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  • Originally posted by Seven View Post
    Hello Blood Vengeance,

    Yes sure.
    I implemented SMCīs particle effects (incl. flames) into Quoth v2.1 some time ago.
    As far as I know you, these are the main features you want to have...
    So I think you should be happy with it.
    Read the readme.

    DOWNLOAD

    Have fun,
    Seven
    Yes, but I think it would be cool to have also SMC features like torch, kickable gibs, new monsters, burnable corpses, demons with fiery footprints, earthquakes and all those cool features.
    Make Quake Great Again

    Comment


    • UPDATE 20160228

      Version V5.32 Release

      New Features:
      Updated features:
      • bugfix: fixes a rare crash from v5.30
      • adjusted some cvar default settings


      Please find updated links in 1st post.

      Kind regards,
      Seven

      Comment


      • I like those new features, great work! Will MP1 and MP2 SMC be updated too?
        Make Quake Great Again

        Comment


        • Originally posted by Seven View Post

          The SMC fixes the Darkplaces ROGUE plasma projectile bug (as well as all other existing bugs) without the necessity to use additional models or files. Be aware that there are 3 different versions available:
          One for original Quake and all fan made maps
          One for mission pack 1 (SoA by Hipnotic)
          One for mission pack 2 (DoE by Rogue)

          You must not put them all into your id1 folder.
          That is what you seem to have done with ooppeeīs file.
          mp1 files belong into the Hipnotic subfolder
          mp2 files belong into the Rogue subfolder
          Please always read the readmeīs.
          thanks for the reply, Seven.

          where can i download the .pak file that fixes the laser blaster from the first mission pack from having a static projectile? when the weapon is fired, the projectile does not move. i think i may have downloaded the wrong one. so assuming i find the correct file, it should go in the hipnotic folder, yes? i'm not aware that rogue has a blaster?

          Comment


          • Originally posted by JDSTONER View Post
            i got a set of video glasses and a mag2 gun controller and played the smc in Virtual reality to day. it was way cool the future is hear hear is a video of the gun that acts like a mouse and you can see auto aim, lock on target https://www.youtube.com/watch?v=kmEa44ciNq4
            Hello JDSTONER,

            That toy looks like great fun and *feels* almost like a real gun.
            I am sure you had lots of fun with it
            I will look into the auto aim feature.



            Originally posted by talisa View Post
            yeah that is exactly what i was talking about seven

            although it would be great if it didnt only scale when aiming at enemies
            but all the time, also when aiming at level geometry
            Hello talisa,

            I added this feature as well into V5.32.
            All you have to do is set cvar: distance_scale_crosshair to 2.
            "1" lets the crosshair only react/scale on monsters and explo boxes distance
            "2" is doing what you requested in your post.
            Move the crosshair slowly along a wall beside you to see how nicely it changes its size smoothly.
            I hope setting "2" is what you wanted.


            Originally posted by Blood Vengeance View Post
            Yes, but I think it would be cool to have also SMC features like torch, kickable gibs, new monsters, burnable corpses, demons with fiery footprints, earthquakes and all those cool features.
            Hello Blood Vengeance,

            If you take a look into the source of the smc you will see that its quite huge. It is more than 4 times as large as original Quake.
            I always add the original 1.06 source within the smc download so that you can use diff tools to be able to easily compare both sources.
            Almost all functions are edited. Some of them really heavy. Adding all smc features into Quoth would take a lot of time. But yes, it is doable.
            Unfortunately I do not have the time I used to have at the moment.
            So, a few features (like I did it in above linked download) is ok, but surely not the complete smc.


            Originally posted by Blood Vengeance View Post
            I like those new features, great work! Will MP1 and MP2 SMC be updated too?
            Pretty much identical to what I just wrote above.
            You know, it is very boring to copy existing features for a modder. The new ones are what makes modding so interesting. Tinkering around with new ideas and trying to make them happen in the game. That is what motivates me the most.

            And you must not forget:
            With mission pack 1 and 2 you have only a couple of maps to play. While with the "Quake smc" you can play hundreds and hundreds of maps.
            That is what makes the smc so interesting in my opinion. And it will not get old.



            Originally posted by crazyboynph View Post
            thanks for the reply, Seven.

            where can i download the .pak file that fixes the laser blaster from the first mission pack from having a static projectile? when the weapon is fired, the projectile does not move. i think i may have downloaded the wrong one. so assuming i find the correct file, it should go in the hipnotic folder, yes? i'm not aware that rogue has a blaster?
            Hello crazyboynph,

            If you are talking about the smc, then you will find all the downloads in the first post of this thread. I tried to fix all existing Quake and mission pack bugs as well as Darkplaces-related gameplay bugs. Please always read the includes readmeīs. They will tell you exactly where you have to copy files. There are 3 separate smc versions (you will recognize them on their file name).

            There is no laser gun projectile bug in mission pack 1. Neither darkplaces specific nor gameplay specific. The only projectile bug is in mission pack 2: The plasma gun (darkplaces specific).
            So, if you encounter a laser gun projectile bug in mission pack 1, then you are playing a buggy mod. There must not be a file called progs.dat in your hipnotic folder. If you have such a file, you are most probably not playing original hipnotic.

            Best wishes,
            Seven

            Comment


            • Originally posted by Seven View Post
              Hello JDSTONER,

              That toy looks like great fun and *feels* almost like a real gun.
              I am sure you had lots of fun with it
              I will look into the auto aim feature.




              Hello talisa,

              I added this feature as well into V5.32.
              All you have to do is set cvar: distance_scale_crosshair to 2.
              "1" lets the crosshair only react/scale on monsters and explo boxes distance
              "2" is doing what you requested in your post.
              Move the crosshair slowly along a wall beside you to see how nicely it changes its size smoothly.
              I hope setting "2" is what you wanted.



              Hello Blood Vengeance,

              If you take a look into the source of the smc you will see that its quite huge. It is more than 4 times as large as original Quake.
              I always add the original 1.06 source within the smc download so that you can use diff tools to be able to easily compare both sources.
              Almost all functions are edited. Some of them really heavy. Adding all smc features into Quoth would take a lot of time. But yes, it is doable.
              Unfortunately I do not have the time I used to have at the moment.
              So, a few features (like I did it in above linked download) is ok, but surely not the complete smc.



              Pretty much identical to what I just wrote above.
              You know, it is very boring to copy existing features for a modder. The new ones are what makes modding so interesting. Tinkering around with new ideas and trying to make them happen in the game. That is what motivates me the most.

              And you must not forget:
              With mission pack 1 and 2 you have only a couple of maps to play. While with the "Quake smc" you can play hundreds and hundreds of maps.
              That is what makes the smc so interesting in my opinion. And it will not get old.




              Hello crazyboynph,

              If you are talking about the smc, then you will find all the downloads in the first post of this thread. I tried to fix all existing Quake and mission pack bugs as well as Darkplaces-related gameplay bugs. Please always read the includes readmeīs. They will tell you exactly where you have to copy files. There are 3 separate smc versions (you will recognize them on their file name).

              There is no laser gun projectile bug in mission pack 1. Neither darkplaces specific nor gameplay specific. The only projectile bug is in mission pack 2: The plasma gun (darkplaces specific).
              So, if you encounter a laser gun projectile bug in mission pack 1, then you are playing a buggy mod. There must not be a file called progs.dat in your hipnotic folder. If you have such a file, you are most probably not playing original hipnotic.

              Best wishes,
              Seven
              You are right Seven, for this reason I'm doing RTlights especially for maps with no custom prog.dat
              Make Quake Great Again

              Comment


              • Hello,

                I am making tests with a new monster type for Quake.
                Probably fits into Quake universe. I am not sure yet.
                Tinkering with different skin styles...

                What do you think ?
                If yes, which skin do you like the most / fits best (the clip shows 3 different ones) ?

                Thank you and regards.

                [ame]http://www.youtube.com/watch?v=7Wq3RrGY0iI[/ame]

                Comment


                • In my opinion the last one shown is the best, somehow reminds me Shinnok of Mortal Kombat 4/X
                  Make Quake Great Again

                  Comment


                  • hmm... if any id think the 3rd skin would fit in best,
                    since it kinda looks like a mix between wrath from ROGUE & the disciple from heretic.

                    what kinda attacks does the creature have?

                    another addition to the airborne enemies of quake is always welcome
                    .
                    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

                    Comment


                    • The last skin looks the best. maybe a lighting attack would be cool with him. check out this video at the 5:40 mark. could you add a sound like his "war cry" when you hold the shoot button down for a extended point of time or shot off 75 rounds on the nail gun with out stopping? i thought it would be a good sound for the player that was generic like the lafe. https://www.youtube.com/watch?v=LqmvH_yp6oo

                      thankyou for looking in to trying the auto aim could you set up a "impulse 20" for all the guns? i may not use all of them but the rocket launchers would be cool that way.

                      Comment


                      • Personally, I prefer the first one. The others are cool, but they look a bit too human to me. I feel something that is either more monstrous or faceless fits better with quake.

                        Comment


                        • I like the first one myself. I agree with Talisa..what kind of attack does this monster have??

                          Comment


                          • Hello,

                            I am at the very beginning, so the monsters attack can be anything (that suits best).
                            Yes, I agree with JD. He seems to be some kind of magician so a lighting attack would suit him.
                            I always wanted to have an instant attack (like shamblers attack) that you cannot easily dodge like almost all projectile attacks.
                            Some of you might remember this one from Chasm.
                            It is just an example of how an instant attack could look like (I do not know if it is the correct english word):
                            [ame]http://www.youtube.com/watch?v=1kOAqmT79Rw[/ame]

                            For the new monster I think I will try one of these:
                            - Lighting attack with instant hit (little bit different to shambler)
                            - Projectile attack with flying skull, as he holds a "skull on a stick" in his left hand already
                            Or maybe both depending on players distance.

                            He sure also needs a magical-field block feature...
                            Lets see how it develops.

                            I will leave all 3 skins in, so you can decide by yourself.

                            Unfortunately developing will be a lot slower now due to very small available time.

                            Best regards and Thank you for your feedback.


                            PS: Blood Vengeance, please check your pm

                            Comment


                            • maybe a crazy idea.... but what about having him revive dead enemies?

                              he does kinda look like a necromancer of sorts with the skull on a stick,
                              and having a monster that can revive dead enemies will bring something new to quake

                              .

                              or another idea would be to maybe have him summon (spawn) zombies to fight for him?
                              .
                              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

                              Comment


                              • Originally posted by talisa View Post
                                maybe a crazy idea.... but what about having him revive dead enemies?

                                he does kinda look like a necromancer of sorts with the skull on a stick,
                                and having a monster that can revive dead enemies will bring something new to quake

                                or another idea would be to maybe have him summon (spawn) zombies to fight for him?
                                Hello talisa,

                                Quake is such a fast paced game that you would have killed him long time before he summoned or revived other minions I am afraid.
                                That was the main issue with the gremlin from Mission pack 1.
                                You probably have played through that addon and noticed that the gremlins "multiply himself when eating gibs"-feature didnt really work, as he was killed before he even reached the gibs...

                                But the idea is good nevertheless. Other games have it as well.
                                I am just afraid that this feature will not be happen too often in-game.




                                Originally posted by JDSTONER View Post
                                ... could you add a sound like his "war cry" when you hold the shoot button down for a extended point of time or shot off 75 rounds on the nail gun with out stopping? i thought it would be a good sound for the player that was generic like the lafe. ...
                                Hello JD,

                                Thatīs also a good idea. Thank you for mentioning.
                                I have made the "double-tab" gun feature for the user: Legend some time ago. So I had almost everything I needed for the war-cry. I quickly punched some lines together and made a test version for you and others who like.

                                Please download it from here and test it. It is of course a wip version that spawnes a war-cry after approx. 3 seconds when you hold down the fire button continuesly. I made it only work with nailgun and supernailgun for now. It has only 1 sound. Final release will have different randomly chosen ones of course.

                                DOWNLOAD
                                (it is SMC independent and works with every engine. Source is included.)


                                I like the idea a lot and it fits quite good into the game.
                                This is a quick playtest so you see how it looks/sounds in game (turn on your speakers ):
                                The sound is a placeholder for now. LOL
                                Dont take it too serious... I recorded it sitting on the toilet while having a hard time
                                [ame]http://www.youtube.com/watch?v=k6wcaRAW-Ro[/ame]
                                Last edited by Seven; 03-09-2016, 01:09 PM.

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