originally posted by JDSTONER View Post
    ... seems to give invisible grunts in e1m1 hen playing on hard.
    Is fixed now in new Beta_3

    Originally posted by JDSTONER View Post
    i 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.
    Is fixed now in new Beta_3

    Originally posted by JDSTONER View Post
    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
    That is not SMC related, as i do not change map triggers nor their respective qc code.

    Originally posted by JDSTONER View Post
    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.
    Thank you.

    Originally posted by JDSTONER View Post
    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.
    There are 10 different textures included, which are spawned in random angles.
    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 Post
    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.
    Scratches is not what I want to add because the player doesnt wear an helmet.
    Bloody scratches on the screen is not on my list at the moment, but you never know...

    Originally posted by JDSTONER View Post
    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!
    Thank you very much.

    Originally posted by JDSTONER View Post
    i 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!
    Thank you JD.
    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...

    Leave a comment:


  • JDSTONE
    replied
    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!

    Leave a comment:


  • talisa
    replied
    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 weapon
    Last edited by talisa; 06-26-2016, 07:16 AM.

    Leave a comment:


  • talisa
    replied
    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-210043878
    Last edited by talisa; 06-09-2016, 06:27 AM.

    Leave a comment:


  • gdiddy62
    replied
    Liking the new features Seven! The blood splatters are cool.

    Thank you!

    Leave a comment:


  • talisa
    replied
    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.

    Leave a comment:


  • talisa
    replied


    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

    Leave a comment:


  • Seven
    replied
    Hello,

    One week has past and I made a small bugfix for the v5.50 Beta, as well as some new features I would like to share.

    1. The new v5.50 Beta_2 fixes an issue with the soldiers run&shoot / dodge ability.
      Before he was still firing at the player even though he became out of sight. Adding a visible() check fixed this. The soldier will now return to regular run animation, hunting the player and trying to come into sight again.

    2. Looking at the SMC´s monster replacement table, showing the Enforcer being the monster typed with the least alternatives. So talisa´s request makes sense, giving the enforcer monster type more love and variation. I looked into Quoth and watched its enforcer types.
      There are 3 different enforcers with new skins, carrying / using new weapons:
      1. Defender: Depending on combat situation he uses a shotgun and a grenade launcher
      2. Eliminator: He has a plasma launcher
      3. Pyro: He carries a really nice flame thrower
      I used Quoth code as base, giving all of them new visual SMC-like effects and also the ability to run&shoot if you want.
      You can adjust their weapon damage and health values as well as their appearance chance (replacing regular enforcers) in any map via cvars.
      I made them use different models, so you can use dedicated skins if you want. Making them completely independent to regular enforcers.

    3. Last but not least I added a new quite impressive gore effect inspired by new Doom´s Glory Kill feature:
      When gibbing living monsters or corpses while standing close to them, spawns SMCs extended blood effects which will now also leave blood splatters on the players HUD. Making it now even more fun to gib monsters / corpses.
      You can adjust the maximum distance [Quake units] to monster/corpse to spawn the effect via cvar. Default is 100 (=melee distance) which I found a somehow "realistic" distance for blood splats.


    Some screens that show the blood_splatters.
    Please try the feature in-game to better see it in action.
    It is hard to capture screenshots. SMC v5.50 uses 10 different textures for variation.





    DOWNLOAD


    This update replaces the older v5.50 Beta from 29th may (Follow the link to see more screens and a youtube clip about it).
    Please read the readme.txt for all informations.



    I wanted to get this update out of the door as weather is getting real hot and I want to replace my keyboard & mouse with Snorkeling & diving mask


    Have a nice time with v5.50 !

    See you around,
    Seven
    Last edited by Seven; 06-26-2016, 08:17 AM. Reason: Update to new version

    Leave a comment:


  • Seven
    replied
    Hello Sin_7,

    That is not a very polite way, but I want to help you.

    If your target is to use "Quake 1.5" weapons & gib models together with the SMC mod, then you need this:
    Download

    It will lead to this visual & gameplay:
    [ame]http://www.youtube.com/watch?v=XpiHBWhVn0I[/ame]


    The SMC is one of the most flexible & universal mods. All weapon effects can be adjusted via smc_config.cfg as well as all the additional gameplay features.


    The Download above includes Bloodshot´s unedited models + an adjusted smc_config.cfg file for them.
    So be sure to override your existing smc_config.cfg with the included one or projectile, muzzleflash, casings, etc. position will not match. Simply add the above files into your SMC mod folder.

    Everybody can do this adjustment to every weapon pack. Simply read the smc_config.cfg and its comments.


    Have fun and maybe next time consider saying a word of gratitude and respect to mod authors before rush in and request stuff...

    Leave a comment:

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