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There are dozens of different versions floating around
We all experiemented like crazy at that time.
I remember these 3 main differences:
pure animap shader (MoonDrunk started this idea)
dp_waterscroll shader (you snatched the cool idea from Blood Omnicide)
dp_water shader (thats was the main one, but also had the most fps impact)
There have been many mixes and we tinkered around heavily and sent all our test build to one another.
This whole thread is pretty old, so most downloads are offline for sure.
Feel free to upload the gems you find again. I also have some animap tests builds from you and others,
but it would take a lot of work to dive back into them all again to find their differences.
Hi. This is my first post here. I tried this mod and it looks great! I've noticed one annoying bug, though: when I'm wading through water (not swimming), it looks like I'm carrying a semi-transparent weapon different from the normal Quake weapons, while at the same time carrying my normal weapon. Has anyone noticed this before? Any plans on fixing it?
Thanks!
Hello luigi,
Thank you for your post/reply.
DarkPlaces gives you a cvar to disable your player model reflection inside the water.
You can use it to avoid the behaviour that you described. Use the cvar: "r_water_hideplayer" (default is 0)
This way you will not see your own reflection inside the water anymore.
Alternatively you can of course use a mod that gives you different player/weapon models that matches the ones you are currently holding in your hands. See Talisaīs post above (with a gameplay video clip and download link).
Anyway, have fun with your Quake !
Best Regard,
Seven
PS: I updated the 1st post of this thread to work with the new forum requisites. And added new links to Webangelīs and Moon[Drunk]īs Pretty water packs.
you mean your reflection? quake doesnt have different models for the player for each weapon wielded and instead has the player-model holding a generic 'multi-gun'
so if you look down at your own reflection, your reflection will be holding this generic multigun, and not the wweapons you're actually wielding.
Hi. This is my first post here. I tried this mod and it looks great! I've noticed one annoying bug, though: when I'm wading through water (not swimming), it looks like I'm carrying a semi-transparent weapon different from the normal Quake weapons, while at the same time carrying my normal weapon. Has anyone noticed this before? Any plans on fixing it?
Because I've just spent a whole afternoon configuring base 5.30 and I'm currently copy/pasting my configuration in the 5.32 update's config file, which takes a fair amount of time. By the way, when I'm done, will I need to delete the duplicates in the 5.30 pk3 or will the 5.32 version supersede them? In that case, I should probably directly install all updates at once and only bother configuring the latest.
And there is even v5.50 beta3 available since 3 months
I missed that one, thanks for the heads-up. When I downloaded the 5.41 update a couple weeks ago, the new beta wasn't listed in the first post in the SMC thread.
If someone is interested, I can send the progs.dat.
Yes please!
The underwater tint effect is working in all water and slime pools.
I'm guessing yes, but just to be sure: do blood and lava also count as "underwater"?
I can only remember the idea to add fog and/or particles inside of water to make it darker. Yes, those approaches do need .ent files and are not map independent.
I would love to add bubbles inside the slime. SMC 5.30 has bubbles popping on the surface but none inside, which is a bit weird. Particles like floating dust would also be extra cool in dirty water.
You, Sir, are awesome! The result looks fantastic! Is this in the latest SMC update? I currently have only v5.30 installed.
Why arenīt you using the current SMC version ?
The official SMC download page lists v5.41 already:
And there is even v5.50 beta3 available since 3 months: click me
You are missing some nice little features with "old" v5.30
And yes, I added the underwater tint effect/feature into the SMC source v5.50. But will most probably not make a new release just because of this. If someone is interested, I can send the progs.dat.
also, i agree that looks great, the underwater darken effect.
will it be compatible with ent-files and such and not conflict with them?
The underwater tint effect is working in all water and slime pools. Indepenedent to maps or .ent files. As it actually checks if the player is underwater and act accordinly.
i remember some time ago you and nahuel also came up with a method to do something similar but that method conflicted with ent-files
I can only remember the idea to add fog and/or particles inside of water to make it darker. Yes, those approaches do need .ent files and are not map independent.
the dog that you can see in seven's clip IS capnbubs' dog
Really?! It must be the FOV setting that makes it look a bit different. That said, I rarely have the chance to see the doggies from the back or the side when playing... Thanks for the info anyway.
I suggest to only minimize the issue by lowering the default value of r_water_reflectdistort cvar to around half of it. That is how I use it in my personal Quake.
Thank you! I'll try that. The default setting has a bit too much reflections anyway IMHO, it makes it sometimes hard to see under the surface when the room is brightly lit.
I took the challenge and tried to create a mod that changes it.
You, Sir, are awesome! The result looks fantastic! Is this in the latest SMC update? I currently have only v5.30 installed.
I love your new visor for the biosuit, BTW. The droplets that stick to it when you emerge are a nice touch.
That dog looks pretty cool too. Its body seems maybe a bit too wide but the head looks much better than both the original and the new dog found in SMC 5.30 (which I find even uglier than the original, no offense). I like Capnbubs' dog very much but I'd like to try this version. Which one is it?
@anyone who can provide an answer: I'm having an issue with the water edges making weird bright artefacts where they intersect with solid brushes. I remember reading about a simple fix for this but I can't recall where I read that or what the method is. Help?
Aye sir,
You have read it in this thread
It is an reflecting distortion issue that happens around water pool edges.
You can completely fix it, but you have to pay a price for it: Water surface will lose its reflections.
I suggest to only minimize the issue by lowering the default value of r_water_reflectdistort cvar to around half of it. That is how I use it in my personal Quake.
But in the end you have to decide wether to have reflection or to have waterpool border glitches.
Also, how can I set different transparency values for water and slime? Both for looking through it from outside and for swimming in it. I don't think slime, or dirty water for that matter, should look as crystal clear as clean water. I remember reading a reply from Seven to Blood Vengeance about tinting the screen when swimming in blood and I think it might be part of the solution, but it's not enough and I don't remember where I read that either.
Hello again,
The brightness will be the same (depending on light sources of course) when you look out of water or into water. Also if you are diving around in water, the view brightness and distance is similar to outisde of water.
That is not realistic, yes. I am with you.
I took the challenge and tried to create a mod that changes it. Inside water the brightness and distance should always be less compared to the same map area above the water. Liquids always have higher density and are usually darker (no/less sunlight) and dirty... etc.
In the end I am quite happy with the result and it brings up a lot of new mapping ideas/possibilities to explore underwater areas.
Here is a clip with the new effect/feature enabled and disabled. I think it is quite good to see the difference if you look closely: (You can adjust the view to your personal liking properties. For water and sime independent via cvars)
[ame]http://www.youtube.com/watch?v=KVbJkt7ZOdo[/ame]
Yes Nahuel, it occurred to me afterwards that this might be the case. I remember Daniel Lanois singing stuff that made barely any sense in proper french.
Quebecers also speak a version of french that is much closer to how it was spoken during the Renaissance than to modern french. It often sounds funny to French people.
That is a horrendous, grammatically incorrect literal translation that makes absolutely no sense in french. A more accurate translation that doesn't butcher the language would be "payons-nous du bon temps."
Sorry for the off-topic but I'm seeing this mistake quite frequently lately and it makes me cringe. I've even seen it tattooed on a SuicideGirl's belly, which made me LOL pretty hard! Poor girl...
I did google the expression, is an american expression of cajuns (descendants of acadians).
Perhaps this is an example of the deformation of language. I remember a neighbor, was Breton, had come to South America in the 40. He spoke very fluent Breton (very bad Spanish) and he always said he did not understand the "actual" French. At least curious.
For example: argentinian spanish is more similar to spanish of the Middle Age that the "current" Spanish.
A friend went to Italy, I do not remember what region, her grandmother had taught him the language (a dialect) of that place. When he arrived, nobody understood him. Only the older people.
The languages are very dynamic, they change a lot actually.
"My two cents" here.
Have a nice day big funny gun six six six.
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