You're facing scary wall of text - run away !
1. copy PAK0.PAK and PAK1.PAK files from quake\id1\ to VISpatch\id1\ execute VISpatch\id1\vispatch.exe
2. Move into id1\ folder vispatched PAK0.PAK and PAK1.PAK, execute darkplaces-sdl.exe and enjoy.
Performing first point is such a chore indeed, skipping it makes it truly worth it to lost properly working transparent water visuals...
It is btw all you need to do, to start playing game and finish it. Contrary to your opinion all the feedback I've received was about how easy it is to jump in and just play.
And this is my friend the most annoying bullshit talk I have to face on this “endeavour” over and over again.
Enlighten me please, how this cred for my anonymous internet persona can be useful for me ? Maybe I'll start to care about it then.
I didn't do much, but I haven't marked with my nick name anything I hadn't spend a lot of time on. You know better than me what I've done and how much of my time it ate I see...
If you refer to these damned keybinds it is just something that slipped by me, since what these keys do was hardly the main thing I was contributing to this humble hud mod.
I am happy that I've made these binds adjustable on your request.
If you refer to fiddling with other people work in general, by this logic I shouldn't be allowed to make this compilation in the first place.
You are not a person to judge what I can or can't do with other people works, but you are free to have and express opinion on it.
I stated multiple times that I am going to respect any authors wishes and I am not going to hide behind any license documents that would allow me to dismiss them.
Comments are not meant to be negative but fair, neutral and informative. I will give you examples. Entar and DrLabman Ogre aim code.
It gives ogres unfair advantage allowing them to shoot much further away than player on open space, but makes them overshoot corridor entrances, or bounce grenades back off the ceiling or obstacles which could otherwise reach a player and it look even more out of place than their original behaviour. It also screw most of the traps setups where level designers relied on how ogres launch their grenades.
I've spend a lot of time fiddling through trail end error method with a line of code responsible for new aiming just like you can spend a lot of time fiddling with a few variables and a texture that determine water shader look for example. I've reduced all these issues significantly. It is imo more fun to play against them 90% of the time, but you are still going to spoil few cool surprises, or encounter unintentional difficulty spikes with new ogre aiming.
Same goes for gibbable corpses and gyro. It removes some of the kickass feel from quaddamage making exploding bodies too common and especially on higher difficulties: huge piles of bodies looks artificial due to gyro and block your line of fire, or blood everywhere may be not everyone liking. Phrase like “ridiculous amount of blood” is only going to attract people who may enjoy it anyway
If anything, comment on jakub1 amazingly crafted effects can make people to not dismiss the rest of much more fitting effects after seeing the armour one.
But fixed retarded ogres, or gibbable corpses and physics sounds just way too cool to pass... I wanted to just hint that these alterations are “not all rainbows and butterflies” like it looks on the first glance and and there are potential reasons to not dismiss original behaviour. Single page limit I've set myself for that readme doesn't allowed me to elaborate on it more. Ultimately I like these features this is why they are mentioned in the first place.
I don't have a problem, I disagree with it. If this compilation doesn't fit someone's vision of how it should be made, well that is to be expected
I'll try to rephrase hints to make them more neutral and informative, since it's your only concern I find to be fair, but I can't guarantee you'll be satisfied.
I'll reupload it within a week with hud update. My “competitor” just did it and I don't want it to look like I fight with him for the top place on the modDB mod list.
Maybe something more to change arise in the meantime.
Well, I consider it finished, it is what I wanted it to be.
So, what you say ? Is it enough bitch slapping for you ? For me certainly is.
I bothered at all because I respect and like you, but enough is enough, if you're going to continue it, you'll most probably hit air.
To summarise. I am happy to try fix any issues this compilation may have, any feedback is welcome.
Everyone is free to criticize here lets call it “design decisions”, or moral integrity of Smith forum profile.
I'll most probably don't relate to it in any way, because I don't care what people think about me here any more. I'll answer in case I'll find criticizm fair however.
It doesn't mean I don't like it here any more, opposite is the case. I've just decided that such stance will help me save my sanity
Anonymous Passerby
1. copy PAK0.PAK and PAK1.PAK files from quake\id1\ to VISpatch\id1\ execute VISpatch\id1\vispatch.exe
2. Move into id1\ folder vispatched PAK0.PAK and PAK1.PAK, execute darkplaces-sdl.exe and enjoy.
Performing first point is such a chore indeed, skipping it makes it truly worth it to lost properly working transparent water visuals...
It is btw all you need to do, to start playing game and finish it. Contrary to your opinion all the feedback I've received was about how easy it is to jump in and just play.
As i see it the biggest stumbling block you face in this endeavor is your need to grab some credit for yourself at the expense of the community who created it.
Enlighten me please, how this cred for my anonymous internet persona can be useful for me ? Maybe I'll start to care about it then.
You had no involvement in making any of the mods.
so you can not just willy nilly change the way basic functions operate
I am happy that I've made these binds adjustable on your request.
If you refer to fiddling with other people work in general, by this logic I shouldn't be allowed to make this compilation in the first place.
You are not a person to judge what I can or can't do with other people works, but you are free to have and express opinion on it.
I stated multiple times that I am going to respect any authors wishes and I am not going to hide behind any license documents that would allow me to dismiss them.
I just wish you would have left any negative comments out of the descriptions of the additional content.
It gives ogres unfair advantage allowing them to shoot much further away than player on open space, but makes them overshoot corridor entrances, or bounce grenades back off the ceiling or obstacles which could otherwise reach a player and it look even more out of place than their original behaviour. It also screw most of the traps setups where level designers relied on how ogres launch their grenades.
I've spend a lot of time fiddling through trail end error method with a line of code responsible for new aiming just like you can spend a lot of time fiddling with a few variables and a texture that determine water shader look for example. I've reduced all these issues significantly. It is imo more fun to play against them 90% of the time, but you are still going to spoil few cool surprises, or encounter unintentional difficulty spikes with new ogre aiming.
Same goes for gibbable corpses and gyro. It removes some of the kickass feel from quaddamage making exploding bodies too common and especially on higher difficulties: huge piles of bodies looks artificial due to gyro and block your line of fire, or blood everywhere may be not everyone liking. Phrase like “ridiculous amount of blood” is only going to attract people who may enjoy it anyway
If anything, comment on jakub1 amazingly crafted effects can make people to not dismiss the rest of much more fitting effects after seeing the armour one.
But fixed retarded ogres, or gibbable corpses and physics sounds just way too cool to pass... I wanted to just hint that these alterations are “not all rainbows and butterflies” like it looks on the first glance and and there are potential reasons to not dismiss original behaviour. Single page limit I've set myself for that readme doesn't allowed me to elaborate on it more. Ultimately I like these features this is why they are mentioned in the first place.
If you have a problem with my assessment of the project well that is to be expected.
I'll try to rephrase hints to make them more neutral and informative, since it's your only concern I find to be fair, but I can't guarantee you'll be satisfied.
I'll reupload it within a week with hud update. My “competitor” just did it and I don't want it to look like I fight with him for the top place on the modDB mod list.
Maybe something more to change arise in the meantime.
are you going to bail out ?
So, what you say ? Is it enough bitch slapping for you ? For me certainly is.
I bothered at all because I respect and like you, but enough is enough, if you're going to continue it, you'll most probably hit air.
To summarise. I am happy to try fix any issues this compilation may have, any feedback is welcome.
Everyone is free to criticize here lets call it “design decisions”, or moral integrity of Smith forum profile.
I'll most probably don't relate to it in any way, because I don't care what people think about me here any more. I'll answer in case I'll find criticizm fair however.
It doesn't mean I don't like it here any more, opposite is the case. I've just decided that such stance will help me save my sanity
Anonymous Passerby
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