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Quake HD for new spawns

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  • #16
    Edit: I am ashamed of this old "drama queen" post of mine, please ignore it Also, rather skip to the end of this thread and ask your question, most of the issues discussed here are quickly becoming outdated with new releases.

    ***
    I've expected that when I post here first draft of pack & guide, I receive few lines of feedback from authors so next revision will be perfected. No one bothered, I tried to do my best tracking issues and useful info on my own. First opinion from an author I've received is that I shouldn't write it / I'm not a person that should. And that is correct ! But it is such a mundane task that no user that could do this with ease bothered. I'm not sure if it was really even wanted, kinda asked before but none of content authors answered.

    I'm not going to maintain it anymore, I will send logins to quakeone and moddb _Smith_ accounts to ooppee. He is free to do whatever he wants: maintain it himself, pass to someone else interested in keeping it going, or to remove compilation altogether with my blessing.

    P.S. I've done a sneaky edit to my ogre aiming mod, alternate version where ogre will drop grenade on your feet when outside original range to tone down amount of explosion lags player is experiencing. That was my last contribution from this account.
    Last edited by _Smith_; 12-12-2011, 11:45 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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    • #17
      I'm very happy that you did this for newbs. I have made my own Quake folder but I'm using several of your options in my own Quake now. I wish this had been here long ago when I first started my learning curve.
      I'm also using your improved aiming mod and find it enhances the Quake experience.
      I truly hope that you will not completely stop maintaining this project although you have done much already.
      THANK YOU!

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      • #18
        @gdiddy62 I'm glad it was useful in some way to you.

        I've done last update:
        Best performing DP autobuilts I've tried: the ones from end of july seem to be the best but I've preserved only win64 one, so I added also universal 03feb11 one that Seven is recommending ( thanks for preserving it for us ). Seven's SMC_v3.1 + my addon with improved ogres/zombies AI and performance optimized explosions.

        At this point I hope stuff I've posted is issues free and I am done with it. OoPpEe has logins. I wish someone can take it over and keep it up to date.

        It could be cool if at some point I would find in reserved posts compilations for mission packs ( when all content in them receive complete HQ replacements ).

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        • #19
          I might download this now.
          Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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          • #20
            Shadows

            Passerby,
            Can you help me with a minor issue that I have with your compilation. shadows are showing through textures from above in some places. Here is an example from e2m2. Is it something in the config, or...?
            Last edited by gdiddy62; 12-04-2011, 06:15 PM.

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            • #21
              Happens with mine, so it's a DP issue.
              You can "fix" it by using r_shadows 0 and then using RTLights (in which will generate their shadows again)

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              • #22
                Thanks OoPpEe. I'll give it a go.

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                • #23
                  Worked well OoPpEe!
                  Last edited by gdiddy62; 08-22-2011, 04:49 PM.

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                  • #24
                    I'd like to add my own ambient music to this and have done the following. I have ogg files in cdtracks folder within sounds folder in my id1. Is there anything else I need to do on order to get these to play because I don't get my ambient music at all. Is there an easy way to assign a specific ogg file to a specific map?


                    edit: I worked out my hearing the music issue from another thread, but I'm still curious abot assigning particular music to particular maps.
                    Thanks
                    Last edited by gdiddy62; 08-23-2011, 12:00 PM.

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                    • #25
                      Load up the map you want
                      sv_saveentfile
                      go to your maps folder and find the ent file
                      Load it up in notepad
                      There should be something called "Sounds" (if I recall correctly)
                      The value you use will represent the track number - ex if you put 17 it'd load up track017.ogg

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                      • #26
                        Much obliged OoPpEe!

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                        • #27
                          I read on another thread about the Tarbaby skin issue with reforged skins, but I do NOT see or know how to remove the "h" that was spoke of. I go to my progs folder and can see the jpgs but see no "h" in the names?
                          Please help this idiot.
                          EDIT:
                          Nevermind I re-read the thread and finally figured out to open the shader file with notepad
                          Last edited by gdiddy62; 09-04-2011, 06:30 PM.

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                          • #28
                            I've changed my mind about not updating this pack. I don't like to look at it becoming outdated and this thread is linked in few places.
                            I've rearranged this pack so it will be even more easy for newbies than before. Some changes in config files.
                            Probably little ( nothing ? ) new in terms of new content for regulars here ( file list in first two posts ).
                            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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                            • #29
                              Killer quake...

                              Hi sorry for such a n00b question, but having used your very cool quake mod I was trying to install my favourite old addon the "KILLER" (the one with cujo bot) patch, I've tried making a .bat file using:

                              darkplaces.exe - game killer

                              which in essence works, until you try and enter a world, where upon it crashes giving the following output in the console:

                              loaded maps e1m1.ent

                              DRVM_ED_PARSEEpair: cant find function seven_think in server
                              HOST ERROR DRVM_ED_PARSEEDict: parse error
                              client player dropped

                              selecting the KILLER mod from the config screen causes darkplaces to crash leaving the process running in the background....

                              Any help would be very most appreciated

                              cheers all

                              Porph!

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                              • #30
                                Try to remove maps\ folder from Quake_DarkPlaces\id1\

                                Edit:

                                There is no .ent files included by default in the current compilation version.

                                They're all in the 'Optional Content\Maps special effects ent files\' folder for you to choose.

                                So no one will run into this compatibility with old mods issue, unless he put .ent files into Quake_DarkPlaces\id1\maps\ folder himself.
                                Last edited by _Smith_; 12-13-2011, 05:18 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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