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I didn't realize you recompiled it so soon, I should visit here more often. Anyways, I have an issue with the darkplaces engine. Keeps telling me "sounds not precached, fix you code" whenever one of the custom sounds are played, such as footsteps. The blood also doesn't seam to work correctly and instead makes a.....well a "silhouette sculpture".
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Hi Seven, I don't know the best place do message you, so I chose this one. I can't find "digs01 full Episode 9 maps with flames + impulse 12 + nails fixed.rar" anywhere on the forum. This was the only one I couldn't find from the list you posted here: http://quakeone.com/forum/quake-help...rkplaces/page4
Thanks
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thats un-related to the small mod compilation... thats an issue with using webangel's animated_reflecting_overload addon:
http://quakeone.com/forum/quake-mod-...cting-overload
you can grab the updated shaders by seven here: https://www.dropbox.com/s/hctn9xtwo3..._fix2.zip?dl=0
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I'm having some strange texture issues with the new release. The computers near the slip-gates in the intro area are just a plane white texture.
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Hello Frost R17,
You can use different monster models/skins at the same time in your Quake maps. Max. 4 variations at a time for each monster type.
Furthermore you can set different properties for each monster type.
Here are some examples (available for all monster types individually):
demon_size (uses random sizes of this monster type in a map)
demon_size_influenced_health (depending on its size the monster has increased health)
demon_size_influenced_attack (depending on its size the monster has increased attack)
monster_random_skin_color_alteration (randomly tints the skin of this monster type a little)
You also have the possibility to adjust the monsters AI depending on your played/used skill setting (easy/normal/hard/nm) via these cvars:
skill_adjusted_soldier_aiming (the higher skill you play, the better the grunts/soldiers can aim (harder to dodge))
skill_adjusted_hellknight_projectile_homing (the higher skill you play, the more hellknights projectile are able to home the player)
skill_adjusted_wizard_projectile_homing (the higher skill you play, the more wizards/scrags projectile are able to home the player)
skill_adjusted_monster_rangedattack_frequence (the higher skill you play, the faster ranged attack monster will fire at you)
Then you have these cvars to adjust all monsters basic ability at once:
monster_run_animation_speed_factor (adjust the running/moving speed of monsters)
monster_rangedattack_animation_speed_factor (adjust the firing speed of ranged attack monsters)
monster_skip_pain_animation_chance (monsters will go less often into pain animation)
Beside these, the SMC also includes and can use alternative models for some monsters with unique properties/animations like:
dog
enforcers
demon/fiend
zombie
Kind regards,
Seven
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Is there an option to change different model variations for each quake monster?
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lOriginally posted by Frost R17 View PostHi, is it possible to install/put a new player model file in id1/hipnotic/rogue folder to use with the small mod compilation? If so, how?
the answer is this line in your smc_config.cg:
set player_model 0 // Only works when cvar '3rd_person_visible_weapons' is disabled !!! 0= use player.mdl / h_player.mdl (=original Quake) 1= use player1.mdl / h_player1.mdl 2= use player2.mdl / h_player2.mdl 3= use player3.mdl / h_player3.mdl 4= use player4.mdl / h_player4.md
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Hi, is it possible to install/put a new player model file in id1/hipnotic/rogue folder to use with the small mod compilation? If so, how?
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Originally posted by TR2N View PostHi Seven, thank you for the file. I have already started to adjust the settings.
Two problems I have in the moment. I can't find the setting for disabling the extra monsters.
You just wrote that you downloaded the smc_config.cfg from my last post.
Why you ask how to disable extra monsters ? That smc_config.cfg already disabled them all. Just as you requested.
Originally posted by TR2N View PostI want to have the game as faithful as possible. I just want some extra effects
From blood/gore extensions over fire/flames to lots of environmental effects. As well as powerups, trails, mist, explosions, liquid splashes, etc.
You can enable/disable them all in that config file.
Originally posted by TR2N View PostAlso I am not able to add webangels light beams, because the file is somehow interfering with the SMC. My packages are some years old,
So, you should delete the progs.dat in that old version that you have. It will work automagically afterwards.
Just be sure to use the .ent files from that download and not any else.
Remember, you can only use 1 .ent file at a time. If you want to combine different .ent files you ca do it but you have to copy the blocks that you want manually.
Originally posted by TR2N View PostI have to start from scratch to build my personal faithful Quake again.
Thank you for your continued support Seven! Your ideas and work you put in it is gorgeous!
But you do not really need to rebuild everything. The SMC is still base for all available extensions. Updating to v5.60 will be enough.
Just be sure to delete all files from older versions.
ALL replacements (such as textures, models, sound, etc.) are completely independent to the SMC.
That is on purpose, as the SMC shall not interfere with your Quake setup and will work with all official maps as well as fan-made maps.
Have fun with your Quake,
Seven
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Originally posted by TR2N View PostI can't find the setting for disabling the extra monsters.
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Hi Seven, thank you for the file. I have already started to adjust the settings. I want to have the game as faithful as possible. I just want some extra effects (using the ent files etc).
Two problems I have in the moment. I can't find the setting for disabling the extra monsters. Also I am not able to add webangels light beams, because the file is somehow interfering with the SMC. My packages are some years old, I have a yellow light beam but the download listed on talisas list included a white one. So I have to start from scratch to build my personal faithful Quake again.
Thank you for your continued support Seven! Your ideas and work you put in it is gorgeous!
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Hello TR2N,
The idea and nature of the SMC is to give you the freedom to adjust the mod to your personal liking WITHOUT the necessity to change the source.
That is what the SMC is all about.
Simply disable all the unwanted features via the included smc_config.cfg. And keep the ones you like.
You can use the one attached below, which has all features disabled except the flying dust particle effect that you mentioned.
You can use it with SMC v5.50 or v5.60, so you do not need to go through it all if you are too lazy.
Have fun with your Quake,
Seven
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Hi guys, i am back after a loooong Quake break.. I am looking at my packages right now and want to add some updates, but this is so much that changed in the last couple of years..
@Seven: It it possible to make a stand alone package for the flying particle effect?
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