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Woow, you put a lot of effort into your list.
First of all, Thank you for your time. You are a really passionate person.
But I think there are approx. 900 possible maps more....
The filter system at quaddicted has some nice features.
There are around 1300 Quake maps available in total.
When you remove all the Quoth and Drake maps, you still have around 1200.
Then you still have the ones with "smaller" mods included. Hard to say how many.
But I am sure that there are around 1000 left with no custom progs.dat.
It is not important if its +/- 100, but the overal amount of Quake maps is huge.
Thank god we have all the great mappers for Quake !!
Without them, this game would have slowly died already.
Believe it or not, I still have around 150 maps to play in my "Amazing_maps" folder.
I fear that I will never have the chance.... to many crazy mod ideas in the monkey head
If you watch closely, you will see a dependency to _y.
Thats the issue.
A monkey is not perfect.
You will need this
I've put only the the "best", the one who get 4 or 5 hearts on Quaddicted, and those I've played (not all them but a good 90%), of course I've missed something, I feel it, anyway I'm updating the list
i edited OoPpEe's models for use with the SMC's new 'Animated HUD models + textures' features
and i made versions of the screen overlay effects of OoPpEe's models
NOTE: my addon assumes you already have OoPpEe's effect enabled powerups in your ID1 folder.
i made the hud-models use same textures as the pickup models and didnt include the models textures
.
i personally use these settings in the SMC_config.cfg:
set HUD_spinning_side_model_manual_y_position 24.7
set HUD_spinning_side_model_manual_z_position 0
set HUD_spinning_bottom_model_manual_y_position 2.5
set HUD_spinning_bottom_model_manual_z_position -14
you might however have to play with the settings to get it to look like in my screenshot,
depending on the resolution at which you play at
.
the pk3 also includes two extra files that make the normal keys of nahuel & smith's custom CSQC hud invisible
if you want to still see the original hud's keys too, just remove the gfx folder from the pk3
Beautiful news!! I've done a list of all the maps/episodes (with download link) that don't have a custom progs.dat and works with SMC, so people don't have to browse the whole quaddicted archives and check for custom progs.dat. Of course the list is not 100% complete, I've choosen only the best releases, from 1997 til today, so if some good map is missing let me know, I hope this can be of some usefulness
Woow, you put a lot of effort into your list.
First of all, Thank you for your time. You are a really passionate person.
But I think there are approx. 900 possible maps more....
The filter system at quaddicted has some nice features.
There are around 1300 Quake maps available in total.
When you remove all the Quoth and Drake maps, you still have around 1200.
Then you still have the ones with "smaller" mods included. Hard to say how many.
But I am sure that there are around 1000 left with no custom progs.dat.
It is not important if its +/- 100, but the overal amount of Quake maps is huge.
Thank god we have all the great mappers for Quake !!
Without them, this game would have slowly died already.
Believe it or not, I still have around 150 maps to play in my "Amazing_maps" folder.
I fear that I will never have the chance.... to many crazy mod ideas in the monkey head
just played around with new SMC, and i must say i absolutely looooove the new hud models and screen effects
and its absolutely awesome that you managed to code them in such a way that they are independent of CSQC hud
however i noticed a bug with the new hud keys feature,
the 'HUD_spinning_bottom_model_manual_z_position' cvar seems broken
setting it to anything other then 0 results in the keys being placed at the vertical center of the screen:
If you watch closely, you will see a dependency to _y.
Thats the issue.
A monkey is not perfect.
You need v5.41: click me
Last edited by Seven; 05-22-2016, 01:00 AM.
Reason: Update v5.41
just played around with new SMC, and i must say i absolutely looooove the new hud models and screen effects
and its absolutely awesome that you managed to code them in such a way that they are independent of CSQC hud
however i noticed a bug with the new hud keys feature,
the 'HUD_spinning_bottom_model_manual_z_position' cvar seems broken
setting it to anything other then 0 results in the keys being placed at the vertical center of the screen:
Beautiful news!! I've done a list of all the maps/episodes (with download link) that don't have a custom progs.dat and works with SMC, so people don't have to browse the whole quaddicted archives and check for custom progs.dat. Of course the list is not 100% complete, I've choosen only the best releases, from 1997 til today, so if some good map is missing let me know, I hope this can be of some usefulness
new monster is looking great and i cant wait to see him in my quake!
and more flying/floating monsters to add to quake's airborne minions are always a welcome addition
.
hoping you will also add the semi-realistic recoil into the upcoming update,
and the new animated hud with 3D models that you posted a few days ago
both of those features would be very much enjoyed by me if they got implementatied into SMC <3
Thank you for your kind words.
The initial model was done by the Ward Six team. They are great at doing them and they are even greater because they support other Quake modders with their work.
Model-wise I only added the up/down movement while flying (walk/run) and added 2 animation sequenzes that were missing for the abilities / idea I had.
I also added 2 different skins, so that you have some variation if you like.
Yes, I also like the "praying" particles a lot. But I didnt want to add a "self-healing" feature to him as the Reiver monster has. That would have make him too strong I guess...
The "summon" effect, that he does when summoning his minions, is only 1 of 3 possible effects. The video clip doesnt show the other ones. I hope you will like them as well when you play him. You can choose the one you like the most via cvar.
Thanks for the idea with the thrown heart. I will add a small blood trail to it.
===============================
The work on the new blood effect when shooting monsters is almost done.
It is overall more gore-ey now, that I think most of you will like. It is hard to explain in words, especially when one speak bad english
So far most things are done and I am starting on the documentation of V5.40.
That is always the most boring part of it. Especially when people tend to not read readmeīs at all
Ver. 5.40 will be a full release again. Not an update.
WOW Seven
thats one hell of a monster!
the particle effects used with the stars is amazing!
the death ray looks way cool!
the death animation looks grate!
this is by far one of the coolest monsters you have made with your qc skills
the heart looks a little off when he throws it could it leave a blood trail on the ground along its flight path?
Hell of a good job on this one!
An additional flying monster type is available for the SMC: The Necromancer.
Monster properties:
Flying monster with various ranged combat abilities.
Can summon additional different monster types for reinforcement:
Wizards (low threat), Afrits (medium thread), Reivers (high threat)
Abilities:
- Can cast death rays that instantly hits everybody in medium range who dares to challenge him
- When combat situation allows it, the Necromancer summons additional flying minions to support him
- Can cast flying, animated skulls that hunts his enemies mercilessly
- He will lose his human form when his health is low and will leave this world with a huge charge
- When the necromancer has been killed, he leaves a mystical evil symbol on the floor that gives the player some health
- Do not underestimate this creature and its evil skills
To quickly summarize the existing additional flying monster types of the "small mod compilation". The additional walking and swimming monster types are shown in the 1st post of this thread.
In order of release-date:
Afritīs
In its protecting cocoon form:
Evil face
Reiver
Necromancer
It is always difficult to record demo clips that shows all features at once.
I tried to record a small clip from the Necromancer in action:
At the moment I am working on improving the blood-splats when shooting enemies (TE_BLOOD). Inspired by Mankripīs Quake engine. It will be much more intense afterwards. Using new/different particle textures and bringing some more velocity into them.
I want to finish this first, before releaseing SMC V5.40 for those who are interested.
Do not worry, the SMC already has all of those things. The SMC is a mod with a quite long history and even longer feature list.
Sometimes even I have forgotten what things I have implemented over the years...
Anyhow, I already finished the new Necromancer monster type and I am now working on a different project/feature since some time.
I am very excited about the new feature as it has a huge potential and a lot of beautiful things can be done with it.
If everything runs smooth I will release it as a separate package (it is independent to SMC) the upcoming weekend.
A lot of model/texture work as well as some qc tricks are involved...
Lets keep our fingers crossed.
The development on the Necromancer makes progress.
I decided to give him these attack abilities: 1.) summon evil reinforcements/minions
2.) instant hit rays
3.) mildly homing animated skull
Sounds like the wraith in AD! You should check out the QC, it has instant hit ray/twirl effect and has a whole summoning minion (flying or via eggs) system. Checking for collisions, monster/players in the way and even has a throttling system to prevent too many minions spawning at once!
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