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  • Darplaces Feature Request

    ok so i've been playing with darkplaces lately, and i never really got into before, and i gotta say i LOVE it. there are a few things i could nit pick over that are just little things that seem to have gone missing, like the way the water moves, or the way you can make the weapon tilt when you strafe, but altogether it does so many things right and better and it doesn't even matter, it is AWESOME, and if those things never changed i could deal with it.

    but there's just one thing that would rock my world so hard..

    please lordhavoc, please i'm begging you!!!

    could you please add a variable that controls the gore level that lets you crank it up to new heights, you don't have to make the blood act any differently or anything, just increase the blood particles like crazy without reducing their size or opacity or anything, and also increase the amount of blood stains so if you tear through a level you're just painting the whole thing red, it would be SWEET! maybe even let us control the blood color with a hex value or something so we can make it BRIGHT red, or green, or whatever we wanted.

    i know it's so fanboyish it's sickening and i sound like a dork, but man i don't care i'm just dying for something like that! pleeeeeeeease!!!

    i'll worship you forever!

  • #2
    you know about the blood opacity option in the menu right? I find that the blood is pretty insane when it's on max.

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    • #3
      of course dude! i even messed with particle variables trying to up it

      the new blood seems hard to see to me no matter what i do and things look bloodier if i turn old blood on, BUT old blood looks out of place with the new particle effects. i like the *look* of the new blood, it just doesn't stand out enough and it doesn't seem like there is enough of it, and anyway, i want to be able to push beyond even being as bloody as it originally was.

      but since you're here, i just want to thank you for posting your dual weapons config, i made the craziest script after being inspired by it. i have just a few more things i want to tweak on it and i'll post it if you want, i think you'd get a kick out of seeing what i did with it.

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      • #4
        i mean even if i'm in fitzquake for example, i'll make the particles square instead of circle, because it makes the blood seem just that much thicker

        i can't help it, the blood makes my mouth water

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        • #5
          haha that old config script

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          • #6
            Originally posted by boink182 View Post
            i mean even if i'm in fitzquake for example, i'll make the particles square instead of circle, because it makes the blood seem just that much thicker

            i can't help it, the blood makes my mouth water
            ^will have serial killer child and/or is already going that route himself^

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            • #7
              Originally posted by boink182 View Post
              could you please add a variable that controls the gore level that lets you crank it up to new heights
              DPMod has this
              16:03:04 <gb> when I put in a sng, I think I might need nails
              16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve

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              • #8
                Originally posted by Lardarse View Post
                DPMod has this
                really now! is there any way i can yoink this one part of the mod without using all the rest of the dpmod stuff?

                btw, here is that config, laugh all you want but to me it is perfection. i will still have to add a couple of things for certain gametypes or whatever, but this is the bedrock. this is tailored for darkplaces and you need a mouse with at least 5 buttons and a wheel to take full advantage of it:

                /////////SECTION DELETED

                edit/omg something is still not working quite right and i think i know what it is, but i've already been working on this for about 2 hours, it's not ready yet haha, it will have to wait until tomorrow night, but canadian*sniper, if you saw that i hope you find the lengths i'm going to amusing
                Last edited by boink182; 08-09-2007, 10:50 PM.

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                • #9
                  Download DPMod from the Darkplaces website, and get the effectinfo.txt from it. Put the effectinfo.txt in Quake/id1 and modify it as you wish.

                  TE_BLOOD is the blood that comes out of people from shooting them and TR_BLOOD is the blood that comes from gib trails. The decal is just a modification of TR_BLOOD or TE_BLOOD.

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                  • #10
                    Originally posted by boink182 View Post
                    ok so i've been playing with darkplaces lately, and i never really got into before, and i gotta say i LOVE it.
                    Great.

                    Originally posted by boink182 View Post
                    could you please add a variable that controls the gore level that lets you crank it up to new heights, you don't have to make the blood act any differently or anything, just increase the blood particles like crazy without reducing their size or opacity or anything, and also increase the amount of blood stains so if you tear through a level you're just painting the whole thing red, it would be SWEET! maybe even let us control the blood color with a hex value or something so we can make it BRIGHT red, or green, or whatever we wanted.
                    There is the general setting cl_particles_quality which increases/decreases the number of particles without affecting anything else (it used to affect opacity but I got rid of that, as the effects generally look fine with just more particles), otherwise you need to make an effectinfo.txt with your desired TE_BLOOD/TR_BLOOD modifications (you can also change any other effects you like, even doing things like making blood effects create a red light flash to help you know if you hit someone), as suggested by Monster.

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                    • #11
                      I'm sure it would have been the highlight of my day

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                      • #12
                        wow thank you guys so much, especially lordhavoc for making darkplaces to begin with!

                        i can't wait to try this out later

                        darkplaces forever!

                        hehe /shameless

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                        • #13
                          This is a great feature of Darkplaces! I didn't know this before!

                          Is there any place where I can find a comprehensive documentation of Darkplaces, which shows an end user what feature there are and how to utilize them?

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                          • #14
                            Originally posted by Dooomer View Post
                            This is a great feature of Darkplaces! I didn't know this before!

                            Is there any place where I can find a comprehensive documentation of Darkplaces, which shows an end user what feature there are and how to utilize them?
                            This is not exactly what you want, but this is a start ...

                            http://icculus.org/twilight/darkplaces/readme.html

                            In the near future, I hope we have a new section setup here for comprehensive walkthroughs/tables of features for different engines.
                            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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                            • #15
                              Originally posted by Baker View Post
                              In the near future, I hope we have a new section setup here for comprehensive walkthroughs/tables of features for different engines.
                              i've been working my tail off trying to put up a website with comprehensive info like this but unfortunately it is still nowhere near ready. each source engine has so many facets that it is a major chore for one person to fully document everything you can do, all laid out in a coherent manner that is newbie friendly as well as having advanced info for veterans.

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