Hi, how i can disable "Wellcome in SMC Message" at the start I use 4.55 for ID1 and 5.02 for MP1 and MP2... Thank's!
EDIT: I have read i need the source but dont have any one, someone can made that for this version for me please?
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Hello Seven!
You're exactly right. I was not aware of this nuance. With your fix the build you recommended works fine.
Thank you very much for your help!
Regards
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Hello Rivarez,
I am sorry, but you are not correct.
The issue you see on your screenshot is related to a shader modification.
In your case it is most probably Webangels Reflecting overload mod as far as I can see on the tiny screenshot.
There is already a fix for this mod. You can read about it here if you want.
DOWNLOAD
I highly recommend the DarkPlaces build that I linked and that you quoted.
You can see that this DP build doesnt have issues with any textures or with the Reflecting overload mod in this screenshot:
Tip:
If you encounter any issues in the future, first remove all mods from your Quake setup.
If the issue still persists, it may be due to the engine.
If not, it is related to mods.
Have fun with your Quake.
Best wishes,
Seven
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This build as well as all the builds after 2016-09-10 have a problems with textures displaying.
image_3059.pngLast edited by Rivarez; 06-22-2019, 04:11 AM.
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Hey, I've been trying out the 3rd_person_visible_weapons setting and the model looks great, but it's missing the hammer for MP1 (Scourge of Armagon).
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Originally posted by Seven View PostHello Frost R17,
Its been a while since I saw you.
Great that your passion for Quake is strong and you came back to enjoy it.
Since its been a while, just make sure to update some of your content as well as your DarkPlaces build. I recommend using this build.
Regarding your question:
Yes, there are so many settings that also I have to search all the time, hehe. But fortunately you can use the search function in notepad to find things quickly.
This is the part that you are looking for (its almost at the end of the smc_config.cfg):
Code:///// Wizards projectiles and slime pools can poison the player set wizard_projectiles_and_slime_poison_time 15 // 0= disable this feature completely Set the maximum poison suffering time for the player in seconds. Note: When picking up medikits or jump into water, the poison will be cured at once ! set wizard_projectiles_poison_chance 30 // Set the probability of getting poisoned by wizards projectiles in percent. 10= 10% chance to get poisoned 50= 50% chance to get poisoned 100= Every wizards projectile will poison the player set wizard_projectiles_and_slime_poison_frequence 3 // Set the frequence in seconds between poison pains. set wizard_projectiles_and_slime_poison_damage 1 // Set the amount of poison damage per frequence. set wizard_projectiles_and_slime_poison_flicker 1 // 0= disabled 1= poison inflicts a frequent flicker, tinting the complete screen green. ///// Afrits, Carniveans, Hellknights, Reivers, Torments, Warlords projectiles and lava pools can ignite/inflame the player set fire_projectiles_and_lava_inflame_time 12 // 0= disable this feature completely Set the maximum burning/suffering time for the player in seconds. Note: When picking up medikits or jump into water, the burning will be cured at once ! set afrit_projectiles_inflame_chance 25 // Set the chance of getting inflamed by Afrits projectiles in percent. 10= 10% chance to get inflamed 50= 50% chance to get inflamed 100= Every Afrits projectile will inflame the player set carnivean_projectiles_inflame_chance 30 // Set the chance of getting inflamed by carniveans explosive projectiles in percent. 10= 10% chance to get inflamed 50= 50% chance to get inflamed 100= Every carniveans explosive projectile will inflame the player ATTENTION: Only projectile type 1 can inflame the player (see cvar: "carnivean_projectile_type"). set hellknight_projectiles_inflame_chance 25 // Set the chance of getting inflamed by Hellknights projectiles in percent. 10= 10% chance to get inflamed 50= 50% chance to get inflamed 100= Every hellknights projectile will inflame the player set reiver_fireball_inflame_chance 30 // Set the chance of getting inflamed by Reivers fireballs in percent. 10= 10% chance to get inflamed 50= 50% chance to get inflamed 100= Every Reivers fireball will inflame the player set torment_projectiles_inflame_chance 25 // Set the chance of getting inflamed by torments projectiles in percent. 10= 10% chance to get inflamed 50= 50% chance to get inflamed 100= Every torments projectile will inflame the player set warlord_projectiles_inflame_chance 25 // Set the chance of getting inflamed by Warlords projectiles in percent. 10= 10% chance to get inflamed 50= 50% chance to get inflamed 100= Every Warlords projectile will inflame the player set fire_projectiles_and_lava_inflame_frequence 2 // Set the frequence in seconds between inflame/burning pains. set fire_projectiles_and_lava_inflame_damage 1 // Set the amount of burning damage per frequence. set fire_projectiles_and_lava_inflame_flicker 1 // 0= disabled 1= burning inflicts a frequent flicker, tinting the complete screen red. set fire_projectiles_and_lava_inflame_particles 1 // 0= do not use fire particles around player when inflamed 1= use fire particles around player when inflamed
Be aware that you can even set the damage value to "0" and keep the nice visual effect if you like.
Have fun with Quake (again)
Best wishes,
Seven
And yes I still keep in touch with Quake. I've been playing around with the settings and understand here and there. All the extra stuff sure does let people play Quake how they like. But I have made separate versions where one contains SMC mods and the other doesn't where it's vanilla but with mods that contain fixes; who says you can't have both? But one problem I have is this fish count bug for the vanilla version but I'll try to figure it out someday.
Best wishes to you to.
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Hello Frost R17,
Its been a while since I saw you.
Great that your passion for Quake is strong and you came back to enjoy it.
Since its been a while, just make sure to update some of your content as well as your DarkPlaces build. I recommend using this build.
Regarding your question:
Yes, there are so many settings that also I have to search all the time, hehe. But fortunately you can use the search function in notepad to find things quickly.
This is the part that you are looking for (its almost at the end of the smc_config.cfg):
Code:///// Wizards projectiles and slime pools can poison the player set wizard_projectiles_and_slime_poison_time 15 // 0= disable this feature completely Set the maximum poison suffering time for the player in seconds. Note: When picking up medikits or jump into water, the poison will be cured at once ! set wizard_projectiles_poison_chance 30 // Set the probability of getting poisoned by wizards projectiles in percent. 10= 10% chance to get poisoned 50= 50% chance to get poisoned 100= Every wizards projectile will poison the player set wizard_projectiles_and_slime_poison_frequence 3 // Set the frequence in seconds between poison pains. set wizard_projectiles_and_slime_poison_damage 1 // Set the amount of poison damage per frequence. set wizard_projectiles_and_slime_poison_flicker 1 // 0= disabled 1= poison inflicts a frequent flicker, tinting the complete screen green. ///// Afrits, Carniveans, Hellknights, Reivers, Torments, Warlords projectiles and lava pools can ignite/inflame the player set fire_projectiles_and_lava_inflame_time 12 // 0= disable this feature completely Set the maximum burning/suffering time for the player in seconds. Note: When picking up medikits or jump into water, the burning will be cured at once ! set afrit_projectiles_inflame_chance 25 // Set the chance of getting inflamed by Afrits projectiles in percent. 10= 10% chance to get inflamed 50= 50% chance to get inflamed 100= Every Afrits projectile will inflame the player set carnivean_projectiles_inflame_chance 30 // Set the chance of getting inflamed by carniveans explosive projectiles in percent. 10= 10% chance to get inflamed 50= 50% chance to get inflamed 100= Every carniveans explosive projectile will inflame the player ATTENTION: Only projectile type 1 can inflame the player (see cvar: "carnivean_projectile_type"). set hellknight_projectiles_inflame_chance 25 // Set the chance of getting inflamed by Hellknights projectiles in percent. 10= 10% chance to get inflamed 50= 50% chance to get inflamed 100= Every hellknights projectile will inflame the player set reiver_fireball_inflame_chance 30 // Set the chance of getting inflamed by Reivers fireballs in percent. 10= 10% chance to get inflamed 50= 50% chance to get inflamed 100= Every Reivers fireball will inflame the player set torment_projectiles_inflame_chance 25 // Set the chance of getting inflamed by torments projectiles in percent. 10= 10% chance to get inflamed 50= 50% chance to get inflamed 100= Every torments projectile will inflame the player set warlord_projectiles_inflame_chance 25 // Set the chance of getting inflamed by Warlords projectiles in percent. 10= 10% chance to get inflamed 50= 50% chance to get inflamed 100= Every Warlords projectile will inflame the player set fire_projectiles_and_lava_inflame_frequence 2 // Set the frequence in seconds between inflame/burning pains. set fire_projectiles_and_lava_inflame_damage 1 // Set the amount of burning damage per frequence. set fire_projectiles_and_lava_inflame_flicker 1 // 0= disabled 1= burning inflicts a frequent flicker, tinting the complete screen red. set fire_projectiles_and_lava_inflame_particles 1 // 0= do not use fire particles around player when inflamed 1= use fire particles around player when inflamed
Be aware that you can even set the damage value to "0" and keep the nice visual effect if you like.
Have fun with Quake (again)
Best wishes,
Seven
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I'm trying to find the config setting for poison chance (or something like that) whenever you enter in toxic slime you take damage overtime when you get out. Also, is there one for lava?
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Hello ab26,
Thank you for trying the SMC.
First of all, please read the included readme file to learn more about it.
The Darkplaces build you are using is very outdated. Please use/download the newer build: Download
Be also sure you are using the current SMC versions (can be found in 1st post of this thread).
You will then be able to adjust every single feature of this mod to your personal liking (and in your case to our hardware) via the smc_config.cfg.
There are 2 SMC features that are very performance hungry:
flamestyle
armorspecialeffect
You will find them both at the end of the smc_config.cfg file in chapter: Particle effects and model effects
Set them both to "0" to gain performance.
Having that said, be aware, that also the Darkplaces engine has very performance hungry features itself.
You should not enable Realtime lighting !
Be sure to start Darkplaces and go into the OPTIONS menu.
Scroll down and select (mark it and press enter):
Lighting: Normal
Last thing to mention:
I do not know what other mods you are using inside your ID1 folder.
A lot of nasty stuff can be hidden inside these .pk3 files.
First you should remove them all which did not come with the SMC and make your performance tests.
Then, once you are satisfied, you can put them back one by one to see what happens.
I hope you can enjoy your Quake now.
Have fun,
Seven
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Hey Seven, i'm very interested on playing your mod compilation, but is there a minimum system requirement to play this at the lowest settings? Because, i tried playing it with Darkplaces v20140513 (on a pretty old PC with barely 2gb of RAM and an integrated Intel video driver) and while it loads the Start map without an issue (with some +25 fps), when i enter The Slipgate Complex, the game suddenly freezes. Also, i'm trying to play this with the "zz_weaponpack.pk3" and "EpiQuake_SoundPak.pk3" (which are inside the ID1 folder).
Best regards
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Hey, hi Seven, thank you very much for your time.
You're totally right I'm using smc 5.50 ! I'll go check for the updates & hd packs you mentioned asap.
r_drawdecals_drawdistance combined with a few tricks did pretty much the effect I wanted (more blood + rooms stays bloody) while keeping a tolerable framerate. Not perfect tho cause I'm not very good at modding/tweaking... but I wanted to give it a try and I'll stick with this result. I wish someday one of you geniuses that know what they're doing, come out with a brutal quake mod.
Again, thank you for your time and effort you put into these great works, and sorry for that bad habit of not reading further than installation guide... lazy me
Cheers.
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Hello Mr.Burns,
Thank your for your mail and heads up. I replied to you (I am sorry for my bad english).
Hello Qet,
Thank you for your interest.
First of all, be sure to read the included Readme.
It will speak about DarkPlaces builds that you should use and gives you more important infos about this mod.
Two of your issues will be automatically be fixed after you did this.
I recommend this DarkPlaces build: click me
If you want to use Rygels High or Ultra Pack with the SMC you will encounter issues (see readme) because it uses a mod called dpmod.
That is why you will see different flames/fire, particle effects and so on.
All of the content that Rygel used inside his compilation has been updated and also brings issues with newer DarkPlaces builds as well.
So it is better to make your own compilation if you want. Be aware of what the SMC already includes and do not mix replacements of the same content.
You will be 90% done when you use the QRP packs + SMC. That will cover almost all Quake content. Be sure to look at the optional SMC content insde its download.
You also do not seem to use the current SMC builds, as they have the kickable gibs already disabled.
I recommend SMC v5.50 + Update v5.60
You already found the effectinfo.txt file inside the SMC .pk3. Please use the one from v5.60 (after you updated).
Your intention seems to be to have more gore and blood. The new SMC builds added new features to raise gore and blood.
Please read through the smc_config.cfg to learn more about its features.
gibsmultiplier set to "6" is a very serious value wich might introduce fps drops in combination with the extra blood trails enabled...
Regarding your last issue wich you have problems with: Blood decals
Be sure you do not use any autoexec.cfg files that edit the cl_decals cvars or your desired values will always be overriden after new start.
This is the cvar you are specifically looking for: cl_decals_time
If you enter only the cvar name into the console you will be able to read more information about it, as well as its default and current value.
Default is 20 and you want more. Its unit is seconds, so if you want them to stay 1 hour, you need to write into console: cl_decals_time 3600
Be aware that, independent to its value, as soon as the maximum amount of decals in the map has been reached, the oldest decals will be deleted !
That behaviour can be adjusted via cvar: cl_decals_max
Same as above, type it into console to learn more about it. You can raise the default value of 4096 but be aware that it might lead to performance drops.
You can also avoid performance drops if you do not let the engine draw decals that are far away. Cvar r_drawdecals_drawdistance is your friend.
Please do not alter the _scale cvars as the SMC decals have been designed for the default values.
Tip: If you use the apropos console command, you will be able to search through all available cvars that interest you. Example, type: apropos decal
That should cover all your issues I guess.
I hope you have fun with your Quake.
Best wishes,
Seven
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Hello quake world !
I'm getting some troubles to make the game more gory. Following this simple step provided by Seven (http://quakeone.com/forum/quake-help...365#post245365), I tried to add these lines in effectinfo.txt :
Code:effect gibfliesblack_plus_blood_spit // modify this effectnum, as it is SMC´s default gib-trail effect trailspacing 5 // raise the particle spawn count from 20 to every 5 quake-units type blood // use blood type particle properties (as it fits to used particlefont.tga) tex 24 31 // use 4th particlefont texture row (8 different random textures) size 6 12 // set the random particle size a bit bigger alpha 225 275 50 // make them opaque to better see them and let them fade slower bounce -1 // "0" would not spawn decals airfriction 4 // make the blood particle form a better trail (stop their movement)... gravity 0.6 // ...after that make them fall slowly on ground. like in the clip. liquidfriction 5 // make the blood particle form a better trail (stop their movement) in water velocityjitter 60 60 100 // define the trails overall xyz shape here. Make it a little wider. velocitymultiplier 0.5 // follow qc´s velocity that much
But as there was no such file in the smc folder I created it and just added these lines, well it worked... partially, I now have the amount of blood I wanted (awesome!) but now flames, torches & explosions gfx aren't showing up anymore (they do without this file).
I remember having a real hard time previously at figuring out that I needed to set GFX on normal instead of high to make flames work again with rygels HD texture pack. Btw here the issue seems coming from elsewhere so any help will be appreciated.
I would also like to edit the time before blood decals on floor/walls fade away, but I'm already having huge framedrops with gibs, especially in water...
- Is this effectinfo still up to date ? What's wrong with those flames/torches/explosions I'm struggling with every now & then ?
- How to edit blood decals fade time ?
- Is it possible to manage gibs differently in water to save framerate ?
Running darkplaces 05 2014 + hd packs + smc
Edit : Sorry, didn't think about unpaking Seven's file... So I found all I needed there. For decals I found 2 commands "cl_decals_max" & "cl_decals_time" but wathever huge value I throw, it still disappears after a while. Other two commands I found are "cl_particles_blood_decal_scalemin" & "cl_particles_blood_decal_scalemax" I'll check with these if having less decals but covering more space is doing any better.
Last edited by Qet; 07-27-2018, 06:08 PM.
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