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  • #16
    Here is my monsters section from autoexec.cfg
    set corpsehealth 50
    set demoncorpsehealth = 150;
    set hknightcorpsehealth = 125;
    set ogrecorpsehealth = 100;
    set shalrathcorpsehealth = 200;
    set shamblercorpsehealth = 300;
    set corpsemass 1500
    set gibmass 800
    set demonmass 2600
    set dogmass 1000
    set enforcermass 2100
    set fishmass 950
    set hknightmass 2500
    set knightmass 2000
    set ogremass 2600
    set shalrathmass 2200
    set shamblermass 3700
    set soldiermass 1500
    set tarbabymass 2500
    set wizardmass 1500
    set zombiemass 1600
    I can't gib ogre's or fiend's corpse even with 100 rockets and quaddamage on, while it takes only some rockets to gib corpse of shambler. But when I put original SMC progs.dat into my id1 folder - than everything works fine, and all monsters become gibbable.
    I just placed progs.dat from your mod into my id1 folder and than I've got this.
    I'm using DP build 2011-09-06.
    Last edited by FC Zvyozdochka; 03-25-2012, 01:30 AM.

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    • #17
      set ogrecorpsehealth 100
      not: set ogrecorpsehealth = 100;

      You have added 'set' to ogrecorpsehealth = 100; line in my post with features description.
      You haven't looked into readme You were supposed to copy commands from there.
      I'll edit this post so no one else get confused.

      These are default values so you don't need these entries if you want them.
      You need them only if you want to change them, like for example set 50 for everything like in SMC.
      Last edited by _Smith_; 03-25-2012, 04:46 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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      • #18
        Yes! This helped! Thank you, Smith!
        Last edited by FC Zvyozdochka; 03-26-2012, 12:34 AM.

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        • #19
          Might as well post this here:

          SMC Death animation and sound adjustment pack:

          smc_death_animation_adjustment_pack.zip - File Shared from Box - Free Online File Storage

          some users complained to me they found the death animations distracting from core gameplay, and rather than turn them off (because I think they're great) I made a small mod to tone some of them down. There's two pk3s within the zip, one for 'light' ie. very toned-down, one for 'medium' ie. halfway.

          Mostly soundFX changes, some small some big, but a couple of graphical changes to the 'ascensions' (both demon and skeleton). You can see them here:




          Mostly just toned down the opacity of them - although the medium demon retains his claw, teeth, eye, horn highlights...

          The sound differences are the main thing, and are numerous - from just turning stuff down to wholy different sounds.

          A couple of sounds are removed, replaced by empty wav files.
          Many sounds have been replaced, and some combined with the originals to form new sounds. Some of the alternative sounds in seven's own pack are used in a couple of cases.

          Other sounds have simply been re-EQ'ed or reduced in volume, such as the thunder sound.
          The rain ambience sound has been replaced with a gentler sound-
          This is not in any way shape or form designed to be 'better' content, just different. I really like my medium screaming skull tho...
          There is no Dana, only Zuul

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          • #20
            v2.6

            There was one feature that annoyed me in SMC for some time - gibs artificially spinning only in y axis. I've taken for granted that it looks better with high poly models.
            Recently I've tried to restore original behavior and it's not actually the case for me.

            They look much better in the air spinning randomly. They also look better �sticking� in the ground at different angles, at least in case of Ruohis' models with osjc's skins I am using. It makes them look like generic chunks of meat of different shape, instead of having few identical chest pieces laying on the floor next to each other.
            set gibspin 0 // original quake behavior
            set gibspin 1 // like in SMC

            New minor changes in particles: less intense explosion lightflash, improved big particle flame, subtler impact and decal in wizard effect.
            Keep in mind, when judging explosion effect, that it is meant to be more similar to original explosion. It also uses few times less particles than SMC ones for good performance.

            edit: v2.6 fixed gibbablecorpses 0 not working properly
            Last edited by _Smith_; 04-09-2012, 02:53 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.

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            • #21
              update

              I'll start with a small disclaimer:
              My attitude is not “lol, look at this shit I can do better”, but about iterating further from a place where someone left it to improve, fix, or push something in a bit different direction. I am also quiet sure I couldn't do better if I had to start from scratch ( in fact I most probably couldn't make a lot of the SMC stuff at all ).

              New stuff:
              Further modified gyro: gibs will fly a bit scattered not in a single blob and don't always fly high, aim low with explosives if you want gibs to fly high.

              Further modified zombie/ogre aim formula to make them feel more like original, work on some 'trap like' setups, etc. Sometimes it even works, often not.
              They should be more fun to play against than original drLabman and Entar code, even if easier.

              I've scrapped my previous blood effects, gib will splash now some blood when it hit a surface.
              ( I previously tried to emulate such effect but it not always looked as intended, now I am actually doing this from qc )
              Trail effect makes better use of velocity multiplier command. Few new changes to other effects. Chton lavaballs use lavaball trails.

              I don't use bloom and explosions were designed without it in mind. I've noticed recently that they look too bright and ugly with it since I've made them into bright blasts even when you don't use it. However if you like bloom than maybe you'll like their “bloomed” versions, hard to tell They have also low performance impact and look rather basic intentionally, also ogre grenades look weaker than player grenades.

              I don't feel like explaining in more detail old and new changes to SMC since not many people care about it and it's about polishing small details, not about really new features.
              … it's same, same, but different
              Last edited by _Smith_; 05-05-2012, 05:00 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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              • #22
                I'll post some stuff here when I've finished working my epsilon version of the 3.8 effectinfo. Toning stuff down, mostly.
                There is no Dana, only Zuul

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                • #23
                  Subtler Effectinfos for SMC 3.80

                  These are a bit different to what smith's doing, being more derivations from the original rather than new particlefonts and progs etc.

                  Originally I wasn't going to upgrade to the 3.76 of SMC, mainly cause I couldn't download it but I didn't think there was anything interesting in there for me. I worked with 3.61 and created some good differential levels for the four graphics quality levels.
                  Then 3.8 came out and I was like DAMN. Looked so much better.

                  Not so much that it couldn't be improved though. Personally the effects have gotten a little bright, or unsubtle I think, or whatever-you-want-to-call-it. ie. They called too much attention to themselves, to the impact that they sort of stand out from the game and, from my point of view, detract from it in that sense. Breaks the fourth wall, whatever. I still like them, but I did a LOT of work and testing to make them more subtle. Mostly alpha and particle-counts, but also bigger changes in some areas. There were also some areas where the realism wasn't as expected, and I did a lot of work there. Wallshots for smaller weapons weren't as realistic as I felt they should be, and were toned down.

                  The only effect I changed entirely was the armor (the only effect I didn't actually like), which becomes a subtler pulsating effect for the ultra level, and the default 3.61 effect for lower levels. The vorespike also went through heavy changes. I also added a ground weapon effect back in, as some areas of the game are too dark now with rtlights to just see the weapons rotating. Ditto biosuit.

                  A positive side-effect is that all of the effects now have a much lower FPS-hit - in some cases lower than 3.61 effects.
                  For example my subtler quad effect saves ~30fps on average over the default 3.8 quad effect (176fps from 146fps).


                  That is not why I started tinkering with them however, but it helps.
                  When you see my tinkered effects individually, they may look less impressive, but, IMHO, they work better in terms of overall game appearance, and in terms of fitting the original atmosphere and gameflow. But some people will prefer the normal effects, and some people may prefer these. Apples and oranges...

                  After I finished tinkering with the ultra effectinfo, I did fps comparisons between 3.61 and the 3.80-optimised effects, and incorporated changes into the high, medium and low effectinfos respectively. High retains all the 3.8-optimised effects with some small adjustments, medium reverts to 3.61 for those effects which have better performance, and removes some effects, and low is very sparse indeed. If anyone is interested, here are the comparison results:
                  quad - 3.80 optimised
                  pent - 3.80 optimised
                  armor - 3.61 (3.8 adaptation) - also equal to lower sparks only from 3.8 - but 3.6 looks better than that to me.
                  ring - 3.80 optimised
                  key - 3.80 optimised
                  rockets - 3.61
                  grenade - 3.61
                  vorespike - about equal
                  knightspike - 3.80 optimised
                  wizspike - 3.61


                  To install, rename one of the effectinfos in the zip attached to effectinfo.txt and copy into your id1 directory, replacing the effectinto.txt there.
                  Also delete any effectinfo.txt in your rogue or hipnotic directories.
                  You will likely have to restart whatever mission you're on if you're loading a saved game which used a previous effectinfo.txt, to avoid glitches.

                  Some tips for people tinkering with effectinfo:
                  * Generally-speaking, adding a light to an effect will have more fps-impact than most particle effects. If you're in Full Lighting mode.
                  If you're in High lighting or below, it has less impact than virtually all particle effects.
                  * If you're looking to improve performance, try raising the alpha of your particles, or extending them, while reducing particle count or countabsolute.
                  * Remember, particle generation scales dependent on your framerate to an extent, so if you have a low framerate (30fps or below), expect low particle generation. The optimised effectinfo I've created assumes an average framerate of 45 or above.
                  * A guide to the different effectinfo parameters can be found here...


                  ps. if You'd like your SMC 3.8 effects to look more-or-less exactly like SMC 3.61 but still use the advancements in 3.8, I've attached one that's more-or-less accurate to the 3.61 style.
                  Attached Files
                  There is no Dana, only Zuul

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                  • #24
                    update

                    When you put down a zombie on the floor instead of gibbing it, you have to wait 5s for it to stand up to be able to hit it with GL.
                    Quiet annoying and game flow breaking sometimes. I've fixed it and to not multiply cvars it is activated if existing cvar 'wallzombie' is set to 1 or 2.

                    I am nowhere as talented, productive or dedicated as Seven. This is why I am not holding new releases until I gather more worthwhile stuff.
                    I would have to hold off for a year to make updates as substantial I also don't plan any further updates at any point, so current one may be the last one.

                    Intention of this thread was to inspire further community driven development of the SMC.
                    If you've done something on top of SMC, but it is minor stuff and you don't want to spam forum with a new thread, this is a good place to post it.
                    I've updated OP with few rules:

                    1. When you post something for the first time I'll add a link with your nickname to your post in the OP.
                    You can later edit that post to add new stuff and it'll remain linked from OP without me being involved.
                    2. You are free to add anything on top of works released in this thread.
                    3. Don't make it as 'an addon for an addon'. Only Seven's SMC should be required for your addon to work.
                    4. Don't put any other nicknames than yours in the package name, but write in the readme on top of what other works you've added new features.
                    Include readmes supplied with them.
                    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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                    • #25
                      rofl you really wait for zombies to get up? just aim down and bounce a grenade so itll end up close to the zombie which'll make gib when the grenade explodes.

                      i personally never found that a prob cuz i always use that trick.

                      zombies are gibbable too when they're flat on the ground you know
                      Last edited by talisa; 05-06-2012, 01:41 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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                      • #26
                        Then you have to wait for grenade to explode so you can see gibs flying. It's not an issue but extremely minor annoyance. I don't miss with GL in the first place

                        This change wasn't really a main point of that post.
                        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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                        • #27
                          Originally posted by splitterface View Post
                          rofl you really wait for zombies to get up? just aim down and bounce a grenade so itll end up close to the zombie which'll make gib when the grenade explodes.

                          i personally never found that a prob cuz i always use that trick.

                          zombies are gibbable too when they're flat on the ground you know
                          Splitter,
                          you are right.
                          Why this should be a standalone pack?
                          Sorry I do not understand it?
                          I find some altered Small Mod Compilation things here - nothing more.

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                          • #28
                            @webangel
                            It's not standallone. Maybe read OP once again...
                            I never claimed it's more than it is.
                            This place is freaking hostile to me for some reason. I'm tired of it. I think it's time to finally opt out.
                            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


                            • #29
                              Originally posted by _Smith_ View Post
                              @webangel
                              It's not standallone. Maybe read OP once again...
                              I never claimed it's more than it is.
                              This place is freaking hostile to me for some reason. I'm tired of it. I think it's time to finally opt out.
                              I think no one is stopping you.
                              Please do what you need to do. You are better as your opponent Xolve.
                              And YES he is a xxx.
                              xxxxxxxx xxxx xxx.
                              _Smith_ what have you DONE for this community?

                              @Seven - please come in this thread!
                              Last edited by webangel; 05-08-2012, 12:41 PM. Reason: I shouldn�t say things like that here!:)

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                              • #30
                                Originally posted by webangel View Post
                                _Smith_ what have you DONE for this community?
                                I've wasted countless hours of my live on useless shit that is considered nothing.

                                So the answer is nothing I guess.
                                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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