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  • osjclatchford
    replied
    cheers, bud!

    I keep getting the whole "quakespasm can use md5's now" thing from everyone all over the place, suggesting that the AMQ project is obsolete.
    A little reminder to all the nay-sayers and griping complainers that there are still many other engines out there that do NOT support md5.
    mdl is always going to be the safe bet for compatibility.
    Another factor for me is that I've not updated my quakespasm for some time and might not for a while.
    last time I did that the machine I had couldnt run it... a risk I'm not keen to test again anytime soon...

    Also worth mentioning that if not for my most recent endeavours on this project their fancy new monsters would still be without matching headgibs at all... in mdl or md5 (thanks trickle).
    same goes for your ammo bsp's. they'd be dealing with the old plain boxes without those.

    Instances of imagined vertex wobbles and miniscule detail variant interpretations have truely tested my patience to quite an extent on this too. nitpicking, critisizing nonsensica, without any suggestion or offers of alternatives leaves them bitching for the sake of bitching.

    cretins aside, its a great project and I'm just glad I was able to muscle my way in on it! but then I believe that as long as you are actually contributing, then you have a part to play... eh, anyway. the show goes on and will continue to for many a year on and off I feel. in the end we do this for ourselves first. then share the goods afterwards...
    we're nice like that...

    so the moral of the story is: appreciate what you've got

    'cause basically, we're fantastic...


    ...oh and humble, don't forget humble...
    Last edited by osjclatchford; 09-21-2021, 05:15 AM.

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  • NightFright
    replied
    Amazing news, congrats! I am really glad things worked out for you, at long last! And no worries, I don't think there'll be too much to do here for a while. I'll stay watchful and see if anything useful pops up over at Doomworld. It'd still be great to have something again at some point which isn't ripped from Enhanced.

    Leave a comment:


  • osjclatchford
    replied
    ok buddy. Ill do it asap once its up and available...
    good news for me is Im working again, YAY!
    will surely make time to do this simple fix though, so no worries there...

    Leave a comment:


  • NightFright
    replied
    Looks like we might get our hands on a Zombie with additional DoE animations after all.

    Over at Doomworld, someone complained about the Zombie missing animations when climbing from the cross in R2M5 and R2M7. Apparently Nightdive will fix that in an upcoming update since it only happens with MD5 replacements and they can do something about that. So as soon as the new model is available, all we have to do is to convert that one to MDL and we have our DoE replacement, at long last.

    @osj:
    Will let you know once it is available and will provide you with the model then.

    Leave a comment:


  • NightFright
    replied
    After a lot of playtesting, I feel confident enough to make a new release. Revision #26 is available, at long last!

    As usual, download from ModDB or directly via Github

    Changelog:
    • Added:
      [ID1] Spawn (from Quake Kex, converted by osj)
      [ROG] Hellspawn (based on Spawn from Quake Kex, converted/edited by osj)
    • Update:
      [ALL] Progs.dat: Support for new DOPA episode ending text (client.qc), fix for losing runes under certain conditions (client.qc/world.qc), fix for items spawning too early (items.qc), cleaned up code to eliminate most compiler warnings
      [ID1] Progs.dat: Deactivated "sv_aim" reset to 0.93 after loading new level
      [ID1] Chthon, Death Knight, Enforcer, Fiend, Ogre, Rotfish, Scrag, Vore, Zombie (from Quake Kex, converted by osj)
      [ID1] Headgibs: Death Knight, Enforcer, Fiend, Ogre, Scrag, Shambler, Vore, Zombie (by osj)
      [ID1] Rocket Launcher (from Quake Kex, converted by Seven and edited by osj)
      [HIP] [ROG] Progs.dat: Quad cheat sound fix, shooting/jumping when respawning fix, sliding/not-jumping on monsters/boxes/players fix
      [ROG] Multi-Grenade Ogre + headgibs (based on Ogre from Quake Kex, converted/edited by osj)
      [ROG] Multi-Rocket Launcher (based on RL from Quake Kex, converted by Seven and edited by osj)
    Thanks to everybody who was involved in making this happen!

    Leave a comment:


  • NightFright
    replied
    You got a keen eye there. I admit I never noticed it ingame, but when looking at the model from the side in q1mv, one of the arms indeed points down instead of laying flat on the ground. Well observed!
    Last edited by NightFright; 09-07-2021, 03:09 PM.

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  • Tribal
    replied
    Hey, NightFright o/

    I don't know if you already fixed this, but in the fiend's last death frame his arm goes through the floor...

    i fixed it with Qme. if you want to check, here is the model:
    https://www.mediafire.com/file/tdxk9...demon.mdl/file

    Leave a comment:


  • NightFright
    replied
    After this is sorted out, I guess the Enforcer with his misaligned laser fire (due to model interpolation?) should still be checked. Then I believe the next release should be ready.

    PS: Actually, when checking the Enforcer ingame now, I can't see anything wrong with it.
    Last edited by NightFright; 09-06-2021, 12:46 AM.

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  • LordKane
    replied
    Originally posted by NightFright View Post
    Just like I thought, then. I dunno why it worked for him with an older mod version, though. Well, we cannot know what kind of setup he is using. What matters for us is if it works as intended in an otherwise mod-free environment. Thanks a lot for the fast feedback!
    No problem! you where fast with responding about the hip1m4 key issue, thought I would return the favor, I did go to moddb and asked him if he had a screenshot of the issue, but that was 4 hours ago and he hasnt responded, so I just came to that conclusion, so if he provides screenshots I will ask more questions and then report back.

    Leave a comment:


  • NightFright
    replied
    Just like I thought, then. I dunno why it worked for him with an older mod version, though. Well, we cannot know what kind of setup he is using. What matters for us is if it works as intended in an otherwise mod-free environment. Thanks a lot for the fast feedback!

    Leave a comment:


  • LordKane
    replied
    Originally posted by NightFright View Post
    According to the post, he used r25. With r22 it's ok. That's before I replaced those models (exploding boxes were renamed MDLs back then). Can also be tested with latest master since only monsters and weapons have been updated lately.

    He might be using a mod however, there's no further info provided. Anyway, if it looks fine in official maps in various ports, there's nothing to fix. Maybe he was also referring to a different model, but I cannot associate anything else with the phrase "little explosive barrels".
    Yeah I just tested with r25 and Master and everything looks fine. I think he may have combined r25 with AD (I think AD has slightly different model) but I aint going to mess up my quake install to see, so I would assume he is trying to use AMI with another mod too.

    Leave a comment:


  • NightFright
    replied
    According to the post, he used r25. With r22 it's ok. That's before I replaced those models (exploding boxes were renamed MDLs back then). Can also be tested with latest master since only monsters and weapons have been updated lately.

    He might be using a mod however, there's no further info provided. Anyway, if it looks fine in official maps in various ports, there's nothing to fix. Maybe he was also referring to a different model, but I cannot associate anything else with the phrase "little explosive barrels".
    Last edited by NightFright; 09-05-2021, 06:51 AM.

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  • LordKane
    replied
    Originally posted by NightFright View Post
    According to a post on ModDB, small explosive boxes (b_exbox2) are supposedly floating above ground. Can anybody confirm this? I think I would have noticed that when taking my screenshots in E4M1.
    is this with master or R25?

    Leave a comment:


  • NightFright
    replied
    According to a post on ModDB, small explosive boxes (b_exbox2) are supposedly floating above ground. Can anybody confirm this? I think I would have noticed that when taking my screenshots in E4M1.
    Last edited by NightFright; 09-05-2021, 06:31 AM.

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  • NightFright
    replied
    Well, I don't mind the way the RL looks now. You should only see the muzzleflash in two frames, that's it.
    As for the Enforcer: I dunno why the muzzleflash isn't showing where it should, but maybe it's a simple fix like for the RL.

    Leave a comment:

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