Originally posted by MadGypsy
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Small Mod compilation
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Originally posted by jakub1 View Posti've been neglecting quake recently.
Originally posted by jakub1 View Postbut no, i'm not complaining keep them coming. feature list looks impresive. plan for this weekend is clear.
I hope you like the new ones. I am of course not as good as you, but I tried to do my best. Please make a small note how you like them if you want. I am interested in your opinion.
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Originally posted by nahuel View PostMother of Shub Niggurath!! aniway he/she will be a great quake modder
Like this great song
I guess I will have to write a complaint letter to the judge
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Originally posted by GiSWiG View PostTesting this with no other mods loaded other than rtlights and using the example autoexec.cfg with the default...
set flamestyle 2
4.10, I see no flame effects, just a glow. Just start a new game and look around the 'Introduction'.
In 3.8, I see flames, beautiful flames I must say...
Am I missing something or is this a bug?
I remember that kingennio had this exact issue a while back with ROGUE V3.81.
I then lost contact with him, but I think he managed to find the reason for it.
Please contact him via PM if you cannot find the root cause for it (he visits this forum regularly).
I tested your config.cfg lines in my setup and also all DP builds that has been mentioned but could not see the issue myself.
Originally posted by GiSWiG View PostJust noticed to that you do not see the flame effect in the intro video in either 3.80 or 4.01. By design?
The demo files do not use the modified game mechanics (progs.dat). That is why you will not see it.
The particle effects, that uses the original effect names will be displayed by DarkPlaces though.
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Originally posted by splitterface View Posthmm... i thought to remember that build wasnt perfectly stable
Other than that it is as stable as all other DP builds are.
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Originally posted by GiSWiG View Post@Seven
http://quakeone.com/forums/quake-hel...-malice-2.html
Remember this? You mentioned that some things are preventing you from using later builds. Is this 20110702 you latest preferred?
You will find this link in the readme (and some other interesting info).
So now you know which DP build I suggest.
But attention:
This is only a suggestion related to the "small mod compilation" !
If you are a modder or engine dev, you will most probably be interested in all additional things that has been implemented into DP since then !
If you are not and only want to play your Quake, use the suggested build. Reasons:
- Better performance
- Particle effect code has been changed so that many models (like grenade/rocket) do have only 1/100 as many particles as before.
Originally posted by GiSWiG View PostInteresting how it is not in LHs files on his site and the filename does not say beta.
The autobuilds are not stored. They are automagically created every 6 hours.
The mentioned DP builds are autobuilds and therefore not available anymore on his page. That is why I stored them seperately, so they will not get lost (see link above).
Best wishes,
Seven
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Clueless...
I just cannot get that 4.01 flames to work. And I tried two different PCs with two different sets of Quake.
Laptop
Core 2 Duo with integrated Intel graphics
Desktop
Athlon Phenom II X4 3.4GHz, Radeon 6670
Both Win7 x64
One set of quake was the original 1.06, hot from a fresh install. The other had minimum mods, no textures, just rtlights and dp_waterv55.
Tried all the different builds talked about above.
Tried the example autoexec.cfg files, also modified to do nothing about gibbing, death animations, etc.
Tried download from all three spots.
Tried all three flame styles
4.01 Just won't show flames, v3.8 does.
I'm OK with 3.8 cause I don't like the death animations (they are cool and well done, just distracting) the gibbing features are not that important to me and the biggest thing: the flames work. I also like the monster textures. I just cannot seem to find one that covered the dogs. (QRP doesn't)
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Seven I can confirm I have the sam problem as giswig
Today I changed from SMC 4.0 to 4.01 and all my tourches are gone....
Didn't change nothing in my setup and reverting back to SMC 4.0 solves the problem.
I'm on Windows 7 64 bit and your suggested build of darkplaces engine
Cheers!
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Originally posted by Helloween View PostSeven I can confirm I have the sam problem as giswig
Today I changed from SMC 4.0 to 4.01 and all my tourches are gone....
Didn't change nothing in my setup and reverting back to SMC 4.0 solves the problem.
I'm on Windows 7 64 bit and your suggested build of darkplaces engine
Cheers!
I Mean, sorry Seven, but at least I'm not the only one.
As I said, I tested with a completely clean Quake 2 and the darkplaces build you suggested including the 64-bit build. Minus the BINDs, here's the config.cfg:
Code:"cl_particles_quality" "2" "cl_stainmaps" "1" "r_bloom" "1" "r_framedatasize" "1" "r_lerpsprites" "1" "r_shadow_realtime_world" "1" "snd_wav_partitionsize" "1024" "vid_fullscreen" "0" "vid_height" "768" "vid_width" "1024"
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Hello,
First of all, let me say something about the "autoexec sample.cfg" which you find inside the "small mod compilation" zip file:
You do not need it to play the mod.
The mod gives you many possibilities to adjust its features to your personal likings.
All these cvars have a 'default' value.
If you do not use the "autoexec sample.cfg" these defaults will be automagically used.
The "autoexec sample.cfg" contains all cvars with the default values.
It is a quick help to have an overview of all cvars and gives you the possibility to change them quickly.
If you do not change them, you do not need the "autoexec sample.cfg".
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Now back to the issue, described by GiSWiG (= missing flames):
I was thinking what the root cause could be.
I couldnt find it and started to think harder.
I still couldnt find it and now even 'Helloween' has this issue.
Then I used my magical glasses and looked a bit deeper into it.
Still no luck, so I grabbed a peacemaker and wanted to open my mind.
Then suddenly I saw Jesus walked up to me and pointed me into the right direction; saying: How could you´ve done this mistake ?
Even the pope received his message and began to dispair.
Then a flash hit me and all became so clear...
And I couldnt believe this mistake and took a pause for a moment.
In the meantime everybody got a note about the mistake.
You said, that the flames do not work in V4.01.
So I looked at the flames code all the time. But found no issue.
But in reality ALL particle SMC effects do not work !
All custom effects have no particles (explosions, powerups, items, etc..)
The reason is, that the file "effectinfo.txt" has still the renaming in the .pk3:
"effectinfo for ID1 V4.01.txt"
That is why all custom effects do not work in V4.01.
I use an external "effectinfo.txt" in my setup and did not notice it.
I repacked the "small mod compilation" V4.01 now.
Uploading it while typing this...
(In the meantime, try extracting the "effectinfo.txt" directly into ID1 folder and all should work.)
Version V4 has really not a good start
Two mini-bugs handicaped its start...
EDITED: Download Link in 1st post is updated (hopefully for the last time)
.Last edited by Seven; 08-16-2012, 10:55 AM.
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Please Seven don't get down
I'm shoure that anyone in here is extremly happy with your work.
I didn't get the chanse to say that the ammo came out beautifully, maybe you could think about to randomly show the old pack and the new ammo tipe. Till now loved it!!!
Also, I can say just compliments for the idea of the heart for the life supply, personaly I would even crank up the volume of the heartbeating!!!
Cheer up Seven!Last edited by Helloween; 08-16-2012, 11:47 AM.
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abra-cadabra... magic-mediafire-mirror spell:
00 Quake-Small-Mod-Compilation-V4.01--Seven-20120816-fixed.rar.are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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Hello,
I have just a quick question for the ones who are interested.
Having just finished the Hipnotic and almost the Rogue versions V4.0,
do you want to see the animated heart for the gremlin and/or scourge ?
There will not be a seperate cvar to pick specific monsters.
That is why I am asking if these 2 should in general be able to have these.
And before splitterface is asking:
I do not plan to implement a stone-heart for the statues
Even though this would be a nice idea...
Then again, why not ?
Thank you for a reply.
Seven
PS: Any other ideas/wishes for the mission packs are welcome.
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@seven
as for the rogue statues... why not create something else for those enemies?
like some kinda magical gem or such that wouldve been used to bring it to life?
like for example golems are also brought to life using a magical gem
so mebbe the statues could have drop kinda magical gem or some other magical looking thingamajig when they die?
EDIT: oh oh, i just had a cool idea... how about when the statues die they drop some broken heart-shaped crystal?
and as for heart for hypnotic enemies...
gremlin and armagon yes, other enemies id say no.
the scorpion i always felt was some kinda robot, so imo it would be weird to have a robot drop a heart.
and for that floating ball thing id also say it wouldnt be fittingLast edited by talisa; 08-21-2012, 03:34 PM..are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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