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  • Something wicked this way comes

    Hello,I have been searching the web trying to figure out how the best way to run something wicked this way comes maps,I already have darkplaces running quake with all Seven,and others awesome mods,but I am stumped on how to run it,for there is not much on the web about it,so I figured I would come to the real experts on quake,and ask for there advice.I had read some where that there is a darkplaces engine that will run it if so how?also does it run better on other quake engines?some advice please.Thanks
    Last edited by DogSpydr66; 06-15-2013, 07:21 AM.

  • #2
    it will run in darkplaces you just need the latest one. LordHavoc's DarkPlaces Quake Modification your gonna have fun and your gonna die a lot in this map. if you get stuck https://www.youtube.com/watch?v=Jeah5DAIYf8

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    • #3
      Hi JDSTONER,yeah it looks really good in your tube video,I can't wait to play it,but how do I start it up using the darkplaces engine?

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      • #4
        just to say that is not "my" video i posted i don't play that well

        you can dl the quake injector https://www.quaddicted.com/tools/quake_injector and its easy to start the game that way or

        make a text document with this typed in it

        darkplaces.exe -game wicked + map wickedstart

        save it and rename it wicked.bat
        double click and get your gibing on

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        • #5
          Thanks JDSTONER,I really appreciate it.

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          • #6
            Thanks again JDSTONER that worked like a charm.
            Last edited by DogSpydr66; 06-15-2013, 07:22 AM.

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            • #7
              Originally posted by DogSpydr66 View Post
              Hello,I have been searching the web trying to figure out how the best way to run something wicked this way comes maps,I already have darkplaces running quake with all Seven,and others awesome mods,but I am stumped
              My reply is not directly related to your thread, but thank you for mentioning the word 'wicked'. Whenever I see/hear the word 'wicked', my heart lights up. I am a juggalo (I am a huge fan of Insane Clown Posse and Twiztid). I am down with wicked clowns.

              www.heyreverb.com/files/2010/05/insane2.jpg

              Thank you for your understanding.
              Last edited by RL Clown; 06-16-2013, 10:46 AM. Reason: I had a few technical errors.
              "Through my contact lenses, I have seen them all, I've seen wicked clowns and broken dreams / Crazy men in jumpsuits trying to be extreme and messing around with your computer screen" - Creative Rhyme (03/23/2012)

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              • #8
                Ok,I would like to try this out on FTEQW,but whats the comand line to start it in FTEQW?
                Thanks

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                • #9
                  fteqw.exe -game wicked + map wickedstart

                  Originally posted by DogSpydr66 View Post
                  Ok,I would like to try this out on FTEQW,but whats the comand line to start it in FTEQW?
                  Thanks
                  Last edited by webangel; 06-18-2013, 08:12 AM. Reason: Smile

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                  • #10
                    Hello DogSpydr66,

                    Tronyn, as well as almost all other mappers/modders, include a readme.txt into their releases.
                    They always write interesting things into these files.
                    I wonder, why they are called "readme.txt"...
                    ... as so many people seem to ignore them.

                    Tronyn�s readme.txt says:
                    Installation:

                    Place all files in a subfolder of your Quake folder called Wicked, ie Quake\Wicked, making sure that directory
                    structures remain intact (you should have the further subfolders sound, maps, and gfx in your Wicked subfolder).

                    Run Quake -game wicked +map wickedstart

                    Have fun,
                    Seven

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                    • #11
                      Hi webangel,and Seven,I did read the read me that comes with it,but that command line keeps giving me errors,such as unknown command game,or can't find map wicked start,it works fine for the regular quake thou,thanks for the help BTW.
                      Last edited by DogSpydr66; 06-18-2013, 03:47 PM.

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                      • #12
                        Ok,I figured it out it's FTEQW.exe -gamedir wicked + map wicked start.Thanks

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                        • #13
                          OK,I have a question,well actually 2 I just played through something wicked this way comes,and I noticed that after vising the maps when using the darkplaces engine the water is transparent,but the end map in the lake of blood,the blood isn't,is there a way to correct this?and also, when I was using the RMQE engine it has a neat looking slight distance fog effect,a little different than adding the fog command line in darkplaces?I am in no way complaining about DP,but just wanted to know if you could get a simlilar effect,and how you would do it?Thanks
                          Last edited by DogSpydr66; 06-25-2013, 11:33 PM.

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                          • #14
                            Hello DogSpydr66,

                            Regarding the blood:
                            I guess that the blood is not a water texture/mesh type, that is why it is skipped from VIS process.


                            Regarding the fog:
                            As you already know, there is a small tutorial that explains how fog basically works in DP.

                            I think you can achieve a quite similar fog with DarkPlaces when you adjust the params accordingly. It is adjustable in many ways so you should play around with them.
                            Most important are in your case:
                            - mindist
                            - maxdist
                            Because you want the fog to only appear in the distance (not in front of your eyes) with a nice smooth transition but not too thick.

                            These are the available params:
                            fog : set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])

                            Please try this setting:
                            fog .4 .3 .27 .25 .6 1000 5000
                            The fog will start at a distance of 1000 Quake units.
                            The color is white
                            It is not too thick and dens

                            Here are some screenshots with / without fog.
                            Maybe it matches a little bit what you are looking for....
                            Remember, that screenshots cannot really show dynamic things.
                            When you walk around in the map it might look a bit different.








                            Play around with the values, maybe it works.
                            I hope this could help you a little bit...

                            Good luck,
                            Seven

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                            • #15
                              Thanks for the answers Seven,I will mess around with the fog parameters later tonight,oh one more question how do you tell what textures,or meshes can be made transparent usiing the vis method?

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