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Finally Release V3.61 for Quake and ALL Mission Packs
Updated features:
- fixed a bug in V3.6 (which prevented the gibs to interact with slime and lava if auto_cvar "kickgibs" was set to "0")
- Made the gib skins darker, after they fall into lava.
- Changed the flesh-splats behaviour on walls: Now they slide down immediately
- Reduced the brightness/red color of the big standard (gibtype = 2) flesh-splats a bit
- reworked the gib properties to further reduce the chance of getting clustered ontop of one another
Please find updated DOWNLOAD Links in 1st post.
It was tougher than I thought...
I need a break now.
Please report bugs if you find any.
Have fun with the new "small mod compilations".
And as always: Be sure to read the readme´s
... a burned-out
Seven
PS: Greatest moment was, as I shot with plasma gun in a room full of gibs
Finally Release V3.61 for Quake and ALL Mission Packs
Updated features:
- fixed a bug in V3.6 (which prevented the gibs to interact with slime and lava if auto_cvar "kickgibs" was set to "0")
- Made the gib skins darker, after they fall into lava.
- Changed the flesh-splats behaviour on walls: Now they slide down immediately
- Reduced the brightness/red color of the big standard (gibtype = 2) flesh-splats a bit
- reworked the gib properties to further reduce the chance of getting clustered ontop of one another
Please find updated DOWNLOAD Links in 1st post.
It was tougher than I thought...
I need a break now.
Please report bugs if you find any.
Have fun with the new "small mod compilations".
And as always: Be sure to read the readme´s
... a burned-out
Seven
PS: Greatest moment was, as I shot with plasma gun in a room full of gibs
I took your example cfg file provided in the download, edited it, renamed it to "autoexec.cfg", then put it in ID1 along with the pk3 file you normally should do.
Well, looking back in the launch history, Quake says it didn't launch it. Any idea as to why?
Thanks,
-TS
Who would win: a death knight, or a gremlin with a double-barrel?
I am an oldschool type of person.
That´s why I am using XP 32bit.
You seem to use that newer Windows version I guess.
I heard rumors, that DarkPlaces looks for config files in here (for Win7 64bit): My Documents/My Games/Darkplaces
Regarding your other question above: (which I overlooked yesterday)
I am not sure which texture in the screenshot you mean.
The world texture, weapon, nail, HUD texure ?
My apologies Seven, I didn't know that multiple were being used in the screenshot. Well, if it would be ok, perhaps you could tell me everything but the nail? Thanks.
Who would win: a death knight, or a gremlin with a double-barrel?
I just checked when I made that screenshot.
It was exactly 1 year ago.
At that date, QRP didnt release their ID1 world texture pack V1.00 yet.
So what you see on the screen is their previous world texture pack from 2007-10-06.
Regarding the normal map for the world textures:
I am not sure if it was QRP´s "Normal map texture addon pack (beta)" from 2009-12-23 or if it was Rygels normal maps from 2007-08-23.
Anyway, BEST choice is to use QRP´s complete world texture set V1.00 today !
Regarding the weapon:
It is my favorite SNG weapon. I still use it today (and will always use it I guess).
It is the model from Plague and the texture from _KaszpiR_.
Regarding the HUD:
It is a small HUD compilation. You can find it here
Hahaha... just noticed something-
when an ascending death sequence happens in lava, the ascending 'ghost' skeleton and particle dust also get etched green -
don't change it, it looks rad! Even if somewhat unrealistic.
Hahaha... just noticed something-
when an ascending death sequence happens in lava, the ascending 'ghost' skeleton and particle dust also get etched green -
don't change it, it looks rad!
For future updates of SMC, I'd like to see nails from the NG/SNG stick into the bodies like they stick onto walls Don't know if this been mentioned earlier, too lazy to browse over 400 posts
@ghostbreed
that would indeed be cool, altough most likely only possible on corpses, and most likely the positioning wont be perfect cuz quake uses a simple box as hitbox and thus the nails would sometimes also be stopped too soon cuz of the size of the hitbox
but i do agree it would indeed be cool if it could be possible. so you can stuff a corpse full of nails
what would also be cool if is the burning&sizzle effects from gibs would also be extended to corpses,
so that if a corpse is thrown in lava or acid it sets alight or starts to sizzle too
or maybe even that enemies falling into lava would set alight too.
just imagine how cool that would be, to see a flaming fiend run after you
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