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  • Seven
    started a topic Small Mod compilation

    Small Mod compilation

    Hello Quake Lovers,

    The "small mod compilation" aka SMC started a few years ago with Footsteps + New fire + Nailposition-fix.
    Over the years I extended it by adding new features.

    Main target of the SMC is to keep the gameplay of original Quake, but bring new features / ideas to increase the playing experience and fun.

    Many users also requested to add optional new monsters, because it blows new life into Quake and brings variation. In the meantime we have 18 new monster types and have thereby more than doubled Quake´s minions !


    The biggest advantages of the SMC:
    • Almost all of its features (including the new monster types) can be enabled / disabled via cvars (please read the included readme.txt for details) so you can adjust Quake to your personal liking.
    • It works with all Quake maps (incl. mission pack 1 + 2) as well as ALL fan-made maps/episodes that do not include their own 'progs.dat'. So you can enjoy this mod in hundreds and hundreds of maps.



    Here is a quick overview of the SMC features:


    Visual effects:
    • 3 flame types: polygon, sprite, particle flames (incl. fire and candles)
    • All particle effects reworked and enhanced (with various options to choose from)
    • Implemented Rain + Snow effects (with rain + thunder sounds)
    • Water / Lava / Slime particle splashes + sound effects (for all projectiles and entities)
    • Particle muzzleflashes and impact effects for weapons (also for monster weapons)
    • Player + monster bleeding when wounded and leave blood puddles when killed
    • Various additional gore / blood / flesh effects when shooting/gibbing monsters/corpses
    • Many new monster animations and new visual effects to make them more impressive
    • Flies buzz around corpses, gibs and zombies
    • Many new environment effects / sounds to make Quake more "living"/realistic in general
    • Added trails to monsters projectiles
    • Statue monsters have debris + dust particles instead of blood particles in MP2
    • Various extra visual and particle effects for player, monsters, teleporters, slipgates / gates
    • Additional underwater + inslime + in lava effects (colored view, dust / bubble particles)


    Original Quake / Gameplay Bugfixes:
    • Fixed Quake's original player pain sound bug in skill 3
    • Fixed Monster-count bug for swimming monsters
    • Fixed original ID1 fish model death animation bug
    • (Super)-NailGun's nail position correction
    • Fixed zombie and mummy flesh-projectile spawn-position for 2nd attack animation
    • Fixed projectiles "interact/explode on sky" bug (aka "solid sky bug")
    • Fixed tarbabies original Quake: They no longer get stuck on ledges and steps
    • Option to disable the *bleeding* of shootable buttons and secret walls/doors/explo-boxes
      Mission Pack 1:
    • Fixed hipdemo1.dem missing music bug
    • Fixed DP related bug that deals damage from rubbles even though they are lying on the floor
      Mission pack 2:
    • Fix for Darkplaces buzzsaw not moving bug
    • Fix for Darkplaces Lavaman projectile "stuck in walls" bug
    • Fix for Darkplaces Plasma Gun projectile not moving bug


    Additional features:
    • New CSQC-HUD with additional features and layouts to choose from
    • Optional NEW Monsters:
      ---> Afrit, Carnivean, new Dog, Defender, Demon head, Eliminator, Ghost servants, Hydra, Necromancer, Pyro, Reiver, Spider, Teneb, Torment, Warlord, Yakman, new zombie
    • Multiskin / Multimodel support for monsters. You can now use multiple monster skins/models at the same time
      ---> Added a "Starter Kit" with all necessary files, that fully supports it is included for your convenience
    • Monster sizes are adjustable
    • Pain skins for all monsters (independent to used skin or model)
    • Monsters can be inflamed with explosive weapons (running around in panic)
    • Shalrath + Spider can jump and hang on ceilings (also when starting a map to suprise the player from above)
    • Optional modify monsters frequence to go into pain animation. As well as running/shooting animation speed
    • Optional make soldiers aim better depending on played "skill" -level
    • Optional make hellknight and wizard projectiles home midly depending on played "skill" -level
    • Optional modify / edit monster skin colors and/or size randomly (for higher variation in-game)
    • Various additional weapon special-effects
      ---> Added a "Weapon Starter Kit" with all necessary files
    • Added idle weapon animation feature + freely position your weapons feature (works with all models)
    • Visible weapons (vwep's) in 3rd person mode and in 1st person mode mirrors / reflections
    • Added adjustable Gyro physics: Monsters, gibs and backpacks interact with liquids and weapon projectiles
    • "Ragdoll" for corpses
    • Weapon recoil feature (pushes the player slightly backwards when shooting)
    • Added footstep (player and monsters) and water wading sounds
    • Added switch-weapon sounds
    • Option to adjust view-weapons & monster transparency
    • 2 different flashlights to choose from (classic + cubemap): impulse 30
    • Kickable / shootable / eatable gibs and heads + all gib properties are adjustable now (duration, quantity, animation)
    • Additional animated heart gib
    • Corpses can be gibbed, burned in various ways
    • Nails stick in Walls (with adjustable lifetime)
    • Added additional cheats "kill all monsters", give all powerups, etc.
    • Crucified zombies are now shootable / killable
    • Added support for adding models + sounds + effects into maps via ent files (without edit QC)
    • Added Zombie, ogre and mumies enhanced aiming (taking z-direction into account now)
    • Monsters / corpses / gibs interaction with lava + slime (particle effects and skin changes)
    • Exploding boxes spawn burning debris chunks
    • Possibility to see transparent view-weapons during invisibility time
    • Powerup countdown on screen
    • Adjustable weapon autoswitch behaviours (when picking up new weapons)
    • Different custom backpack models (for enforcer / grunt / ogre)
    • Different custom animated health + megahealth models (adjustable for different world types)
    • Added 6 new after-death-animations (selectable via cvars for each monster + randomness options)
    • Monsters have individual impact sounds, when their corpses fall onto the floor
    • Adjustable 'earthquake shattering' when shambler and Torment dies and falls
    • Fully adjustable player and grunt shell casings
    • Monster-clone feature (multiply enemies in a map)
    • Adjustable teleport / beam feature for wizards and demons
    • Slowmotion effect (when monster die or are gibbed, etc.)
    • Lightning gun killing animation (monster are coaled and crush into pieces)
    • Random slight earthquakes to increase ambience and thrill
    • Visible player body/legs when looking down
    • New player effects when health is low, like:
      ---> Hearing his own heartbeat at low health, that starts to pump quicker and louder when health gets really low
      ---> Aiming (crosshair) starts to suffer when seriously wounded and gets worth when health gets really low
    • All monster properties are adjustable (like health and damage values)
    • All player weapon attack / damage values and max. ammo capacity are adjustable
    • Medikits + armor + ammo + backpack values contents are adjustable
    • Shalrath's missiles are optionally shootable
    • Interactive crosshair, changes crosshair / color. Choose one of these features:
      ---> aiming at monsters considering individual weapon range
      ---> aiming at monsters considering monster_health (green: full health till red: low health)
      ---> player health (green: full health till red: low health)
      ---> dynamic distance scaling
      ---> individual weapon crosshairs
    • Optional: lossless crates + backpack pickups (no waste for more ammo or health anymore)
    • Adjustable tilted torches (autodetecting algorithm to adjust torches in all maps)
    • monsters with fire-like projectiles and lava can inflame the player
    • monsters with acid-like projectiles and slime can poison the player
    • Flying dust, ember and other particles in maps (fully adjustable)
    • Changing players shirt color depending on used/picked armor
    • Use Mage weapon (Hexen) instaed of lightning gun (weapon properties/damage/ammo is identical)
    • Random audio taunts when killing or gibbing an adjustable monster-count in a given time
    • Random angled ammo and health boxes in all maps
    • "personal teleporter feature" (for new gameplay twists and more strategic combat): impulse 40
    • instant melee attack feature (Push key/button to perform a single axe swing at anytime): impulse 20
    • New HUD animations (spinning models, animated biosuit visor, powerup overlays, ...)
    • War Cry scream for player
    • Optional weapon jittering for fast firing weapons
    • Blood splatters on HUD when gibbing monsters nearby
    • Added run+shoot feature for grunts/soldiers and enforcers
    • Kickable grenades for lots of fun
    • Adjustable player size (eye level)
    • RL & GL projectile explosions now spawn interactive blood splats from monsters and players
    • Option to disable shadows for torches (handy when using custom torch models with RT lights)
    • Option for old film / grain look overlay effect (like in old movies)




    Find youtube sample clips about ALL the features in this dedicated SMC channel:
    https://www.youtube.com/user/seven007009/videos


    All source codes are included in the Download.
    The SMC is developed and runs best with the DarkPlaces engine.




    ==============================================



    Some of SMC´s additional monster types:










    ==============================================



    UPDATE 20170816

    Version V5.60 Release



    Download the newest SMC versions from below link:
    (Please READ the included readme.txt !)

    Quake / Mission Pack 1 / Mission Pack 2


    Have fun !
    Seven
    Last edited by Seven; 08-17-2017, 10:07 AM. Reason: Updated to v5.60

  • MusicGoat
    replied
    hi seven. as much as i enjoy this mod i'd like to remove this. how can this be done?
    EDIT: nevermind i removed the conflicts i had
    Last edited by MusicGoat; 05-27-2021, 07:18 AM.

    Leave a comment:


  • roundtree
    replied
    Seven: Thank you for getting back to me. You know what, I was wrong, that cvar was there the whole time. I was using my android text editor, Old School Editor (looks like WordPerfect), and I was unaware I had to click "Next" to get to the rest of the text file. Most editors I use on Windows and Linux don't have that hangup. My phone has 8 gb of ram, so it should work fine... BTW, I forgot to say the flashlight looks great! I had to turn down the brightness a little, but it works awesome. Thank you for making one of my dreams for Quake 1 come true! Quake 1 is still my favorite Quake. I like to play it on Linux with Darkplaces mostly, but love having on my phone with Quad Touch in case I get bored somewhere.

    Leave a comment:


  • Mr.Burns
    replied
    Hi Seven
    Sorry to hear about your YouTube account, you have quite an impressive showcase of your works there.
    Also, apologies, with all the recent spam/bot activity here I guess I must have inadvertantly locked down my profile a little too enthusiasticly Hopefully you can now PM me

    Kind regards
    Monty

    Last edited by Mr.Burns; 05-20-2021, 01:07 PM.

    Leave a comment:


  • Seven
    replied
    Hello Monty,

    I just saw (by accident), that you replied to one of my youtube clips.
    I used a different email (that I checked today) and now also seem to not be able to reply in youtube anymore...

    So I thought to drop you a PM in this forum.
    Unfortunately you disabled PM´s at quakeone.com.
    So now I write this offtopic post to somehow get in contact with you

    If you have any questions, please feel free to ask me here (that seems the only way to "chat").
    I get mail notifications when a person sends a PM in quakeone.com, which I check on a daily basis.

    Have a great week my friend.

    Best wishes,
    Seven

    Leave a comment:


  • Seven
    replied
    Hello roundtree,

    Thank you

    You will find the cvars that you are looking for in the smc_config.cfg file since SMC v5.20.
    They look like this:
    Code:
    ////// Environmental and  Screen effects
    set flashlight_type 2                // Use flashlight feature with: 'impulse 30' (bind a key to it. See Readme.txt)   cvar values: choose between 2 different flashlight types ("1" regular and "2" cubemap style)
    set flashlight_radius 170            // adjust flashlights light radius for flashlight type 1 here
    set flashlight_cubemap_radius 700        // adjust flashlights light radius for flashlight type 2 here
    set flashlight_color_brightness_red 1.8        // adjust flashlights light intensity (color red)
    set flashlight_color_brightness_green 1.7    // adjust flashlights light intensity (color green)    
    set flashlight_color_brightness_blue 1.7    // adjust flashlights light intensity (color blue)    

    Please make sure that you are using the newest version of this mod and also copy/paste the smc_config.cfg from the download folder.

    Have fun!

    Best wishes,
    Seven

    Leave a comment:


  • roundtree
    replied
    Seven, thank you for making this mod! I am now using the updated version of this mod. I deleted it just to see what the torches look like normally in Darkplaces engine. Ouch!! Quickly reinstalled it, and now they look beautiful! I just wanted to ask... the flashlight is supposed to support cubemaps and classic mode. I would like to know how to switch it please? In the smc_config, there is NO cvar for the flashlight. The file says there is one, but it does not exist. I have studied the file and cannot find it. Would you please tell me how to switch the flashlight to classic mode? Cubemaps mode did not work my renderer.

    Leave a comment:


  • Seven
    replied
    Thank you webangel.

    As far as I remember you took a break from Quake some time before the last update was released.
    If you have tome, please take a look into the Change history v5.60 .txt to see what was going on behind the scenes
    Its included in the download.

    Take care my friend,
    Seven

    Leave a comment:


  • webangel
    replied
    Hi Seven,
    just tried your latest smc. I have to say I love it.
    the film-effects looks great and the wetsuit is outstanding.

    Really nice

    Leave a comment:


  • nixos
    replied
    Originally posted by Seven View Post
    Hello
    hi there, thanks for making this mod... due to the darkplaces engine plasma gun bug, i recently found a modded source code for rogue based on your nail fix and plasma gun fix. i modded it in 2 days to add customized values through autoexec.cfg cvars. and i had a blast.

    today i discover that:

    1) there is an updated darkplaces version (i was using 2014 build, it goes up to 2018 !)
    2) you made a more recent than 2010 modded source, and it can be configured with a separate cfg file.

    a new world opens to me

    (btw thanks for leaving a "dumb proof" easy to compile with included compiler and gui in your 2010 release, without it i couldn't had learnt how to set new cvars and edit qc.)

    Leave a comment:


  • HDMaster
    replied
    In my case, the world effect is in WORLD-ID1_WEATHER_EFFECTS-XOLVE.PK3

    I just need to extract start.ent and edit start_effectinfo.txt and problem is solved, but if is in the pk3, nothing work also if is edited (sorry for my english)

    I dont have added "Starter Kit - multiskin+multimodel ID1 Monsters Seven V5.50.pk3" to my mod, but every monsters (by mod) work, maybe i need this also?

    Sometime i need to delete the JPG texture from QRP, and clone molde1.mdl to model.mdl for it work correctly also...

    Yes i know, it a strange way to work with mod, but i do what i can

    Thank you for your time!

    Leave a comment:


  • Seven
    replied
    Hello HDMaster,

    Once you start mixing different mods, the fun begins
    Especially when you are not 100% sure what you are doing it gets tricky...
    That is why you seem to have issues.

    The SMC includes for that reason preconfigured additional eyecandy optionally:
    - Multiskin/Multimodel Starter Kit
    - Custom particle+sound effects
    - Custom HUD and textures
    - Weather effects (rain, snow, fog, etc.)

    You ask, how can you disable the custom particle effects.
    Well, the answer is: It is not included / disabled by default.
    So you decided at one point to enable them.
    Just undo that step and you will be fine.

    Tip:
    Quickest way:
    Its this cvar:
    set cl_particles_custom_effects 0
    Or simply delete the start.ent file in your maps folder.
    That file holds all the effetcs.

    Be aware that the above mentioned cvar will not work with old SMC builds.
    Please do not mix SMC builds as you described in the other thread (with Tabuns model).
    The progs.dat is the heart and essence of the mod.



    Regarding the different enforcer types:
    It works out of the box with ONLY SMC.
    See this section of smc_config.cfg to adjust it to your liking:
    /////// New Monster types

    Most probably due to your own experiments with replacement multimodel/multiskin monsters,
    it might got broken.

    Tip: The different enforcers use different models in the SMC.
    Everythig is already packed into the single: Quake_V5.50_small-mod-compilation_Seven.pk3 file.



    And a special hint:
    Do NOT use autoexec.cfg to adjust your cvars.
    Its written inside the readme.txt
    You must use the smc_config.cfg file for that.
    Otherwise it will override your autoexec.cfg, as the smc_config.cfg is the last config file loaded during startup.
    I also wrote it especially inside the config file.


    The SMC is, simply put, only 1 single file:
    Quake_V5.50_small-mod-compilation_Seven.pk3
    Most things are included and already set inside of it.
    You can adjust all things via smc_config.cfg beside that file.

    If you need more features/eye-candy, you can use the multimodel/multiskin Starter Kit and progress from there if you want.
    Or you can use the custom particles + sound effect addon optionally.
    And also be sure to check out the custom HUD for the SMC (highly recommended)

    All extra features have their own subfolder with detailed readme.txts
    Just start slowly... and do not enable everything at one time.
    And do not mix it with other mods to avoid issues, unless you are 100% sure what you are doing.

    Have fun playing around with the SMC

    Best wishes,
    Seven

    Leave a comment:


  • HDMaster
    replied
    Hi Seven, sorry for sak that (this effects is pretty cool), but how i can disable/downgrade effect on start map with SMC 5.50 (logo on the floor, smoke ect), is very laggy on my dual core... :-(

    EDIT: I have made a start_effect_info / Solved

    But Hey! Thank for your great work!
    Last edited by HDMaster; 08-21-2020, 06:50 AM.

    Leave a comment:


  • HDMaster
    replied
    EDIT: Problem solved (animation) with "set enforcer_run_and_shoot 0"

    But i dont know why, EVERYTIME the new "colorized" enforcer (defender, pyro and eliminator) not work, any cue why?

    http://quakeone.com/forum/quake-mod-...use-with-quoth
    Last edited by HDMaster; 08-21-2020, 04:32 AM.

    Leave a comment:


  • Seven
    replied
    Hello HDMaster,

    As good as all features of the SMC can be enabled/disabled via cvars.
    If you read the readme.txt you will see how to set them.

    In you example (I do not know why you would use a very outdated ID1 version v4.55. But hey, you might have your reasons...) you need to set this cvar:
    set welcome 0

    Have fun,
    Seven


    PS: The source is ALWAYS included in my releases. If you need them.
    If your download doesnt include the source, you downloaded that old build from somewhere else. Not from this thread.

    Leave a comment:

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