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I just visited icculus to check: not only is the latest official release the 20140513 build, but the latest news is STILL dated 2014-05-13 as well. This doesn't give any indication that the project is still going on.Last edited by Mugwump; 09-22-2016, 05:08 PM.♪ I'm skiiiiiiinnin' in the pain, just skiiiiiiinnin' in the pain ♪
♪ What a glorious feelin' I'm haaaaaaappy again ♪
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the invasion has begun! hide your children, grab the guns, and pack sandwiches.
syluxman2803
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Yes, Nahuel, but...
"Other files:
Beta releases, OLD versions, and miscellaneous mods I made are in the 'files' directory, this page (aka 'downloads') only lists CURRENT versions of darkplaces and some utilities."
When the supposedly current version is two years old and one has to rummage through a page that lists old stuff to find the REAL latest versions, there is clearly something wrong in how you handle your site. LordHavoc should really sort it out.
BTW, what does the ?C=M;O=D string do in that address you gave?♪ I'm skiiiiiiinnin' in the pain, just skiiiiiiinnin' in the pain ♪
♪ What a glorious feelin' I'm haaaaaaappy again ♪
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 date order i think, latest version first 
I do not understand the problem.
SMC is not something like an "official mod", Seven uses the latest version of darkplaces... so you need to use the latest versions
there is a solution to the problem, you can read the git Xonotic to know details of revisions
git.xonotic.org Git - xonotic/darkplaces.git/summarythe invasion has begun! hide your children, grab the guns, and pack sandwiches.
syluxman2803
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The problem is that the way the site is designed now, it leads people like me who don't know better to think that there hasn't been an update in more than two years.
I wasn't aware of that Xonotic page, thanks. The advice one gets about downloading DP is generally to "go to icculus".♪ I'm skiiiiiiinnin' in the pain, just skiiiiiiinnin' in the pain ♪
♪ What a glorious feelin' I'm haaaaaaappy again ♪
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Hello Nahuel,Originally posted by nahuel View PostI do not understand the problem.
SMC is not something like an "official mod", Seven uses the latest version of darkplaces... so you need to use the latest versions
there is a solution to the problem, you can read the git Xonotic to know details of revisions
git.xonotic.org Git - xonotic/darkplaces.git/summary
If it were up to me, I would stick to 1 engine build. Just like you did it back then when you was working on your horror mod.
The reason is simple:
I could concentrate on specific/static engine properties and features. Building all my ideas around it and expand from there.
But people are of course always using the "current" engine build, so I have to fight against engine changes (like changes in particles, shaders, model usage, etc. engine-sided) and have to adapt/adjust the mod to the engine-sided changes. That happened at least 3 times during the lifetime of the SMC so far. Lets see what comes up next
Hello gdiddy as well as everyone else who are using weapon packs with dpreflectcube shaders together with current darkplaces builds. I found the one I developed back then. I called it "stupid barrel idea" LOLOriginally posted by gdiddy62 View PostSeven,
Just as an FYI the version of the darkplaces engine that does away with shadow flickering has introduced issues with some shaders in weapons packs. Hopefully can be fixed soon.
[ame]http://www.youtube.com/watch?v=DA5CXg-wJM0[/ame]
This is how the shaders should look like. Example for shotgun:
(assuming cubemaps and weapon skins are placed in the below mentioned folders. If not, adjust the paths accordingly)
Have fun,Code:v_shot { dpreflectcube textures/cubemaps/shot { map textures/v_shot.tga rgbgen lightingDiffuse } }
Seven
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Does that include Ruohi's?Originally posted by Seven View Posteveryone else who are using weapon packs with dpreflectcube shaders together with current darkplaces builds.♪ I'm skiiiiiiinnin' in the pain, just skiiiiiiinnin' in the pain ♪
♪ What a glorious feelin' I'm haaaaaaappy again ♪
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no none of the available weapon-packs include such shaders.
the only weapon-pack thats affected is one by someone who i wont mention,
who long ago went on a rampage and removed all links to anything he created.
to prevent the person from coming back to rage about re-posting "his creations",
i havent made any mirrors to the stuff he made and shared
.
so dont worry, you wont have any issues with weapons in the 2016 DP builds
.
yeah me too, thats why i also added reflect to the SSG that i collaborated on with BloodShotOriginally posted by gdiddy62 View PostI like the stupid barrel test! Lol
and why i also added reflect to plague's SNG myself
its a basic effect which doesnt cause any performance-drop but it looks so fancy and adds so much
							
						Last edited by talisa; 10-03-2016, 06:49 PM..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
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Thanks. So I can safely update, then. I think I remember reading about said rampage.Originally posted by talisa View Postno none of the available weapon-packs include such shaders.♪ I'm skiiiiiiinnin' in the pain, just skiiiiiiinnin' in the pain ♪
♪ What a glorious feelin' I'm haaaaaaappy again ♪
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Yes, sure.
The weapon you see in the clip is Ruohis supershotgun.
I also made the same for Ruohis shotgun at that time.
Click this youtube link to see both of them in action:
https://www.youtube.com/watch?v=5J9QI0MPK10
Everybody can do this, as it is just a copy/paste work for ALL weapon models.
The shader is independent to the actual weapon model.
You only need 1 additional _reflect texture. That is all.
And this _reflect texture is even very easy to create. Just take the diffuse texture and delete (= black out) all parts that should not have the reflect effect. Save, done.
You know, modding is incredibly easy when you have a sample in front of you. A sample of something is all you need to produce variations of it.
Creating the first sample is a hundred times harder, as you have to invent/develop something new.
So, if you want this effect on your weapons as well, just do it. It is just copy/paste...
Best wishes,
Seven
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I don't seem to have any shader in my weapons-equip pack, only models and textures.Originally posted by Seven View PostYes, sure.
Yeah, I noticed it looked identical, just with some extra shininess.The weapon you see in the clip is Ruohis supershotgun.
Even if I could find that shader, I would still need some more explanation, as I currently have no idea how to edit shaders. Can I just open one in a text editor like a .ent file?Everybody can do this, as it is just a copy/paste work for ALL weapon models.
Which one is that? _gloss? Besides the actual "real" textures, I have _bump, _gloss and _norm textures in my pack. By the way, don't bumps and norms basically do the same thing? I thought norms were better looking bumps, I don't see why both would be used at the same time.Just take the diffuse texture
Perhaps, and I understand and fully support the philosophy behind "teaching someone to fish vs. giving him a fish", but people don't always have the time it takes to learn, especially when it comes to coding with that weird alien syntax full of {s and other cryptic symbols... I've just spent all of yesterday afternoon configuring my SMC, I would never have taken that time if I wasn't currently unemployed.You know, modding is incredibly easy when you have a sample in front of you.♪ I'm skiiiiiiinnin' in the pain, just skiiiiiiinnin' in the pain ♪
♪ What a glorious feelin' I'm haaaaaaappy again ♪
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Hello bfg666,Originally posted by bfg666 View PostI don't seem to have any shader in my weapons-equip pack, only models and textures.
What I was trying to say (with my bad english) is, that you can add this effect to any weapon model.
I just sent a pm with both shader powered shotguns to you.Originally posted by bfg666 View PostEven if I could find that shader, I would still need some more explanation, as I currently have no idea how to edit shaders. Can I just open one in a text editor like a .ent file?
Please use them as the samples I spoke about in my above post. And add a similar shader to your other weapons if you want to. Yes, .shader files are only .txt files. You can use the same cubemaps for all weapons as they are weapon independent. Only create the _reflect textures as described in above post and edit the new shader paths + file names accordingly.
The diffuse texture is the "real" texture as you call themOriginally posted by bfg666 View PostWhich one is that? _gloss? Besides the actual "real" textures, I have _bump, _gloss and _norm textures in my pack.
.bump textures are simple height textures. while .norm textures have additional information like alpha channel. If both textures are present, .bump texture will be skipped by the engine !Originally posted by bfg666 View PostBy the way, don't bumps and norms basically do the same thing? I thought norms were better looking bumps, I don't see why both would be used at the same time.
That is exactly correct. You have zero benefit when someone says: "I do this for you, just because I can". In the end you didnt learn anything. Learning from samples is the exact best way and most effectiv. That is why I sent you the pm.Originally posted by bfg666 View PostPerhaps, and I understand and fully support the philosophy behind "teaching someone to fish vs. giving him a fish"
Please, we should not talk about those weapon effects in this thread anymore as they are not SMC depending and would derail this threat. If you need further assistance, please create a new threat in the "Help section" or via pm. Thank you.
We do not speak about coding here. That is just a text file and a texture.Originally posted by bfg666 View Postespecially when it comes to coding with that weird alien syntax full of {s and other cryptic symbols... I've just spent all of yesterday afternoon configuring my SMC, I would never have taken that time if I wasn't currently unemployed.
But regarding the smc_config.cfg:
I think that you did this for v5.30 smc_config.cfg. But now you want to update to v5.41. ---> You do NOT need to go through this all agin. There is a much better solution for you. I explained it here. Please read it carefully.
And do not jump from v5.30 to v5.50 beta3 directly. First you have to settle v5.41.
Once this is done, move one to v5.50 beta 3. Or you will chew more than you can swallow (if this is the correct english phrase).
Most important that you have a correct v5.41 smc_config.cfg, edited to your personal liking. Then we talk again.
Best wishes,
Seven
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You keep saying that. You should stop depreciating yourself. You may not be fluent but you already speak a much better english than many native english speakers.Originally posted by Seven View Post(with my bad english)
Thanks! I'll study those.I just sent a pm with both shader powered shotguns to you.
A text file that is made of code, not plain text readable by "normal" human beings.We do not speak about coding here. That is just a text file and a texture.
			
		
Close enough. That would actually be "bite more than you can chew".Or you will chew more than you can swallow (if this is the correct english phrase).
Duly noted. Off-topic over.Please, we should not talk about those weapon effects in this thread anymore as they are not SMC depending and would derail this threat. If you need further assistance, please create a new threat in the "Help section" or via pm. Thank you.
Thanks for all your technical explanations. I don't know what n00bs like me would do without people like you.
							
						♪ I'm skiiiiiiinnin' in the pain, just skiiiiiiinnin' in the pain ♪
♪ What a glorious feelin' I'm haaaaaaappy again ♪
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 Great!! this is really usefull 
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