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TUT: Creating Rain + Snow + Fog in DarkPlaces

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  • Originally posted by splitterface View Post
    @darkdream
    yes the small compilation also includes a lot of other new features.
    but... all of these can be turned on or off through editing the included autoexex.cfg

    thats what seven always did with every new feature he implented, adding options to turn the feature on or off so you arent forced to have a feature in your quake that you dont like.
    so if you want, you can just turn off all of the features and such that you do not like, and if you turn off every single one quake will be the exact same how it was originaly except for the few fixes it includes

    .

    so take a look at the included autoexec.cfg, you can just open it with notepad or any other text program.
    in the autoexec.cfg it also includes a short description of each of the options

    Well I did everything I know how after downloading it and to no avail. I get this error in the console when I open the game and say start a new single player game..

    HOST_ERROR: SERVER: PROGS.DAT has wrong version number (1882140206 SHOULD BE 6)


    I still had to compile a progs.dat file from the looks of it. I just opened progs.src in wordpad and saved it as progs.dat. that was my best guess on how to do it.



    Heres the steps of what I did to get this far.

    1. I downloaded the 4.15 and the 4.25 small mod compilations from the link you gave me.

    2. I put the Quake 4.15.pk3 file that came with the download into the ID1 folder. Then I moved the autoexec.cfg file into the ID1 folder.

    3. I copied over the "original Quake 1.06 source QC" folder that came with the 4.5 download to C:\Program Files (x86)\DPQUAKE\dpmod

    4. I edited the misc.qc file that was in the QC folder from the download so it had the rain and snow stuff added at the end of it.

    5. I copied dpextensions.qc to the qc folder.

    6. I opened progs.src and added in "dpextensions.qc" after "defs.qc" and saved the file

    7. I opened progs.src with wordpad and saved it as progs.dat (I didnt how to compile it, this was my best guess)

    8. Once saved I moved the progs.dat file to the ID1 folder.

    9. I moved the .ent files for the rain into C:\Program Files (x86)\DPQUAKE\ID1\maps

    10. I ran the game and tried to start a new single player game.



    I cant get the game to play now and get the above error. Im guessing I didnt compile the progs.dat file properly and its causing this?



    EDIT: I just deleted that progs.dat file I made and ran the game with no progs.dat file in the ID1 folder and the game works just fine now. I also got the rain working. I appreciate the help alot and thank you greatly!!

    Sounds like all I have to do is edit the autoexec.cfg file to turn what I dont want off and ill be set. Unless that progs.dat file is important. Will I be alright without that file? I still feel I should learn more about compiling my own.



    EDIT: I just did the 4.25 update and I changed the autoexec.cfg to how I like it. It would seem I have what I want working and Im all set. I think I pretty much got the simpler stuff down from trial and error and playing with things.


    I just would like to ask one thing still bothering me. When I turn left and right with the keyboard, you turn VERY fast and Id like to slow that down if possible. In the original quake you can fire exactly at or close to an enemy and hit them when you shoot, in the darkplaces game you have to aim dead on or you miss. its much harder for me to hit my enemies in the darkplaces game and when i try to turn left and right, I turn way too fast to get an exact aim and end up turning too far left or right.

    Is there anything I can do change this or help?
    Last edited by darkdream787; 03-24-2013, 05:41 PM.

    Comment


    • Regarding compiling a progs.dat, you install a QuakeC compiler (qcc) like fteqcc and put that in the same directory as your .qc files. Then you run the compiler program. This should produce a progs.dat.

      You can get fteqcc here

      FTEQW - Experimental

      There is a GUI version for windows if you like.
      Scout's Journey
      Rune of Earth Magic

      Comment


      • Originally posted by golden_boy View Post
        Regarding compiling a progs.dat, you install a QuakeC compiler (qcc) like fteqcc and put that in the same directory as your .qc files. Then you run the compiler program. This should produce a progs.dat.

        You can get fteqcc here

        FTEQW - Experimental

        There is a GUI version for windows if you like.
        Thanks for telling me that, now I know what the fteqcc files are that I got in the download that was mentioned to me earlier by splitterface. Ill go ahead and experiment with it.

        Can I alter .PK3 files with this software? I think the PK3 file is what adds and removes sound effects and I wish to remove a walking sound effect if I can find out how. I didnt see any option in the autoexec.cfg file I have for it. There was one for monster footsteps but not the player footsteps. I disabled monster walking sounds but I dont see anything about player not making footstep sounds. I would like to disable that so I dont hear my own footsteps.

        Comment


        • .pk3 files are simply .zip archives with the file extension renamed. Inside .pk3 files are individual files in the correct directory structure, if need be, no different then if you had the files actually in your id1 or mod directory. Directory structure intact.

          I think .pk3 files in your id1 directory get preferential treatment when loading files at startup. Open a .pk3 file with your current compressed archive program and you'll see what I mean.

          Inside can be:
          /progs
          /sounds
          /maps
          /textures

          etc etc.
          Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe it is

          Comment


          • Originally posted by damage_inc View Post
            .pk3 files are simply .zip archives with the file extension renamed. Inside .pk3 files are individual files in the correct directory structure, if need be, no different then if you had the files actually in your id1 or mod directory. Directory structure intact.

            I think .pk3 files in your id1 directory get preferential treatment when loading files at startup. Open a .pk3 file with your current compressed archive program and you'll see what I mean.

            Inside can be:
            /progs
            /sounds
            /maps
            /textures

            etc etc.

            So what your saying is I could rename the .pk3 file to .zip and it will work no different than a zip file would? I take out the sound I dont want then change the ending to .pk3 again?

            Comment


            • Yes. I looked inside "Quake_V4.15_small-mod-compilation_Seven.pk3" and you will find:

              /sound
              /walk
              soldier1.wav
              slodier2.wav
              /alternative player footsteps // containing
              generic1(thru 5).wav

              I would imagine those are what you are seeking to delete, or maybe even a simple rename will stop their use. I normally add "DISABLED" to any file I want to stop its functionality without permanent deletion! Easier to undo.

              Ex: "Quake_V4.15_small-mod-compilation_Seven.pk3DISABLED"
              Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe it is

              Comment


              • Hello darkdream787,

                There seem to be a lot of confusion and open questions while reading your posts.
                First of all, I want to say: Thank you for your interest.
                I am sorry to see how long you tried to get it working... it is most probably my fault in using not exact words in the tutorial.

                There are different ways to have weather effects (ex. rain) in Quake:
                - pure QC (engine independent)
                - pure engine sided (I think Qrack has this)
                - a mixture of both (like in Darkplaces)

                To get your weather effects in DarkPlaces, you need a QC modification and the engine will add a little bit to (more about it later).

                The game mechanic is declared via progs.dat (= qc).
                For example: The behaviour of the monster, or your weapons behaviour are all declared inside the game mechanic = progs.dat.
                Original Quake has NO progs.dat inside the ID1 folder. It is included inside the pak0.pak file.

                So, if you want to change the game mechanic, you need a new progs.dat.
                To get a new progs.dat you need the source code first, then edit it, then compile it (with a qc-compiler) and then put it into your ID1 folder or into .pak file or .pk3 file.

                I described which files to modify to get the weather effects into Quake for the DP engine in the tutorial. The only necessary file to be located in your Quake structure is the progs.dat file. ALL other .qc files will not affect the game, so you can store them outside of Quake structure if you want.
                Only the compiled progs.dat will be used (as described above) by the engine.

                If you do not want to fiddle around with source files, I mentioned the possibility to use the "small mod compilation" (it has the necessary code change included). Of course it is only a possibility. You do not need to use it.
                The "small mod compilation" has the progs.dat inside the .pk3 file !
                That is why you do not 'see' it at first glance.



                OK, now your question regarding the turning speed of your keyboard:
                If you dont use mouse-look, but keyboard to look around, you need to adjust specific engine cvars to get the game to your personal liking.
                Try these:
                cl_anglespeedkey is "1.5" ["1.5"] how much +speed multiplies keyboard turning speed
                cl_movespeedkey is "2.0" ["2.0"] how much +speed multiplies keyboard movement speed
                cl_pitchspeed is "150" ["150"] keyboard pitch turning speed
                cl_yawspeed is "140" ["140"] keyboard yaw turning speed

                sv_aim is "2" ["2"] maximum cosine angle for quake's vertical autoaim, a value above 1 completely disables the autoaim, quake used 0.93
                I use mouse-look, so I dont know which of these will do exactly what you want.
                Please try them and you will surely can adjust it to your personal liking.


                ====================

                Originally posted by damage_inc View Post
                Yes. I looked inside "Quake_V4.15_small-mod-compilation_Seven.pk3" and you will find:

                /sound
                /walk
                soldier1.wav
                slodier2.wav
                /alternative player footsteps // containing
                generic1(thru 5).wav

                I would imagine those are what you are seeking to delete, or maybe even a simple rename will stop their use. I normally add "DISABLED" to any file I want to stop its functionality without permanent deletion! Easier to undo.

                Ex: "Quake_V4.15_small-mod-compilation_Seven.pk3DISABLED"
                Hello damage_inc,

                Deleting single files inside the .pk3 is something you should not consider.
                It will lead to "missing file" error messages in the game.
                The source code tells the engine to look for them and if it doesnt find them, the fun begins
                I will answer in the "small mod compilation" thread how to proceed.

                Also disabling the complete .pk3 file by renaming it, will prevent the usage of the include progs.dat file as well, so the gameplay changes will not be used.

                Kind regards,
                Seven
                Last edited by Seven; 03-25-2013, 04:24 AM.

                Comment


                • hi juergen,
                  -
                  you should be a teacher. your endless patience with us is the finest example worth following by whole mankind :-)
                  -
                  jakub
                  my projects so far:
                  Travail retextured
                  Tronyn in high definiton
                  Ab
                  yss of Pandemonium HD textures
                  Nehahra rtlights and other experiments

                  Comment


                  • Originally posted by Seven View Post
                    OK, now your question regarding the turning speed of your keyboard:
                    If you dont use mouse-look, but keyboard to look around, you need to adjust specific engine cvars to get the game to your personal liking.
                    Try these:


                    I use mouse-look, so I dont know which of these will do exactly what you want.
                    Please try them and you will surely can adjust it to your personal liking.

                    I take it I just add those into the autoexec.cfg file I have and then alter them right?

                    Do I need to alter both the "1.5" and the ["1.5"]? it seems to have two of the same values right next to each other. I added those 4 lines exactly as typed above and now my character wont turn left or right at all. I can only walk forward and back.

                    Also, whats pitch and yaw? are those supposed to be left and right, up and down?


                    EDIT: I found out why it wasnt working for me. Apprently those values need to be typed in the console instead of the autoexec.cfg file? because the console says exactly what you typed when I type "cl_anglespeedkey" for example and the game works fine when the cfg file wasnt altered.


                    Also, I found this out for you to help you out in the future. You claimed you didnt know what they do because your a mouse user so here you go.

                    Pitch = Up and down look speed.

                    Yaw = Left and right look speed.

                    Movespeed = Running speed when run button is held down.

                    Anglespeed = Turning speed when run button is held down.
                    Last edited by darkdream787; 03-25-2013, 10:50 AM.

                    Comment


                    • Originally posted by jakub1 View Post
                      hi juergen,
                      -
                      you should be a teacher. your endless patience with us is the finest example worth following by whole mankind :-)
                      -
                      jakub
                      Dear Jakub,

                      I think it is because of my younger ones...
                      You need patience with kids, no matter what they are doing.
                      Screaming does not lead to success most of the times, hehe

                      I am happy to see you again.


                      Originally posted by darkdream787 View Post
                      I found out why it wasnt working for me. Apprently those values need to be typed in the console instead of the autoexec.cfg file? because the console says exactly what you typed when I type "cl_anglespeedkey" for example and the game works fine when the cfg file wasnt altered.
                      Hello darkdream787,

                      Now go and kick the monsters ass with your keyboard
                      It doesnt matter how you play Quake (if with keyboard, mouse or gamepad).
                      Main thing is: You have fun with it.

                      Seven

                      Comment


                      • Hello Seven,I am new here,but not new to quake,and wanted to thank you,and everybody on this forum for keeping quake alive.I have a question regarding fog in darkplaces,I used your method to bind a key to activate it,but is there a way to also bind a key to turn it off too?

                        Comment


                        • @dogspydr

                          of course, just bind a key to "fog 0" and voila, magic fog-be-gone when you press that button
                          .
                          are you curious about what all there is out there in terms of HD content for quake?
                          > then make sure to check out my 'definitive' HD replacement content thread! <
                          everything that is out there for quake and both mission-packs, compiled into one massive thread

                          Comment


                          • Thanks for the info talisa,I will give it a try.

                            Comment


                            • Did anyone notice that all the Deathmatch maps, except DM1 can be modded for rainfall etc? No one did those yet, correct?

                              Comment


                              • In Qrack it's dynamic, based on taking the center of skypolys then random dir about 0-2%, im sure you can do it in a shader for DP.
                                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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