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  • Mugwump
    replied
    Inspired? That's quite the understatement! You using the word "steal" is frankly hilarious.
    Mangled Eye Studios never went kaput at any point.
    I've read from several sources that the studio went down after the failed Kickstarter for their second game.

    Leave a comment:


  • MangledEyeStudios
    replied
    Originally posted by bfg666 View Post
    Maybe, but the model is a ripoff of id Software's lost soul... Also, I googled them and the studio went kaput 5 years ago.
    Big difference in an inspired design than blatantly stealing an exact asset from a game. Not sure of your excellent research skills but Mangled Eye Studios never went kaput at any point.

    Anyhow, I'm sure you understand what was mentioned in the original post. He took the exact assets from the game. A very lame thing to do for anyone to do.

    Leave a comment:


  • Mugwump
    replied
    Maybe, but the model is a ripoff of id Software's lost soul... Also, I googled them and the studio went kaput 5 years ago.

    Leave a comment:


  • dumptruck_ds
    replied
    Originally posted by bfg666 View Post
    @MangledEyeStudios BWAHAHAHAHAHAHAHAHAAA!!! That's quite rich of you to claim intellectual property over what's a blatant ripoff of Doom's Lost Soul! You wanna take this to id Software to know what they think? Jeez...
    Not taking a side - but for clarification the poster is implying that the actual model was taken from their game. Not the design or type of creature.

    Leave a comment:


  • Mugwump
    replied
    @MangledEyeStudios BWAHAHAHAHAHAHAHAHAAA!!! That's quite rich of you to claim intellectual property over what's a blatant ripoff of Doom's Lost Soul! You wanna take this to id Software to know what they think? Jeez...

    Leave a comment:


  • MangledEyeStudios
    replied
    Seven,

    Are you the author of this mod? I wanted to ask you who within Mangled Eye Studios gave you permission to steal the Mysticface model / artwork from their commercial Dark Salvation game?

    I'm pretty sure nobody gave you permission to do this, so I'll assume you feel that anything on the internet that don't belong to you is fair game to use how you see fit? All you did was make a few adjustments to the texture. Uncool stealing assets from commercial games or other mods.

    No need to question what I mean, it is pretty obvious.

    Your Mod:


    Mangled Eye Studios / Dark Salvation Game:

    Leave a comment:


  • MostWanted
    replied
    Wait! No I didn't downloaded your second file at first, now I did and it works! I cant believe you did that little update for me! Thank you very much Seven you're worth your weight in gold for this game! I played with it a bit and now I understand why it shouldn't be adjusted to an extreme since some areas of the maps are too low for the player, although it looks much better in other areas. Thanks again seven!

    Leave a comment:


  • MostWanted
    replied
    I've tried using the impulse 60, 61 but I see no difference nor indication in the left side of my screen. I updated from 5.41 to 5.53.

    Leave a comment:


  • Seven
    replied
    Hello MostWanted,

    I extended the mod to be able to adjust the players height (eye level).

    You can set his height via cvar in your smc_config.cfg.
    You can also change his height with 2 impulse commands in-game:
    impulse 60 will make him taller
    impulse 61 will make him shorter

    You can play around with the impulse commands in-game to find your favorite height. Your current height will be displayed on the top left corner of your screen when using the impulse 60 or 61 commands. You can then set the new cvar accordingly in your smc_config.cfg and it will be used in all maps.

    I do not know which SMC version you are currently using.
    Please download the patch depending on your current version (I recommend using SMC v5.50 beta_3):

    For SMC v5.41
    For SMC v5.50 beta_3

    Please read the included readme.txt for further instructions and notes.

    Have fun,
    Seven

    Leave a comment:


  • MostWanted
    replied
    can you give me the complete line of the z value and where should I place it?

    The idea for the slow mo came from gta. XD


    The 3rd suggestion is about setting optional movement speed depending on weapon holding.

    Leave a comment:


  • Seven
    replied
    Originally posted by MostWanted View Post
    Thank you very much for your help Seven. Here throwing some ideas for optionals for your consideration:

    -Adjustable height

    -Slow mo optionals for Pentagram and Quake Symbol.

    -adjustable speed per weapon.
    Hello MostWanted,

    Depending on how much you want to grow bigger your 1st suggestion is a 1-liner. If 3-4 quake units is enough for you, you only need to change the eye position offset by that much.
    You should not face any issues when only changing your view position by that much. Your hull size does still fit and your weapon projectile offset is still not that bad (as their impact position will be quite much lower than your screen center aka crosshair).
    Adjust the z-value of self.view_ofs = '0 0 22'; accordingly.


    Regarding your second suggestion:
    Wouldnt the ring powerup fit more to the slowmotion idea ?
    Like in a sneak game where you walk around in darkness without beeing seen ?
    Anyway, the code for the slowmotion is already implemented into the smc. You can use it for any powerup as well. The source is included.


    Regarding your 3rd suggestion:
    You mean the fire sequence ?
    That is possible as the complete quake gamecode is based on .nextthink´s for which you can use auto_cvars. In this special case .attack_finished. You only have to be careful that your player animation still matches the weapon fire sequence. It will sure look weird with small values.


    Regards,
    Seven

    Leave a comment:


  • MostWanted
    replied
    Thank you very much for your help Seven. Here throwing some ideas for optionals for your consideration:

    -Adjustable height

    -Slow mo optionals for Pentagram and Quake Symbol.

    -adjustable speed per weapon.

    Leave a comment:


  • Seven
    replied
    Hello MostWanted,

    Yes, setting cvars and binds via the console will save them into the correct config file of the mod you are currently playing, but it is essential for you to know which config file is used. Because that was the reason of your issue and why you decided to posted in this thread the 1st time.

    You mentioned "hipnotic" in your first post and also in your 2nd post while speaking about id1 maps. This is a contradiction and it is important that you know where your config files are when you are using mods. That is why I tried to explain what "hipnotic" is. It is not id1 It is a mission pack, which uses its own config files in its own mod folder.


    Yes, the SMC can reposition/change your view weapon models. It is explained in the smc_config.cgf file. If you want to edit any of the SMC default feature values you need this file and make your edits in there. Some time ago I switched from using the standard autoexec to smc_config file because of easier usage and seperation of regular Quake configs. That makes tings a lot easier.


    The SMC is only 1 file. The .pk3 file. The rest is needed to explain all SMC features in detail, because this mod has lots of it ... You will also find SMC-addons in the download. Those are optional, but I recommend using them to make full use of all SMC features.


    Take your time and get familiar with Quake. Once you know how it *ticks* it will be a lot easier to use mods.

    Have fun with your Quake,
    Seven

    Leave a comment:


  • MostWanted
    replied
    Originally posted by Seven View Post
    Then you did not thoroughly read my post and will keep on having issues. But that is your decision.
    Hmm. I misunderstood your explanation. I thought you said creating and autoexe file could lead to issues and using the console command would create the bind in the correct file.








    Originally posted by Seven View Post
    If that is not enough you can use a mod or play another game.

    Isn't it the point of mods? This mods also changes the weapon position right?




    Originally posted by Seven View Post
    You should read the readme. There is no need to have several configs. You do not even know which config belongs to which mod so I am not surprised...

    My suggestion came from the point of view of someone who's not familiar with moding or the structure of this game and how it works. Obviously its easier for people who have years playing, and moding the game. New players wont know which config belongs to which ones cause their new to the game. I read the readme and managed to install the mod. the file of this mod contains several files including one with several readmes. Again, from a new player-new mod user perspective. Thank you for the help.

    Leave a comment:


  • Seven
    replied
    Originally posted by MostWanted View Post
    I used the console command and finally worked!
    Then you did not thoroughly read my post and will keep on having issues. But that is your decision.



    Originally posted by MostWanted View Post
    a few issues not related to the mod but..
    Please use the appropriate other mod threads as your issues have nothing to do with the SMC and help to keep this thread clean. Or start a new thread inside the help section of this forum.

    Originally posted by MostWanted View Post
    1. I'm getting some blank textures at the beginning of the map. I had a similar issue in id1 but fixed it with a shader fix. I think it had to do with a mod which added some effects.
    Then you are using a buggy mod. Fix it or delete it.
    By the way: "the map" is a clear description of a map

    Originally posted by MostWanted View Post
    2. I'm also having issues with the water mod. It's just glowing white and no texture visible. This issue is not present in the id1 map. I added the pack1 provided by Seven.
    You should read the readme and the opening post of the mod thread. It explains all that you need to know to fix your issue. Promised

    Originally posted by MostWanted View Post
    3. Is there a way to make the camera higher than it is. I feel like a rodent running trough the corridors. Is the camera stuck with the Player model? Any help?
    You can edit the weapons position and your fov to improve your feeling. If that is not enough you can use a mod or play another game.



    Originally posted by MostWanted View Post
    Overall this mod is a must have. I was able to modify enemy health and size to make the game feel more current, but it also made me feel even smaller. My only issue with the mod is how confusing is to set up the whole thing. I ended up with 3 or 4 config files in my hipnotic folder. This mod is in need of a custom installation. Hopefully someone with the skills can help cause the mod is worth it! Perhaps just make full versions and avoid updates might help a bit for mod noobs like me. Cause that got me really confused at first.
    You should read the readme. There is no need to have several configs. You do not even know which config belongs to which mod so I am not surprised...

    There is also no need of a custom installation because the mod consists of only 1 file. The issue usually comes from users who want to have all available Quake mods at once, not knowing what each mod really does and how to handle mods and Quake settings in general.

    My advice is to first learn how Quake and its configs/settings work. Then, if you want, start with 1 mod and get familiar with it. Then continue with another mod if you need and see how it influences the other one.

    And always read readme´s as they contain important words and descriptions from the author. If a mod doesn’t have one it is a bad mod or a repack (many people use other peoples work, reupload it and dont care about it).
    If you do not fully understand what mods are, what they actually do and how mods work in general it is hard to handle them. That is not your fault. And it makes it even more important to handle them with caution as unexpected things may happen

    Best wishes,
    Seven

    Leave a comment:

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