@R00K, wow nice! it works! I played through the start map and the blood on the floor is priceless, especially when the gibs fly around the room. I did not realize how many effects you have added to all of the projectiles.
Have you considered merging the flame sprite effect with the model? Like have the flame model but layer the glow effect at the center? It feels very bright, is there any entities parameters I could add to tweak the effect? Maybe add some variety to the effect? use less/more sprite overlays so if you see many torches in a room they look slightly different.
The stuff that is missing (teleporters and grates) are func_walls with skip textures on them. I use a compile utility to shift the skip texture surfaces to another part of the BSP. Maybe the entity surfaces are defined weird because of this?
I used the following command line to get it working:
-game shadows -mem 128
You don't need the texture filter command, the MOD forces the filtering when the maps loads or the amulet is enabled/disabled.
@Seven! Wow glad to see you comment, I was wondering if you had a chance to try this MOD yet? Did you try it with Darkplaces? Try out the stealth mode? Was there anything you thought could be changed?
The list of engines that support ITS is growing! I have been busy talking to a lot of coders to iron out any bugs. I plan to release a list of all engines that support the MOD in the next couple of weeks, so anyone wanting to try the MOD can find an engine that will suit their tastes.
Could not agree more, this MOD would never have got off the ground if necros, preach and negke had not helped. The Quake source maybe ancient by todays game standards but it still has a lot of quirks about it which does take time to discover. Luckily I knew people who could help.
Have you considered merging the flame sprite effect with the model? Like have the flame model but layer the glow effect at the center? It feels very bright, is there any entities parameters I could add to tweak the effect? Maybe add some variety to the effect? use less/more sprite overlays so if you see many torches in a room they look slightly different.
The stuff that is missing (teleporters and grates) are func_walls with skip textures on them. I use a compile utility to shift the skip texture surfaces to another part of the BSP. Maybe the entity surfaces are defined weird because of this?
I used the following command line to get it working:
-game shadows -mem 128
You don't need the texture filter command, the MOD forces the filtering when the maps loads or the amulet is enabled/disabled.
@Seven! Wow glad to see you comment, I was wondering if you had a chance to try this MOD yet? Did you try it with Darkplaces? Try out the stealth mode? Was there anything you thought could be changed?
many engine devs modify their engines to be able to support it.
It is also very good and important that the old guru�s of Quake (like Necros and friends) support you and your mod, which makes it even more beautiful.
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