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  • Setting up Darkplaces



    This is my personal install log, and it shall serve as a place for all around bitching.

    Originally posted by Install Progress
    4/30/2012]

    -Installed Darkplaces 2011 628 build (closest one to 820 I could find)
    Works!
    -Installed Pak2.pak Vis'd maps to ID1 folder (pak0,pak1,pak2 present)
    Works!
    -Installed Normal Maps 1.00 pk3
    Works!
    -Installed Normal Maps texture addon 1.00 pk3
    Is there a particular order addons should be installed?
    I noticed I had a BETA of the Normal Maps, so now im downloading 1.00 final
    Last edited by Mindf!3ldzX; 04-30-2012, 01:08 PM.
    Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!


  • #2
    Rage Fail?
    try a smaller bite.
    you need the map textures to go with the normals then add the item textures.
    Last edited by bluntz; 04-23-2012, 04:40 PM.
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    • #3
      Then set R_GLSL_offsetmapping 1
      R_GLSL_offsetmapping_reliefmapping 1
      and to control how much bump set
      R_GLSL_ofsetmapping_scale to .2 to see the effect

      Also I am using the 2011 820 build as the newer ones have some slightly different commands for this.



      Start here so when you move on to you water you can get the fresnel to look right.
      Once you get the scale set to look like you want the refraction should follow on its own.

      I am using pretty water 51 shader with a custom texture
      Last edited by bluntz; 04-23-2012, 05:57 PM.
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      • #4
        Hi bluntz,

        How can you run over these high stones ?
        I would break my legs when trying to run on this ground

        In multiplayer, players should receive damage and lose velocity when running on this ground. Would be a nice idea... hehe.

        All the best,
        Seven

        Originally posted by bluntz View Post

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        • #5
          Wow that would be a handy tool wouldn't it?
          Textures that affect the play of the map?
          Good idea Seven!
          Maybe the reverse could also work. Imagine the textures changing as they were affected by the player. like maybe footprints or something more involved eh?
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          • #6
            like maybe footprints or something
            couldn't this be done easily the same way blood stains and gun blasts (ie on a wall) are done
            http://www.nextgenquake.com

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            • #7
              Some things in the game like barrels explode already,so maybe this would not be a big stretch.
              The holy grail for me would be if the map actually changed with interaction.
              This is what BF2 and 3 promised but never actually delivered on.
              I used to play a tank game called trax in the late 90's that had this feature working.
              If you shot the ground under another players tank it actually deformed which led to some VERY interesting game play.
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              • #8
                Originally posted by bluntz View Post
                Wow that would be a handy tool wouldn't it?
                Textures that affect the play of the map?
                Good idea Seven!
                Maybe the reverse could also work. Imagine the textures changing as they were affected by the player. like maybe footprints or something more involved eh?
                Hello bluntz,

                We have some issues here:
                1.) First of all, multiplayer servers does not allow a modified progs.dat.
                Only servers with their own modifications (like Cobalt´s server) could make use of this.
                2.) Maps must work together with QC.
                Only if you know what maps are played, you can adjust your "interacting" textures in QC.

                If points 1.) and 2.) are solved, your idea can be realized.

                When you look into "small mod compilation" or into Nahuels "material" mod,
                you will see the necesary code to identify the texture where the player is currently walking on.
                Depending on this texture you can do whatever you want:
                - reduce players velocity
                - change players footstep sound
                - damage the player
                - play a pain sound
                - ...
                You can even use different effects in different maps.
                Via world model check (= map file check).

                Next thing you had in your mind: Leave footstep decals:
                You can look into the "player bleeding" code to see what is necessary basicaly.
                Instead of a blood texture you can use a "footstep" texture as particlefont.
                Then trigger the spawn of it right beneath the player via a function or button or texture or anything.

                These are great ideas, but point 1.) and 2.) are still there.

                Best wishes,
                Seven

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                • #9
                  Sorry Mindz I don't mean to hijack your setup thread.
                  I suppose this needs its own thread to explore Sevens ideas.
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                  • #10
                    I dont mind thats why I chose the venting area as my venue. Today is the first day I've been back to this part of the forums once that was this morning, with the intention of setting up DarkPlaces again
                    Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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                    • #11
                      This is what Yours looks like on my rig.
                      Last edited by bluntz; 05-06-2012, 10:31 PM.
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                      • #12
                        let me know if it is too clear or if you want it a bit darker /closer to mine.I like it a bit more than mine as the water gets bloodier.
                        Last edited by bluntz; 05-06-2012, 10:42 PM.
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                        • #13
                          Here is water 2 as it appears to me.





                          Last edited by bluntz; 05-06-2012, 10:42 PM.
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