Hello,
Now that we have crosshairs that interact with monsters / players health, weapon range and each weapon slot. The logical next step is to make them animate somehow.
There are many possible animation variations for crosshairs that some can think of ...
You can now set any animation you want in smc:
- rotating crosshairs
- pulsating crosshairs
- "burning" crosshairs
- ...
Choose any condition to have animated crosshairs:
- when picking up powerups
- when diving into water
- combined with health status
- ...
A quick example could look like this:
[ame]http://www.youtube.com/watch?v=tZoHElHv6CE[/ame]
Announcement
Collapse
No announcement yet.
Small Mod compilation
Collapse
X
-
Hello JDStoner,
Yes, after 1 year since my last update, there is a new version available: v5.30.
Version v5.30 is one of the biggest updates and has a lot of new features in the trunk:
- 5 new monsters (we now doubled the Quake monster types, yay)
- additional gore features
- new HUD layouts / features / textures
- new monster AI / abilities
- many new gameplay features
- lots of new particle effects
- many small bugfixes
Take your time and take a look into the new v5.30 download and the contents of the included extra folders.
Study the change history .txt file for all details if you want.
And most important: Have some fun with it.
Kind Regards,
Seven
PS: Its interesting to see that all of those available "Quake Compilations" and mods are using the smc.
But only very few users know that they are actually playing the smc mod. Weird…
On the other side it is good to see that I seem to have done everything right.
Leave a comment:
-
this is a cool add seven. what else have you been playing around with?... anything new for quake???
Leave a comment:
-
That's really cool Seven! I didn't expect you to just whip it up so fast. I'll make some more crosshairs and see what I can come up with, I already made some in the past. I have some new ideas for this.
Time for me to dig in Inside3D a bit and learn to tweak QC. Thanks for pointing me out the variables.
On another note, I am rebuilding my Quake install from scratch. This fixed the dog problem for now, hopefully when I add some retextures it won't break it again.
Leave a comment:
-
Originally posted by Roy Batty View PostI had a little idea that I thought you might find interesting Seven.
What do you think of different crosshair's for different weapons?
I think every new idea is good, as long as it is a feature that can be enabled/disabled via cvar.
Was tinkering some codelines together. Please watch the below clip. Is this what you asked for ?
Crosshairs are just placeholders of course to show how it works. Add any crosshairs you like...
[ame]http://www.youtube.com/watch?v=bGD-YMUyi18[/ame]
Download: here
Originally posted by Roy Batty View PostAlso can I request the ability to set your own aRGB values for the crosshair modes you've implemented. They are really cool, but I would prefer different colors. Then again I am probably missing something in the config as usual and will feel dumb when you point me at it.
Find them inside update_weapon_range_crosshair (), update_player_health_crosshair (), update_monster_health_crosshair ().
They are hard-coded rgb values.
I added 5 different colors to get a quite even flow from full health to lowest health:
- green (0/1/0)
- green-yellow (0.7/1.1/0)
- yellowish (1.1/0.93/0)
- orange-brown (1/0.55/0)
- red (1/0/0)
Have fun,
Seven
Leave a comment:
-
I had a little idea that I thought you might find interesting Seven.
What do you think of different crosshair's for different weapons?
Also can I request the ability to set your own aRGB values for the crosshair modes you've implemented. They are really cool, but I would prefer different colors. Then again I am probably missing something in the config as usual and will feel dumb when you point me at it.
Leave a comment:
-
Hello Roy Batty,
Yes sure, just read the included readme.txt in the smc.
I wrote a detailed tutorial and linked it in point 7.) of the readme.txt.
Some screenshots of the tutorial may have been deleted since my screenshot provider changed its rules/regulations. If so, please report back and I will try to reupload them.
Have fun with Quake.
Seven
Leave a comment:
-
Hello Seven my friend, thank you so much for SMC.
I have a question, do you know a tutorial for adding the new quad shader visuals to weapons? I would like to add them to plague's weapons which OoPpEe fixed the muzzle fire. I don't want to derail your thread with generic modeling questions.
I really love all the new things you've done they are amazing and really breathe some life back into our old friend.
I am much more experienced with modding now (I mod other games quite a lot) so I hope to contribute some small things again to this community.
Happy New Year.
Leave a comment:
-
Originally posted by Roy Batty View PostBack after some years, and good to see Seven is still working on my favorite Quake mod.
Downloaded latest versions and will give them a shot soon.
Good to see you still loving this game.
Be sure to read the readme before updating your older version of it.
Some small but important changes have been made.
The smc_config.cfg describes all features and you can edit all of them to your personal liking.
Originally posted by Legend View PostI think I posted something about this before a while ago but can't remember.
anyways, any idea why the spiders come out colored oddly?
I wanted to bring them all into the game to make it more varied.
In smc versions <5.20 the spiders used skin was hardcoded/fixed to the monster it replaces.
Since smc version 5.20 you have a new cvar to set the spiders skin:
spider_random_skin_selection
As always, if you do not fully understand something within the mod, please read the readme and the smc_config.cfg. You will find a description to all features besides the corresponding cvars for your convenience.
Have fun,
Seven
PS: I always also include a change history file to make it easy to find new features, changes or any other worth mention changes of the mod.
Leave a comment:
-
@legend
therr is nothing odd about your pics?
thats the white version of the spider
the spider comes in different colors depending on which monster it supports/replaces
what you might think you are seeing as 'odd' is that you are not using RTlights,
which obviously makes a big difference in the lighting in how the creatures in quake look,
and which makes that you are seeing the skin gets displayed with the same brightness all over
.
here's the spider with RTlights
and the same spider without RTlights
Last edited by talisa; 12-29-2015, 06:43 PM.
Leave a comment:
-
I think I posted something about this before a while ago but can't remember.
anyways, any idea why the spiders come out colored oddly?
Leave a comment:
-
Back after some years, and good to see Seven is still working on my favorite Quake mod.
Downloaded latest versions and will give them a shot soon.
Leave a comment:
-
Originally posted by Seven View PostHello LordValsary,
Thank you for bug reporting.
Unfortunately I cannot replicate it. Also during my development time/plays I didnt stumble across it, so it is more than interesting for me to see where your issue comes from.
Unfortunately you didnt give any hint in which situation it happens.
I have only your screenshot, which is not enough.
The screenshot tells me this:
- You played map: end
- You used your rocket launcher to kill an enemy
- .takedamage is causing the crash
Now my question:
Does it happen when killing a specific enemy ?!
Or is it monster independent ?
I can only guess...
I attached a test version of the smc for you to test. It has some changes.
Please drop the included file into the folder where you have your smc.
And test again.
I can only stab around in the dark here without more information.
Thank you.
Best wishes,
Seven
The error appeared not often. However caused "crash" game.
He has performed as: killing any opponent.
Thank you for the patch set out.
They play for a few hours did not notice the error.
SMC is a really great pay tribute to its creator;-)
P.S Forgive my poor English.
Leave a comment:
-
Hello kreaper,
I was understanding your initial question that you wanted to move slow whatever button you press. But if you still want to move fast, then you must reset sv_maxspeed to its default value of course. As this server side cvar limits all your movements.
I just tested to play with always run disabled and setting cl_sidespeed 200.
For me it feels just right:
- when holding the shift/run key down I move in all directions with same _maxspeed.
- when releasing the shift/run key it feels like move in all directions with speed 200 (also when holding down forward and strafe key)
If you are not satisfied, there is nothing more you can do via regular cvars, as there are only these 4:
- cl_forwardspeed
- cl_backspeed
- cl_sidespeed
- sv_maxspeed
BUT, you can of course use tricky alias command combinations to do whatever you want
Look here for example.
And be sure to read this description to learn more about the "always run" topic in general.
But this is not related to the smc mod, so you should maybe ask in another thread if you want to go into details here or further discuss this topic.
Best of luck,
Seven
Leave a comment:
-
Originally posted by Seven View PostAbout your moving speed question:
It is not enough to limit your side moving speed. The value that limits ALL of your movement speed is: sv_maxspeed
Set it to any value you want to have your movement capped to 1 specific value in any direction.
That worked like a charm, but, now holding down the run key does nothing. Is there a way to get it to work again?
Thanks
Leave a comment:
Leave a comment: