Originally posted by Seven
					
						
						
							
							
							
							
								
								
								
								
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Beyond Belief Reforged
				
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As good as every gamecode mod for Quake is build based on the released id1 source.
You can recognize a gamecode mod when there is a custom progs.dat in the mod directory.
You cannot combine 2 mods by just having the 2 progs.dat�s.
Lets say one mod makes you jump higher, the other makes you shoot faster.
You cannot have both at the same time without bringing one source modification into the other one and compile it to get: a 3rd mod.
So, to answer your question:
Yes, it is a totally different one compared to Abyss of Pandemonium.
Adding features into a mod (bbelief is a mod) needs the source code and then manipulate it to have the additional feature you want. That is basically what I did with several available mods. You do not seem to have downloaded the extended bbelief mod (described in my above post). I can send it to you if you want.
Regards,
Seven
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Hmmmm, I wonder if I could build a progs merge tool. I can't mess with this right now but, the idea is intriguing. I know I could build such a tool if it was being done with raw qc sources, merging actual progs could prove far more unlikely.
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Yes send it please because I didn't know of its existence til nown tried to search it here but I can't find itOriginally posted by Seven View PostAs good as every gamecode mod for Quake is build based on the released id1 source.
You can recognize a gamecode mod when there is a custom progs.dat in the mod directory.
You cannot combine 2 mods by just having the 2 progs.dat�s.
Lets say one mod makes you jump higher, the other makes you shoot faster.
You cannot have both at the same time without bringing one source modification into the other one and compile it to get: a 3rd mod.
So, to answer your question:
Yes, it is a totally different one compared to Abyss of Pandemonium.
Adding features into a mod (bbelief is a mod) needs the source code and then manipulate it to have the additional feature you want. That is basically what I did with several available mods. You do not seem to have downloaded the extended bbelief mod (described in my above post). I can send it to you if you want.
Regards,
Seven
							
						Make Quake Great Again
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Any chance you could provide those colored lights also in .lit format so it would work in engines like Fitzquake Mark V? (Even if it's just for the colored lights and nothing else, since those seem to look quite good on the screenshots. I assume you didn't just use MHColour for that because otherwise results wouldn't be any different from what I am using...)
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Yes in next update I'll include also .lit filesOriginally posted by NightFright View PostAny chance you could provide those colored lights also in .lit format so it would work in engines like Fitzquake Mark V? (Even if it's just for the colored lights and nothing else, since those seem to look quite good on the screenshots. I assume you didn't just use MHColour for that because otherwise results wouldn't be any different from what I am using...)Make Quake Great Again
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Both links to the nailgun fix are dead but I've found Seven's mod on this closed thread. Maybe you should add it to the first post?♪ I'm skiiiiiiinnin' in the pain, just skiiiiiiinnin' in the pain ♪
♪ What a glorious feelin' I'm haaaaaaappy again ♪
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Erratum: The link in the above post is for the NAIL POSITION fix, not for the nailgun in map 1. Can you please reupload it?♪ I'm skiiiiiiinnin' in the pain, just skiiiiiiinnin' in the pain ♪
♪ What a glorious feelin' I'm haaaaaaappy again ♪
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Hello NightFright,Originally posted by NightFright View PostAny chance you could provide those colored lights also in .lit format so it would work in engines like Fitzquake Mark V? (Even if it's just for the colored lights and nothing else, since those seem to look quite good on the screenshots. I assume you didn't just use MHColour for that because otherwise results wouldn't be any different from what I am using...)
Please find beautiful handmade .lit files for Beyond Belief here
Hello bfg666,Originally posted by bfg666 View PostErratum: The link in the above post is for the NAIL POSITION fix, not for the nailgun in map 1. Can you please reupload it?
Unfortunately I dont have jakubs .ent file as well.
But I was looking into the issue myself and saw what the culprit was...
Find the fix for the nailgun weapon as well as other items falling out of Beyond Belief maps below.
Best wishes,
Seven
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Added link to Seven's Beyond Belief extensions and Nailgun fix in map bbelief1Last edited by Blood Vengeance; 11-06-2016, 10:40 AM.Make Quake Great Again
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When using Seven's mod for BB, I get a crash to desktop with Mark V in bbelief7 as soon as Chthon dies and falls back into his lava pit ("Host_error: recursively entered"). Any idea what may cause this and how to fix it?
From qconsole.log, I have a more detailed error info:
Host_Error: ED_Alloc: no free edicts (max_edicts is 8192)
This won't happen when NOT using the mod. Maybe it's something about the changes applied to boss.qc?Last edited by NightFright; 11-25-2016, 07:50 AM.
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