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  • Hi Smith!

    Are you gonna start adding in support for some of the popular mods & mission packs?
    Like say Nehahra, Abyss of Pandemonium, Soul of Evil, etc...?

    The Epsilon release already had the original Quake, both mission packs, Travail, Beyond Belief & The Myths covered and I thought that it was absolutely awesome. Trouble is that the guy responsible has finished work on it and isn't going to come up with any new adaptations of the greatest Quake levels.

    So...
    Any chance I can start using Quake Injector and stuff on your Quake HD compilation?

    Comment


    • Update v1.32

      There is an issue with falling Scraag dust effect in SMC. It can spawn another dust cloud when player touch the corpse after it felt down and it generates two copies of the corpse, which looks really weird when you gib it. I've tried to fix it, but failed and since I prefer no feature over broken feature, I've removed this effect. It was the last issue I am aware of, so there won't be any new updates, unless someone report a bug. Also read about Fiend fix in my previous post, if you haven't yet.

      Thanks to everyone for kind words.
      I am fine with providing a mirror download, I would prefer if it wasn't posted outside of this thread. If you want to post it on some other forum, post a link to this thread.

      Originally posted by flamming_python View Post
      Are you gonna start adding in support for some of the popular mods & mission packs?
      Like say Nehahra, Abyss of Pandemonium, Soul of Evil, etc...?

      Any chance I can start using Quake Injector and stuff on your Quake HD compilation?
      I have quality standards, that won't allow me to release a mess of broken features and assets in random style and definition. I wouldn't be able to assemble anything for these episodes, that wouldn't be plain inferior to originals in my opinion, so I won't. I don't think HD Pack is superior to original, neither I think it is worse. It is an interesting experience in its own way, especially to someone who had played original already, since it is not exactly the same Quake anymore.

      You can set in quakeinjector configuration Quake HD Pack\ as your quake folder and darkplaces as your engine of choice. If a map doesn't use its own progs.dat, than it won't conflict with HD Pack ( you may have to remove entities addons, if a map use the same filename as any original map). You'll be surprised that without custom rtlightmaps everything is too bright and performance is terrible. When you turn off realtime lighting, you'll discover that everything looks really bland, because the maps lighting was designed for original textures and quirks of faithful renderer like fullbrights, or overbrights. So of course, you can use quakeinjector to launch maps with HD Pack, but I don't recommend it.

      I've just teached a newbie how to use quakeinjector with DP and HD Pack... It is the last time you hear from me. Spirit is right now deploying a hitman to take me down.
      It was nice to knew you guys...
      Last edited by _Smith_; 01-18-2013, 04:38 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
        I have quality standards, that won't allow me to release a mess of broken features and assets in random style and definition. I don't think HD Pack is superior to original, neither I think it is worse. It is an interesting experience in its own way, especially to someone who had played original already, since it is not exactly the same Quake anymore. I wouldn't be able to assemble anything for these episodes, that wouldn't be plain inferior to originals in my opinion, so I won't.
        Well now, I mean that's just not good enough is it now?
        Perhaps you ought to rethink your answer to my question

        Comment


        • I think, it's not possible to assemble anything near as consistent and complete as for Quake and MPs.
          I also don't enjoy fiddling with all this stuff for a long time already. I've just wanted to finish what I've started.
          So, I am not interested in trying and I predict, that I wouldn't enjoy the result anyway.
          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
            I think, it's not possible to assemble anything near as consistent and complete as for Quake and MPs.
            I also don't enjoy fiddling with all this stuff for a long time already. I've just wanted to finish what I've started.
            So, I am not interested in trying and I predict, that I wouldn't enjoy the result anyway.
            Well that's a damn shame.

            We need a graphics update for all of Quake's dozens of excellent user-released epsiodes too, many of which are as good or superior to the expansion packs.

            Comment


            • Update v1.33
              • Plasmaball and Spawn explosion use separate effects now, both edited from previous one.
              • Added Spawn by Ruohis as a default one in MP2: DoE and recolored by splitterface skin for hellspawn.


              Edit 1-20-2013: By mistake this too bright, scraag spit trail was back. Reuploaded without changing version number.
              Last edited by _Smith_; 01-23-2013, 01:40 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


              • Thanks from a New Spawn

                Thanks Smith for pulling this together for us Darkplaces newbies. I've been following Quake One for some time now, and collected several different addons to Darkplaces. I was playing around with Darkplaces for 6 months just trying to get everything configured and working together. But I never did get anything together nearly as nice as your Quake HD pack.

                I've been looking for something like this for a while -- I guess I missed your original posts on the early releases. Just wanted you to know that your efforts are greatly appreciated.

                Comment


                • Thanks for putting this together for us. I had a pack put togethor several months ago but did a major upgrade on my machine (practically everything except the power supply) and to avoid complications opted to wipe everything and start fresh. Unfortunately I was an idiot and didn't save this project in a backup... doh! Hours and hours of getting the game to look like I wanted it shot to hell.

                  Downloading your pack and installing it as I also prefer a classic look...

                  There.. you have at least one more hit to show appreciation... I will download it 10 times if you want me too.. although I only need one copy!

                  Comment


                  • Yup.. just tried it out and I wouldn't have done a damn thing different...
                    It's nice that there are others out there that want to maintain its original feel but just make it look up to date.

                    You have another fan.

                    Only one thing I changed... it seemed by the date of the Darkplaces engine in your pack that a new Dark Places had been released.. humorously titled "for survivors of the end of the world". It was released Dec 22 2012. I installed everything per your instructions including your 1.33 update, but then cut/pasted your mod folders into the new Darkplaces engine. So far everything is working fine so I'm gonna stop typing now and get into the gruesomely morbid yet somehow eerily wonderful world of Quake!

                    Time to drink beer and make gibs!

                    Comment


                    • One thing... I don't like my quake water TOO transparent.. I like it to be like muddy river water not a clear cool fresh spring..

                      Just a personal preference but I can't seem to change the opacity using the darkplaces slider in the options for water opacity. I tried changing it in the config file in the Id1 folder as well and that also had no effect whatsoever.. any clue?

                      Also, when you submerge under the water and then look up you cannot see the waters surface at all.. makes it feel like the entire world just flooded with water....

                      Comment


                      • one other question...
                        I tried the monster footsteps sound but turned it back off.. mainly because some of them were too loud (zombie footsteps should be barely audible.. just a quiet shuffle) and it decreased gameplay because they advertised loudly (HERE WE ARE)..

                        After doing this I realized just how anoying my own footsteps were and were kinda detracting from the awesome mood music of NiN... Is there any way to turn off player footsteps or at least make them sound like you are wearing rubber soled tactical boots instead of cowboy boots? I didn't see it in the options nor as a paramater that could be set in the autoexec.
                        Last edited by Kronox; 02-11-2013, 12:15 AM.

                        Comment


                        • Well I'm at a loss... the water must be screwed in this latest 12-22-2012 iteration of Dark Places.

                          The water opacity slider does absolutely nothing. Even tried replacing the DP water pk3 in this combo pack with the old original pretty water.. same exact results.

                          The pretty water pk3 added no shaders eithor.

                          The water looks more like a hovering mist than water at all.

                          Going to to remove all water pk3 mods and see what that does.

                          -----------------------------------------------------------------

                          That fixed it.

                          Using the default darkplaces water (just the engine, no additional water pk3) I can change the opacity of the water using the slider in the effects options. For some reason the water in the combo pack and the old Pretty Water pk3 do not function properly.. no reflections.. refractions etc...

                          let me know if someone has a fix for this.. thanks.. till then I will use the default water as at least I can change its opacity so it looks more substantial than just a thin mist.
                          Last edited by Kronox; 02-11-2013, 12:53 AM.

                          Comment


                          • @Kronox,
                            if you are using a shader driven water like Sevens "Pretty Water" improvement
                            you can�t regulate it with Darkplaces Engine.
                            The shader into the .pk3 overrides everything.
                            Your maps are already vised? I think I don�t understand your question.

                            Regarding your question about Foodsteps:
                            Did you read Sevens main readme files from his great "Small Mod Compilation". I�m not sure these features have cvars but it�s just a idea....

                            Comment


                            • Water: Type 'r_water 1' in the game console.
                              In the performance guide for people with older hardware, I've advised to remove water.pk3 and type: 'r_water 0' in the console ( r_water 1 still renders reflections on water, but they are barely noticeable without a shader and are responsible for most of the water performance hit ). Some people, after trying how it look/perform without a shader, forget to type 'r_water 1' again after putting back water.pk3. I'll have to add a line of text about what r_water cvar exactly do, to the main readme next time. Make it also sure that you don't use optional “fast, refract only, low quality” water addon ( there is an error – it should be renamed to load after DP_water_v1.21.pk3 to actually work, but can interfere with other, than included with the compilation water packs anyway ).

                              This new DP build is not used intentionally, but if you are using it - check “DP2012 DP build compatibility addon” included in the compilation and read its readme.
                              Trails particles effects will be broken without it.

                              This is why I've turned off monsters footsteps by default. There is no environmental occlusion for sounds, but rooms in Quake are tightly packed together, so you hear them everywhere. There is no cvar to adjust player footsteps in SMC, I can add it in the next update. I am surprised you don't like them though, they add some “feel of being there”.

                              I am currently reworking incub0/romi RT lights, Nahuel's light editor mod inspired me to try to change few things/levels I don't like in this RT lights pack.
                              I am doing a level per day. So, I plan the next update a month from now.
                              Last edited by _Smith_; 02-12-2013, 09:56 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


                              • Thanks _Smith_

                                I am not having a problem with particles unless you are talking about the green trails behind scrag shots... its not there... but I do see particle effects from grenade explosions etc etc.

                                Will try the water thing shortly and let you know how it works.

                                I can actually (I believe) tell you where you got the player footstep sounds... they come from Jedi Knight Dark Forces II from 1997. That was my favorite game in the Universe in its hey day but it hasn't aged as well as Quake. They do add a bit of immersion but being an old soldier I have a hard time taking their "cowboy-boots-on-concrete) sound seriously... modern combat boots would sound a bit more muffled as the soles are usually made from a rubber compound... The marine weighs at least 180 to 200 pounds of solid muscle nekkid... and ISN'T nekkid....but covered in combat armor.... his boots hitting ground should sound thick and heavy like he is... not like a 90 pound woman (or jedi) walking down the sidewalk in high heels! Don't bother it's just me .. I can be picky like that. (Kyle Katarn wore a white v neck shirt with pants and desert boots.. not 100 pounds of combat armor and a helmet....

                                -----------------------------------------------------------------

                                Yup that fixed it right up, water is good now!.... I probably knew that command once, but it has been six months since I last played quake and over a year and a half since I messed with it's build when I accidentally deleted it.....

                                I will keep following this thread for your RT lights update.. I agree that sometimes things are just a bit to dark where there shouldnt even be a shadow..... a minor gripe but if you are going to improve it I am interested.

                                -------------------------------------------------

                                One other bit of feedback

                                I tried the weather effects and I love the fog whenever it appears...

                                I also LOVED the rain effect in the grizzly grotto map.. that map almost seems like it was made for rain... a deep cistern filled with water. However after going through episode 1 and most of two I turned off rain.... It seems to be on too many maps... it even rains when the sky is blue... Not complaining about its looks or sounds.. both are top notch... just its frequency... I think I DREAMED of rain last night.
                                Last edited by Kronox; 02-12-2013, 12:57 AM.

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