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Beyond Belief was made based on the 1.01 gamecode source.
That means it has no "previous weapon" for example.
It will be a big drawback when you are used to it and suddenly cannot switch weapons backwards anymore.
Why not use the existing mod that adds it into the game as well as fix nailguns nail positions, adds footsteps and other things ?
... just an idea.
Uh, does it work with BBelief? Didn't know, I don't know anything about gamecode Where I can find it? Is the same you made for Abyss of Pandemonium or is a totally different one?
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.
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.
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
Yes send it please because I didn't know of its existence til nown tried to search it here but I can't find it
Preparing the final (I hope) version of BBelief Reforged, completely redone RTlight (much much better trust me). Before releasing I would like someone that test them in game. Send me a PM if someone is intersted
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...)
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...)
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...)
Hello NightFright,
Please find beautiful handmade .lit files for Beyond Belief here
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?
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