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  • talisa
    replied
    Originally posted by H.E.C.U View Post
    .....using Quake epsilon......



    trash that crap compilation and everything will instantly work fine

    .

    and then you can use this thread to put together your own HD setup with all the textures and models YOU like
    http://quakeone.com/forum/quake-help...t-content-list
    Last edited by talisa; 02-17-2018, 02:15 PM.

    Leave a comment:


  • H.E.C.U
    replied
    Originally posted by Jimin View Post
    New monsters and shell ejecting works fine for me. Maybe you have other mod files in your folder? Maybe have conflict.
    I only use this mod and everything works. You can try it. I only use this file: Quake_V5.50_small-mod-compilation_Seven.pk3
    Im using the same pk3 file but nothing. By the way im using Quake epsilon.

    Leave a comment:


  • Jimin
    replied
    New monsters and shell ejecting works fine for me. Maybe you have other mod files in your folder? Maybe have conflict.
    I only use this mod and everything works. You can try it. I only use this file: Quake_V5.50_small-mod-compilation_Seven.pk3

    Leave a comment:


  • H.E.C.U
    replied
    Hi all.
    Just few days ago i install SMC. Things like random skins, models or Demon/Souls appear and work fine but another like new monsters or shell ejecting are completely missing.
    I try with changing several parameters but still missing.
    Anyone can help me? please.

    Leave a comment:


  • Jimin
    replied
    I found what I did wrong myself. You have to copy additional file for rain into maps folder. Its in the download subfolder.
    It even adds rain and lightning sounds to the levels.

    There are so many new things to discover with this mod. It makes the game much more intense and alive. Its amazing.
    Thank you very much
    I like!

    Leave a comment:


  • Jimin
    replied
    I need help with this mod. I can see video clips and screens with rain and some spooky mist on the floor in the first map where the skill setting is. When I start Quake they are missing.
    I read the mod instructions to open and edit the custom config file. I found this line: "cl_particles_rain" "1" near the top of the file. It says it enables rain in maps.
    It is set to: 1 but the rain is not coming.

    Everything else is working great so far!
    Can someone help me? I use version 5.50 by the way. Do I need to update to 5.60 for the rain? if so, how?
    Thanks in advance

    Leave a comment:


  • 3371-Alpha
    replied
    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".

    Leave a comment:


  • PowerFulBR
    replied
    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

    Leave a comment:


  • talisa
    replied
    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

    Leave a comment:


  • Poisonheadcrab
    replied
    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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  • Frost R17
    replied
    I see what you mean, thanks.
    Last edited by Frost R17; 09-03-2017, 11:40 AM.

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  • Seven
    replied
    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

    Leave a comment:


  • Frost R17
    replied
    Is there an option to change different model variations for each quake monster?

    Leave a comment:


  • Frost R17
    replied
    I managed to get it working, thanks.

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  • talisa
    replied
    l
    Originally posted by Frost R17 View Post
    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?

    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

    Leave a comment:

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