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  • Shell hull model?

    Do anyone played Shadow Warrior?

    In Shadow Warrior when you use Shotgun the shell is visibly eject and stays on the ground.

    I wanted to the game in quake, is there a nice shell hull model?
    Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

  • #2
    DPmod has shell casings that stay.

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    • #3
      would be cool if that would be implented in the SMC too.

      i never thought about it, but its kinda odd that theres no shell casings falling to the ground when firing SG and SSG.
      .
      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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      • #4
        Lots of coding I think.

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        • #5
          What is SMC? And SG and SSG is shotgun and super shotgun I guess... Am I right?
          Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

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          • #6
            @ezzetabi
            SMC is short for small mod compilation: http://quakeone.com/forums/quake-mod...mpilation.html
            it is an amazing mod by seven which enhances quake by adding features which the original game didnt have cuz it was rushed and such. like nails sticking into walls, gibbable corpses, physics which make enemies be pushes back lightly when shot, weapon recoil, completely redone particle-effects which look a million time sbetter then original quake, extended blood effects, using multiple skins per monster, new awesome death animations, and a ton more
            i really recommend giving it a try, its the best mod for quake. its like what dukeplus does for duke3d

            and yes of course i meant ShotGun and SuperShotGun
            .
            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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            • #7
              Oh, yes I do know Small Mods Compilation, but I am not good with TLA.

              I like it, but usually do not use those things because they give weird effects to non-id maps (the ones that need a -game). Try Unforgiven with Small Mods Compilation and you will get the idea.

              If I get the model I will do this small mod and ask Seven to include it!
              Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

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              • #8
                You'll find models and a code to get you started in DP mod, but I've already implemented casings on top of SMC.

                I am going to release an addon to SMC with them and few small changes ( everything will be optional ) about a week after Seven will release a new version.
                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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                • #9
                  Originally posted by gdiddy62 View Post
                  Lots of coding I think.
                  Hello Jeff,

                  Why you think so ?
                  When you look at it from a distance and think about it, you will see that the shell is just an entity that has to be spawned when the shotgun animates.
                  There is not much left to do.

                  I think this is a good opportunity to try it yourself.
                  Remembering you already started to work with QC when Nahuel brought the "Trinity" effect into play.

                  In fact, all the things you need for it are already in the SMC.
                  You only need more or less 1 function for it.
                  Use the function "zombie_head ()" inside file zombie.qc for your base.
                  It has basically all you need
                  - set start position and start angle of the shell.
                  - spawn the entity
                  - give it the MOVETYPE_BOUNCE (which a shell should have too)
                  - set a random velocity (to the right side) and spin
                  - sets a time when the shell shall dissappear (maybe 10 seconds ?)

                  This function must be called once for the shotgun and twice for the supershotgun.

                  Call the function in the animation frame function for the weapons (= "player_shot2 ()"), or directly inside "W_Attack ()".

                  I am sure you will have fun playing around with it.

                  I would not suggest using the way LordHavoc did it in his dpmod.
                  LordHavoc has its very special way of coding and it is many times "too special".

                  Have fun,
                  Seven

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                  • #10
                    Originally posted by Seven View Post
                    - sets a time when the shell shall dissappear (maybe 10 seconds ?)
                    I agree with everything, but I would say 10 minutes or so. The fun of shell or nails that remains is seeing them in the final screen or while running around. With 10 seconds it becomes only an exercise of style!
                    Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

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                    • #11
                      i personally would love it if the time shells stay would be settable through a cvar, and it also has an option to stay forever

                      i always find it weird if stuff like that magically dissapears.
                      just like its a shame nails sticking in walls dissapear after a bit, would be awesome if there'd be an cvar too to set how long they stay and you can also set for them to stay forever.

                      i love it if you can come back all the way after nearly finishing a map and finding everything you left is still there, like corpses and bloodsplats and bulletholes and such are all still there.
                      .
                      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


                      • #12
                        I agree with you for SP or Coop games, but a long deathmatch game might literally cover the floor...
                        Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

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                        • #13
                          lol of course. only in sp they should stay indefinitely of course.

                          dont play mp much though, only coop sometimes
                          .
                          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


                          • #14
                            Originally posted by ezzetabi View Post
                            I agree with everything, but I would say 10 minutes or so. The fun of shell or nails that remains is seeing them in the final screen or while running around. With 10 seconds it becomes only an exercise of style!
                            I haven't spent excess of 10minutes on a SP-Q1 map in a long time, probably last one was RMQ,which was breath of fresh air.
                            Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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                            • #15
                              Do not worry about the "staying time" question.
                              It is a standard line of code, to add an auto_cvar that handles it.
                              The smc is flooded with those. lol
                              That is what the "small mod compilation" is made for. To be adjustable to personal likings.


                              @ splitterface

                              It is not a good idea to keep decals like blood or bullethoes forever in a map. Each one will use a tiny little bit of performance. And in a big long map, these tiny bits can become a big mouthfull quickly

                              By the way:
                              DarkPlaces gives you the possibilty to let them stay forever via engine cvars:
                              cl_decals_max is "4096" ["4096"] maximum number of decals allowed to exist in the world at once
                              cl_decals_time is "20" ["20"] how long before decals start to fade away

                              Never forget to visit the dpwiki if you have some questions...
                              You will most probably find the answer there.

                              Have fun,
                              Seven

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