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Grimrock Death Effect for SMC

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  • #16
    the progs.dat is in the qc folder not the pk3.

    well i think its a valid suggestion...to put the progs.dat in the folder with the pk3.

    the first version wasnt compiled that i know of and i compiled the second myself.


    i basically wanted to draw attention to how good this progs.dat is...so people might check this cool effect out.


    cheers


    Sean
    Last edited by seanstar; 06-10-2012, 02:44 PM.

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    • #17
      erm, it is in the pk3? i just opened the pk3 to check, its there




      EDIT:
      make sure to get the download linked in this post, and not the one in first post
      http://quakeone.com/forums/quake-mod...tml#post113259

      that download includes that pk3 that i showed the pic from above
      Last edited by talisa; 06-10-2012, 02:42 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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      • #18
        btw yeah i think its a prety cool effect too.

        although imo its only fitting for a few enemies, and for some other enemies its totally unfitting, like for grunts&enforcers and rottweilers, and especially for the shamblers its very unfitting imo
        .
        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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        • #19
          Hi

          yes i was using the one from the first post.


          my mistake, im glad to see its in the updated link.


          regards


          Sean

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          • #20
            I tried seeing any effects from "shooting wizards while they are in flight" on level E1M2/E1M3,whichever one has zombies and gold key at bottom. didn't see them. I'm probably the most fail-riddled DarkPlaces user in its entire history, I assumed all I needed was the PK3 file and ignored the rest.

            I never saw raining blood.
            Last edited by Mindf!3ldzX; 06-10-2012, 03:33 PM.
            Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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            • #21
              Originally posted by splitterface View Post
              if you'd add this effect for scrag, deathknight, zombie to the list of randomly chosen death-effects, and add that the fiend optionally always uses this effect

              could you perhaps make that for me gdiddy?

              and for the rest of the monsters keep it like the smc normally has, with the 3 death-effects seven made at random.
              or perhaps add an extra option so that you can pick wether to only use sevens 3 effects at random, or sevens effects plus yours all at random

              it would be awesome if you could code it like that for me gdiddy

              Hello splitterface,

              All your requests are already implemented in the unreleased source.
              You will be suprised what you will get ontop of that...
              More nice gimmicks are planned and are already there.

              The userfriendly adjustability was one of the main aspects.
              Now that we have so many death animations and monsters, it was about time to make a complete rework of these cvar values.
              Be patient.

              Seven

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              • #22
                yays!

                yeah i saw, gdiddy shared me a copy of some uncompleted implementations of this for several monsters, and i totally love it and hope you'll have it done soons
                .
                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

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