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  • You wanna know what QUAKE addiction is?

    spending over 1200 dollars to upgrade a comp to an intel i7 3770 with 16 gigs of rams and a gtx 670 graphics card and a new soundblaster z sound card......

    and then play quake........

    Ain't life funny?

    Only been through the single player about 10,000,000,000,000,000,000,000 times... and yet I still can't get enough of awesome maps like "Palace of Hate". I love the hell out of that map both single player and multiplayer.

    One day someone in the future will "get it" again and make another action game where the action in the game and the simplicity itself are its major attractions. Until that time we will play quake... (oh and DOOM).. skulltag doom for the win.

    On a side note... I have always wondered why they made a Quake 4 and a Doom 3 but never a Quake 1 rehash.... what is it? John Carmack doesn't LIKE money?
    Last edited by Kronox; 02-11-2013, 11:51 PM.

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    • Don't know if this is the proper place to do this or not ... but I was watching a gibbed wizards parts sizzling in an acid pool and this brought out my creative and thoughtful side ;D.

      Corpses and Gibs that MELT in slime and lava.... example....

      Corpse that fall in slime.. take damage and in accordance with destroyable corpse... gib.... then the gibs IF IN ACID... shrink and disapear like they were normal quake gibs in DP mod... only slower... takes 30 seconds of sizzleing... 15 in lava...

      Not only would this be a cool effect... but it would reduce in a BELIEVABLE way.. the corpse and gibs on a level....even if you have permanent gibs enabled!

      The effect for lava would be exactly the same but quicker and instead of bubbles in acid it would be a fire effect.... and any gibs that get bounced back out of the fluid continue with the same effect eventually dissolving but at half the speed as if still inside the catalyst ie a gib or head knocked back out of acid continues to bubble acid bubbles or if bounced from lava continues to burn but more time is added to till its dissapearance.

      Cool?
      Last edited by Kronox; 02-12-2013, 12:41 AM. Reason: btw,,, this should also happen for the heads

      Comment


      • @kronox
        you should post your idea again here:
        http://quakeone.com/forums/quake-mod...mpilation.html
        this is the mod thats included with smith's HD pack that adds all these features like gibs and enemies burning in lava and sizzling in acid



        i have actually thought about the same thing too, however i couldnt think of any way how such thing could be made to look good in quake.
        cuz the only ways i can think of you could simulate this would be either slowly making the gibs get smaller over time, but that would look kinda odd.

        second would be making a gib slowly get transparent, but that would look odd too.

        or third would be making special textures for each gib of different states of dissolvement with transparent spots in the texture. but that would require custom textures to be made for every single gib, and it would require the user to set up lots of stuff cuz everyone uses different gib-models, and it would require lots of extra settings for when people use different gibs

        or... the last.... which would be even insane more work... would be making custom models for every enemy which represent different states of dissolvement. but that would be even waaay more work, cuz it would require lots of custom models to be made for every enemy.

        think best would be a combination of the first two. but it still will look a bit odd.




        for lava though, it would be fine to just use the gib slowly getting smaller since the gib will be pure black anyway and the fact its just shrinking wont be as noticable
        Last edited by talisa; 02-12-2013, 02:59 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


        • Yeah I was simply thinking of making the gibs shrink over time till they dissapear just like they allready do but just do it slower...As the meat would be on fire or sizzleing in acid it would still be believable... they are burning away essentially.

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          • One other small thing then I will stop asking questions for a while...

            I have everythng where I want it right now... only one tiny little sniggle...

            I would like to NOT see my avatars reflection on the surface of water because the reflection is poor.. it shows the non existent video game hollowness... it's an illusion breaker...

            its a small thing and if it means turning off reflective water I will live with it as I LIKE the reflective water..

            Is there something simple like a config command that turns off self reflections in water?

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

            COOL this post got me promoted to ZOMBIE!

            Am I a standard meat tossing zombie or a crucified zombie?!

            I feel sooooo important and powerful now.......

            Maybe I should ask my questions with just one word of the question in EACH post.... I would get promoted faster per question!

            juuuuuuuust kidding
            Last edited by Kronox; 02-14-2013, 12:17 AM.

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            • This is one of a few small issues with the new Dark Places build.
              With such a powerful rig as yours, you should just use the old DP build, that is included with the compilation.

              That said, I've done a little something, to make this water issue less jarring in the “DP2012 build compatibility addon” I've mentioned earlier.
              You wouldn't ask this question if you've tried it and read its readme...

              Edit: Little something being, that the model is scaled down ( only for singleplayer ) when in shallow water.
              Last edited by _Smith_; 02-15-2013, 10:49 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


              • Well no biggy like I said.. I can live with it...
                Again thanks for putting all of this togethor for the community.. it is how my quake looked before I derped and deleted it all... saved me several hours of hunting and tweaking...

                Oh and I don't have the compatibilty mod I must've deleted it I will re-download the pack and get it again... im just tired of modding right now and want to play... it has taken me three days just to get done with episode two because I have been so damn picky.. I will continue modding after shug dies (again).

                Comment


                • You'll find the old DP build Here. It is 20% slower but, you'll get trails effects back and get rid of the water issue.
                  If you insist on using the new DP build, than you'll find "compatibility addon" in an update v1.33 from the opening post ( 20MB ).
                  It is in Readmes and Options\ folder and mentioned in the "performance guide" section of the main readme.
                  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


                  • OK took your recomendation and went with the older engine... I'm stubborn but not completely hopeless... and I prefer the results.

                    I have the trails back and no water issue and considering the power of my hardware the 20% reduction in performance is not even touching my framerate.. its still nailed at 60 with full verticle sync.

                    I wonder what the new build was intended to accomplish anyway? performance increase with the addition of bugs?

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

                    Is there any drawback to installing your 1.33 patch then reverting back to the old engine? I had slightly visible weapons enabled when you have the invisibility powerup but after reverting they are like original quake and completely invisible.... Not that this is a big issue as this is how I played quake for over a decade...

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

                    E3M4 does not have clear water... very strange...
                    Last edited by Kronox; 02-17-2013, 02:44 AM.

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                    • I had a typo in a water script, thanks for making me notice, here is a fixed version: DP_water_v1.22

                      Compatibility addon is unrelated to the compilation update version number.
                      It adds shrinked player model in water ( single player only ) and reworked effectinfo.txt, because of changes in the particles system.
                      If you are using the new build just add compatibility.pk3 files to your game folders, if you are using old build then remove it.

                      Dark Places is used by several free and indie games and whatever changes LH made, there was probably a good reason.
                      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 again Smith. Yeah I figured that water thing would be something you would like to fix.. I will let you know If I notice anything further as I finish the game tonight. I also plan to get more active in QUAKE deathmatchs and multiplayer if you guys are into that.

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

                        Also yes, noone can knock LordHavoc for anything that he has done.. he is a GOD amongst mortal Quakers.......

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

                        Is it possible to make it were you can see models under the water from out of the water? Seems strange when things just appear out of nowhere when taking a dive.
                        I understand the multiplayer considerations.. but I rarely multiplay and would use a build that doesnt have clear water if I did.
                        Last edited by Kronox; 02-17-2013, 06:40 PM.

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                        • use

                          "r_player_waterlevel" "-1"

                          There is a drawback to this though cause you won't be able to see players that aren't in the water, when you are.

                          The easiest way to fix that is just bind it to a key as a toggle between "1" and "-1" and learn how to hit that real fast while you play.

                          PS> don't use "0" or you wont be able to see any players ever.
                          http://www.nextgenquake.com

                          Comment


                          • Vispatch your maps, you wouldn't have to ask most of your questions, if you didn't insist on NOT reading a single page readme.
                            Last edited by _Smith_; 02-18-2013, 05:59 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 can't download any of your files stored in google drive and I don't found any file to download on the MODDB page. Ended up on a link that says "download anyway", but nothing happens.

                              I'm interested in this "DP2012 build compatibility addon" you talk about, because today I started to use the new build of DP and I can't see any of the cool trail effects in game.
                              Sorry if my english isn't clear, is not my native languaje.

                              Comment


                              • Hello Arioch,

                                It is not always a good idea to make a "compatibility addon" for something.
                                It is and will always be a workaround for the real problem.

                                Wouldnt it be better to correct the problem itself ?

                                That is why you should use DarkPlaces build 2013-02-20 or newer.
                                This will bring back your "beloved" trails...

                                And if you have issues with your replacement shaders, then fix them.
                                That was already neccessary several times in the past after a DarkPlaces change.
                                And I have the feeling that it will be necesarry again in the future too...
                                In the meantime, you can be sure that LH is working on the issue.

                                Most important: Have fun with your Quake.
                                Seven

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