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  • #31
    Originally posted by splitterface View Post

    could you fix that?


    dont get that problem in the version for MP1 SoA though, it works fine there

    Now it should work again!

    Ogre_Aiming.zip (3,32 MB) - uploaded.to

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    • #32
      thanx lots, that fixed it

      thanx for making versions for both MPs of the ogre aiming mod, they are great
      Last edited by talisa; 10-10-2011, 11:28 AM.
      .
      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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      • #33
        Thanks!!

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        • #34
          Thanks a bunch Webangel, I love this little aiming mod, makes the game quite a bit more challenging.
          Regular One Man Slaughterhouse

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          • #35
            you shouldnt only thank webangel, he only adjusted the mod for both MPs.
            originally the mod for ID1 was by _smith_, webangel made versions of the mod for both MPs

            be sure to thank _smith_ too, he made the original code for the mods ^^
            Last edited by talisa; 10-11-2011, 07:09 AM.
            .
            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


            • #36
              ...don�t forget the original authors:
              Entar and Dr.Labman

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              • #37
                Yes yes, much thanks to _smith_, Entar and Dr.Labman also.

                We need more people like so in the community to bring us cool stuff! I'm going to miss Seven as he has decided other things in life are more important (best of luck to him in his adventures tho!).
                Regular One Man Slaughterhouse

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                • #38
                  Originally posted by webangel View Post
                  ...don�t forget the original authors:
                  Entar and Dr.Labman
                  oh, didnt know that site, lol

                  was just browsing it a bit, and found a tut for something which i thought was kinda cool, i tried doing it by using sevens source for his mod comp & nahuels zombie+ogre aiming mod, and did it ^^

                  splitter's swimming player mod
                  .
                  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


                  • #39
                    I've tinkered with smc3.1 effectinfo.txt and nexuiz particle font recently I will not clutter forum with new thread for that, but hope it's worth giving a shot
                    Link in the opening post.

                    config settings I use:
                    config.cfg
                    "cl_decals_time" "125"
                    "cl_particles_quality" "4"
                    "r_drawparticles_drawdistance" "5000"
                    autoexec.cfg
                    set kickgibs 0
                    set gibsduration 120
                    set gibsexplode 1

                    If you want more gore, smoke etc. increase cl_particles_quality value.

                    List of improvement changes and fixes:

                    -new explosion effect, similar but with order of magnitude smaller performance impact than jorix's one from smc3.1 ( no more lag when direct hit by explosion ), improved underwater explosion effect
                    -light radius for projectiles slightly reduced, looks more dynamic and has less performance impact
                    -reworked blood effects, spectacular blood splatters instead of round pitch black pounds of blood, amount of blood reduced so ( super easy with smc3.1 ) corpses gibbing do not cover world textures in pitch black blood stains
                    -new rocket and grenade trails
                    -texture numbers in all effects from smc3.1 particlefont changed to most similar ones from nexuiz particlefont where they didn't matched.
                    -single row in particlefont is for example “8 15”, while in smc3.1 probably unintentional usage like “8 16” is common in many effects, fixed
                    -cleaned a bit effectinfo.txt layout, effects logically grouped together with commented out headers, so it's easier to find one interesting you effect
                    -also many small touches to several other effects I don't remember anymore
                    Last edited by _Smith_; 10-19-2011, 07:52 AM.
                    Quake HD: Embrace the decline and have some guilty pleasure with it, or join a club for monocled gentlemen at quaddicted and play Quake the way it's meant to be played.

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                    • #40
                      Small tip: I've noticed that default dark places particles draw distance is a bit too short. Try shooting from the top of the stairs around the portals in difficulty selection room you wont see the sparks. It is not good because you are not getting feedback where you are hitting and distant explosions look worse.

                      Add to config.cfg "r_drawparticles_drawdistance" "5000" command if it annoys you now, when you have spotted it
                      Last edited by _Smith_; 10-20-2011, 05:12 AM.
                      Quake HD: Embrace the decline and have some guilty pleasure with it, or join a club for monocled gentlemen at quaddicted and play Quake the way it's meant to be played.

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                      • #41
                        Recent post by NightFright made me realize that I too do not like how easly gibbable corpses in smc3.1 are. So I've implemented a new feature in my Qz_smc_V3.1_addon_oz_aiming_v1.05 addon. As usual you need to restart level if you are loading old save, for it to work correctly.

                        Link in the first post.

                        Corpses have now varied number of hit points depending on monster type - no more gibbing mighty shambler with a single ssg shot You now need 6 rockets for that.

                        New autoexec.cfg variable to adjust ( default value = 1 )
                        set gibcorp 0 //corpses cannot be damaged
                        set gibcorp ( 0 - 5 ) // serves as multiplier of a base corpse hp
                        set gibcorp 5 // all corpses have 50 hp ( like in smc3.1 )
                        Last edited by _Smith_; 10-21-2011, 01:47 PM.
                        Quake HD: Embrace the decline and have some guilty pleasure with it, or join a club for monocled gentlemen at quaddicted and play Quake the way it's meant to be played.

                        Comment


                        • #42
                          Rotate command in effectinfo.txt seems to do not affect decals. And blood splatters were repeated few times in the same position in particlefont posted by seanstar I am using. This created visible patterns. I've rotated/mirrored some splatters so not a single splatter repeat itself in the same position.

                          Also I've done some further tuning to my blood effects so it create really nice paintings when gibbing corpses

                          ***********
                          I've ripped of animation code from Incubo/Seven's starry teleport version and aplied it to regular teleport texture. Simple solution but I like this teleport most from all available and it has no performance impact.

                          Links in the first post.
                          Last edited by _Smith_; 10-22-2011, 09:26 AM.
                          Quake HD: Embrace the decline and have some guilty pleasure with it, or join a club for monocled gentlemen at quaddicted and play Quake the way it's meant to be played.

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                          • #43
                            Very nice! Now to wait for this update applied to the expansion packs =]
                            Regular One Man Slaughterhouse

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                            • #44
                              v1.06 + untested addon versions for both mission packs *edit: link removed*

                              I have mission packs not installed currently. I've never played them yet and do not want to spoil my future fun with test runs. If I didn't make any typo they should work. Remember to restart level after loading old save. If you try it please post in this thread whether they work correctly.

                              New gibcorp values:
                              set gibcorp 0 // corpses cannot be damaged and are transparent for projectiles
                              set gibcorp 6 // corpses cannot be damaged but are solid for projectiles, grenades bounces of them

                              Added lava nailgun muzzleflashes to particle effects ( they should be compatible with both MP's but I haven't tested with them )
                              Last edited by _Smith_; 10-26-2011, 11:18 AM.
                              Quake HD: Embrace the decline and have some guilty pleasure with it, or join a club for monocled gentlemen at quaddicted and play Quake the way it's meant to be played.

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                              • #45
                                Small updates to addons. You probably won't spot a difference, but if you are using it you may want to download newest versions. I promise to don't bother you guys ( probably ) with new updates in the nearest future Please, someone test whether mission packs addon versions work correctly.
                                Quake HD: Embrace the decline and have some guilty pleasure with it, or join a club for monocled gentlemen at quaddicted and play Quake the way it's meant to be played.

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