Announcement

Collapse
No announcement yet.

Quake HD for new spawns

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Thaks for the aclaration, Seven.
    I'm using the latest autobuild instead of the last official release and the trail effects are back
    Sorry if my english isn't clear, is not my native languaje.

    Comment


    • Originally posted by Seven View Post
      It is not always a good idea to make a "compatibility addon" for something.
      After this change was present for over a year including the new stable build, I've assumed it is going to stay that way and it's time to adapt.
      I had some time ago two more of these not good ideas:
      • Reduced timer for unstucking a fiend after a jump to 0.5s from 3s.
        A jump that has a chance of hitting a player will be shorter than that anyway and all darkplaces builds have an issue with detecting a jumping fiends touch on the edges of geometry, resulting in a gameplay issue with fiends getting sometimes frozen for ~2,5s. It's less than 0.5s with this change.
      • Player model shrink when it is touching water surface ( implemented for singleplayer only ), to avoid being able to look inside the player model in water refraction layer with new DP builds.

      These workarounds are optional via autoexec.cfg in case they cause any issues, I could have missed.
      It is so wrong to have them, though... after all, these issues can get fixed one day too

      Anyway, I've switched to the new autobuild by default in an Update v1.35.
      Btw "Missing" trails was not the only change in particles, everything became a bit brighter and less transparent.
      It spoiled a bit visuals of rocket trails and explosions I've used. They're adjusted too, it should be hard to spot a difference now.
      Last edited by _Smith_; 02-25-2013, 02:48 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


      • thought id post it here as to not clutter that other thread about mp1 issues.

        tried your smc addon mod and right away noticed one thing... the additional zombie that seven added is broken in your add-on. when he attacks he doesnt throw projectiles anymore. he animates just fine and everything, but the gibs he's supposed to throw at you dont spawn anymore

        except for that i kinda like it. the change to use 5 different models instead of2 models with each 2skins is very welcome.
        except for that i didnt really try it much.

        .

        nailcasings i found a bit silly personally. it are nails, not bullets or shells. bullets&shells have casings, a nail doesnt.
        new explosion effect you did.... i dunno, felt to overdone compared to seven's version, especially the huge sparks flying off in all directions. also when i looked at the pk3s of your hd pack you seemed to have done a lot of completely unnecesary work repacking stuff into different packs or split packs which is totally unnecesary. also i noticed you seemed to have missed a lot of gems here on the forums in your hd pack. theres a ton more pretty stuffs to be found on the forums
        Last edited by talisa; 02-28-2013, 05:42 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


        • It should be fixed now: download

          This is what happens when you are noob to the scripting and work on something you don't know inside out

          ***
          That's why nailcasings are disabled by default, I don't use them personally too.
          You can switch back to all Seven's effects - explained in the autoexec.cfg.
          Explosion is supposed to be similar to original with stuff flying out of them in huge radius.
          It is also faster then Seven's/Jakub's it can matter for people with medium range hardware.

          Main reasons to split things were:
          Make it easy, to find things in the replacements packs.
          Make pk3 filenames serve as a great credit list for the main authors.
          Make it easy to replace QRP pack with Rygel's textures.

          As for missing gems it's a personal choice, you can use only one replacement content at once, I had to choose.

          Edit:
          90% changes can be changed back, to be like in SMC via configs.
          Since I am not planning to add anything more, I hope that with your sharp eyes, all things I could have screwed will be fixed now
          Last edited by _Smith_; 02-28-2013, 07:13 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.

          Comment


          • thanx smith. if i find anything else that is accidentially broken or such ill let you know

            and yes i saw that, that you made options to be able to turn off the stuff you added, which is definitely a great thing.
            customization and option to choose wether or not to use effects is always good
            Last edited by talisa; 02-28-2013, 07:49 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


            • noticed another bug. when insta-gibbing an enemy the gibs mass doesnt get applied correctly, and instead the gibs get applied the mass of the enemy instead of the gib-mass.

              try E1M1 and gib the enemies by the first bridge, and watch as their gibs sink cuz of this bug. when you gib a corpse the gib-mass gets applied correctly, but if you gib a live enemy the gibs get the mass of the enemy rather then the specified gib-mass

              .

              also, whats up with the weird shambler multiple multi-skin settings? why have one setting for using shambler.mdl and shambler1.mdl and then have another setting for wether you wanna use shambler2.mdl-shambler5.mdl?
              thats really weird, can you change that so that the shambler uses just one setting for multi-skin too instead of using 2settings?

              .

              also... where are the cvars for ROGUE? like the settings for wether or not to use the animated lava-ng and lava-sng, and wether or not to use the plasma-gun animation?
              theres no setting for those at all included in your autoexec.cfg
              .
              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


              • As I've mentioned earlier, particles became less transparent on new build. I've made previous adjustments during the day and at night some effects still seemed too bright.
                Maybe you'll dislike them less now: download ( update v1.352 in the opening post has it too )

                ***
                It's not a bug, it's a feature There is adjustable gibs buoyancy now.
                In SMC buoyancy is so high, that gibs pop out of water sometimes, which look super cheesy imo and generates two additional annoying watresplash sounds.
                They could also sometimes start continuously bouncing near slopes like first e1m2 bridge, which could turn them into water splash sounds generator.
                With current setting they sometimes sink, sometimes slowly rise to the surface. But they never generate additional watersplash sounds.
                You can shoot one lying on the bottom and it can sometimes start to float.
                Set gib buoyancy to be 200 more, than gibmass, for them to behave like in SMC, but 50 should be enough, to always float.

                There were always discussions whether Shambler has fur, or not. You can choose to use furry versions, both, or non furry version. I though it's cool
                All six available versions are covered, plus there is one slot for future. Shambler requires custom handling in the code anyway, because of its magic effect position...

                I missed, that Seven had cvars to disable animated versions. I'll add them to autoexec.cfg the next time I'll be uploading.
                As I understand, these cvars to disable animated weapons versions work fine, when you add them.
                Last edited by _Smith_; 03-01-2013, 07:28 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.

                Comment


                • I have taken the time to save you some updated shotgun shell sounds I made.
                  Have a listen to these and tell me what you think needs to be done to them.
                  I captured the cases falling on concrete as they just did not sound right on other surfaces.The codec was 16mhz at 22050 stereo.I can lower it if you need.Zippyshare.com - sgshells.zip
                  WARNING
                  May be too intense for some viewers.
                  Stress Relief Device
                  ....BANG HEAD HERE....
                  ---------------------------
                  .
                  .
                  .
                  .
                  .--------------------------

                  Comment


                  • Is there a torrent out there of this? Or can I possible transfer that file from google doc's directly to my google drive?
                    Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

                    Comment


                    • Originally posted by bluntz View Post
                      I have taken the time to save you some updated shotgun shell sounds I made.
                      Have a listen to these and tell me what you think needs to be done to them.
                      I captured the cases falling on concrete as they just did not sound right on other surfaces.The codec was 16mhz at 22050 stereo.I can lower it if you need.Zippyshare.com - sgshells.zip

                      Hello bluntz,

                      Your recorded sounds sound almost identical to the casing sounds from the Tenshihan's GPL Soundbank (v1.0). It is from Nexuiz GPL team. Really nice job bluntz.
                      These casing sounds are also used in the "small mod compilation", in which you can adjust their volume via cvar.
                      I like the GPL casing sounds because the sound is starting from touching the ground (which is a bit louder), continue with the 1st and 2nd bounce while becoming more and more silent.
                      That fits perfectly to Quake�s "MOVETYPE_BOUNCE" physics, because the casings also fall on the floor and bounce approx. 2-3 times before they lost their 'energy' completely. That is also what they do in real life (just like you recorded it).
                      I use 3 slightly different casing sounds randomly to have a little variation in it.
                      I am not quite sure why Smith seem to have changed that code.

                      Anyway, great recording job bluntz.
                      If you have time, listen to the Tenshihan's GPL Soundbank�s casing sounds. They sound really almost like yours.

                      Best wishes,
                      Seven

                      Comment


                      • This is WIP updated *deleted*, meant mostly for Bluntz.
                        @Bluntz :

                        * deleted post - outdated info *

                        Edit: @Mindz: Do you have problems with downloading it from Google Drive ?

                        Edit2: @Seven

                        I've made a sound call each time a shell hit a surface, I couldn't use sounds with multiple bounces recorded for that.
                        Sounds I've used are not good and one of the used ones was original tink1.wav which makes shells sound terrible with sound replacements packs.
                        I was going to find, or edit from yours good ones, but got distracted with other stuff and forgot, later I've lost interest in doing anything other than bugs fixing.

                        Fortunatelly, with Bluntz help there will be good sounds now.
                        I also like his recording a bit more than the one you've used ( but they are good too, of course ).
                        Last edited by _Smith_; 03-13-2013, 04:08 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


                        • @Bluntz

                          Do not bother with editing the sounds anymore, I've made what I wanted with them already, thanks.
                          I'll release an update tomorrow.
                          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


                          • just curious what changed in 12minutes?
                            Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

                            Comment


                            • update v1.36

                              Update: Better casings sounds, made out of Bluntz recordings and added features of Seven's SMCv4.24 ( link in the opening post )
                              Originally posted by Mindf!3ldzX View Post
                              just curious what changed in 24h and 12minutes?
                              Fixed
                              Last edited by _Smith_; 03-13-2013, 04:49 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


                              • Originally posted by _Smith_ View Post
                                Update: Better casings sounds, made out of Bluntz recordings and added features of Seven's SMCv4.24 ( link in the opening post )

                                Fixed
                                Awesome,glad to help out
                                WARNING
                                May be too intense for some viewers.
                                Stress Relief Device
                                ....BANG HEAD HERE....
                                ---------------------------
                                .
                                .
                                .
                                .
                                .--------------------------

                                Comment

                                Working...
                                X