OSJC's QUAKE - Descent into Heresy - revisited
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
-
- Posts: 14
- Joined: Sat Sep 19, 2015 9:01 pm
Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED
Went through episodes 1,2 and most of 3 with this mod. I have to say it was pretty fun, but there are some issues.
The nailgun and supernailgun have a similar problem in the real Quake, where as soon as you get the super nailgun the regular one becomes completely useless. I guess this is a pretty hard problem to avoid though.
The lightning gun seems kinda weird to me, I feel that there would be a better way to make that work, though I don't know how.
I think this can be disabled somewhere and I just haven't found it in the options menu, but giving the nailguns/lightning gun recoil on every shot shakes the screen a lot, which i find kind of annoying. That's pretty minor though.
The quadamage is unbelievably OP. Again I don't know how you would fix that, maybe make it not last as long or something?
Anyways, great work on the mod, I would tell you to keep working hard at it but it's near perfect already and I can't see much you can do to make it better. Maybe better enemy sprites as well?
The nailgun and supernailgun have a similar problem in the real Quake, where as soon as you get the super nailgun the regular one becomes completely useless. I guess this is a pretty hard problem to avoid though.
The lightning gun seems kinda weird to me, I feel that there would be a better way to make that work, though I don't know how.
I think this can be disabled somewhere and I just haven't found it in the options menu, but giving the nailguns/lightning gun recoil on every shot shakes the screen a lot, which i find kind of annoying. That's pretty minor though.
The quadamage is unbelievably OP. Again I don't know how you would fix that, maybe make it not last as long or something?
Anyways, great work on the mod, I would tell you to keep working hard at it but it's near perfect already and I can't see much you can do to make it better. Maybe better enemy sprites as well?
Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED
I made some small patches to fix the water color when using zdoom. I noticed the water in zdoom displays as an odd grey color even though it is more purple in the actual wad file and when using gzdoom. I think zdoom automatically recolrs the tiles on the fly since it doesn't fit in the doom/heretic palette.
Anyways, I made 3 versions. You just add them at the end of the regular setup or use this instead of the qd4h_fix file.
purple water: http://www.mediafire.com/download/1wnuv ... zdfix2.pk3
Green water: http://www.mediafire.com/download/c5u4r ... green2.pk3
Alternate green water: http://www.mediafire.com/download/fx3sn ... 2green.pk3
Hope you like.
Anyways, I made 3 versions. You just add them at the end of the regular setup or use this instead of the qd4h_fix file.
purple water: http://www.mediafire.com/download/1wnuv ... zdfix2.pk3
Green water: http://www.mediafire.com/download/c5u4r ... green2.pk3
Alternate green water: http://www.mediafire.com/download/fx3sn ... 2green.pk3
Hope you like.
-
- Posts: 2062
- Joined: Mon Feb 07, 2011 5:02 am
Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED
thanks. this mod is in fact finished and has been for a long time now...Spilskinanke wrote:Went through episodes 1,2 and most of 3 with this mod. I have to say it was pretty fun, but there are some issues.
The nailgun and supernailgun have a similar problem in the real Quake, where as soon as you get the super nailgun the regular one becomes completely useless. I guess this is a pretty hard problem to avoid though.
The lightning gun seems kinda weird to me, I feel that there would be a better way to make that work, though I don't know how.
I think this can be disabled somewhere and I just haven't found it in the options menu, but giving the nailguns/lightning gun recoil on every shot shakes the screen a lot, which i find kind of annoying. That's pretty minor though.
The quadamage is unbelievably OP. Again I don't know how you would fix that, maybe make it not last as long or something?
Anyways, great work on the mod, I would tell you to keep working hard at it but it's near perfect already and I can't see much you can do to make it better. Maybe better enemy sprites as well?
- Vostyok
- Posts: 1666
- Joined: Sat Jan 17, 2015 8:54 am
- Preferred Pronouns: No Preference
- Location: Discord: Vostyok#3164
- Contact:
Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED
And no one said that Quake's weapon set was that well balanced, to be fair. Haha
Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED
What is "nout" in the randomspawners?
It seems to be causing an error message when killing some enemies. Been trying to figure out how to fix this myself but can't figure out the purpose of "nout".
Code: Select all
actor NAILdropSpawner : RandomSpawner
{
dropitem nout
dropitem nout
dropitem PACKNAILS
}
actor SHELLdropSpawner : RandomSpawner
{
dropitem nout
dropitem nout
dropitem PACKSHELL
}
actor ROCKETdropSpawner : RandomSpawner
{
dropitem nout
dropitem nout
dropitem PACKROCKET
}
- EffinghamHuffnagel
- Posts: 132
- Joined: Wed May 12, 2010 10:33 am
- Location: Lompoc
Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED
As scifista42 explained to me in another thread, it's an issue of "software vs. OpenGL renderer. Assuming we're talking about ports which support PNG graphics at all: Ports with an OpenGL renderer will always display truecolor PNGs as truecolor PNGs. Ports with a software renderer will automatically convert them to palette on the fly and display them as paletted."Legend wrote:I made some small patches to fix the water color when using zdoom. I noticed the water in zdoom displays as an odd grey color even though it is more purple in the actual wad file and when using gzdoom. I think zdoom automatically recolrs the tiles on the fly since it doesn't fit in the doom/heretic palette.
And that's GZDoom vs ZDoom in a nutshell.
-
- Posts: 2062
- Joined: Mon Feb 07, 2011 5:02 am
Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED
'nout' is just that: nothing. meaning that nothing will spawn when 'nout' spawns...
as for the water textures gzdoom does truecolour, zdoom does palletized versions... enough said
as for the water textures gzdoom does truecolour, zdoom does palletized versions... enough said
Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED
Is there a way to make it so that it does not print an error message every time?osjclatchford wrote:'nout' is just that: nothing. meaning that nothing will spawn when 'nout' spawns...
- Zhs2
- Posts: 1300
- Joined: Fri Nov 07, 2008 3:29 pm
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: Maryland, USA, but probably also in someone's mod somewhere
- Contact:
Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED
Rewrite each [wiki]RandomSpawner[/wiki] so that the definitions use DropItem properly. For example, as it seems it's supposed to be a 1/3 chance:
This code will do the exact same thing.
Code: Select all
actor NAILdropSpawner : RandomSpawner
{
dropitem PACKNAILS, 85
}
actor SHELLdropSpawner : RandomSpawner
{
dropitem PACKSHELL, 85
}
actor ROCKETdropSpawner : RandomSpawner
{
dropitem PACKROCKET, 85
}
Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED
Hmm your logo looks familiar... LOL
Seriously though, mod looks pretty cool too.
Seriously though, mod looks pretty cool too.
-
- Posts: 2062
- Joined: Mon Feb 07, 2011 5:02 am
UPDATE! - yes an update - 13th june 2016
https://www.mediafire.com/?ru9iqggokmjyudc - a minor update in which I finally sped up the weapon change speed...
I've included an appropriately altered version of 4bshot.pk3 in this pack as well.
it does feel a little more quakey this way...
I've included an appropriately altered version of 4bshot.pk3 in this pack as well.
it does feel a little more quakey this way...
- armymen12002003
- Posts: 1420
- Joined: Wed Jun 01, 2011 10:25 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: Castle Wolfenstein
- Contact:
Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED
this is a neat mod great reason to play heretic again quick question i was wondering if you was gonna add some enemies with shotguns etc in with this?
Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED
Hate to sound blasphemous, but can I edit this mod to make it work with Doom?
- StrikerMan780
- Posts: 486
- Joined: Tue Nov 29, 2005 2:15 pm
- Graphics Processor: nVidia with Vulkan support
- Contact:
Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED
Legend wrote:What is "nout" in the randomspawners?
It seems to be causing an error message when killing some enemies. Been trying to figure out how to fix this myself but can't figure out the purpose of "nout".Code: Select all
actor NAILdropSpawner : RandomSpawner { dropitem nout dropitem nout dropitem PACKNAILS } actor SHELLdropSpawner : RandomSpawner { dropitem nout dropitem nout dropitem PACKSHELL } actor ROCKETdropSpawner : RandomSpawner { dropitem nout dropitem nout dropitem PACKROCKET }
Not to channel Graf here, but what is this horrid, nonsense hack? This isn't how you're supposed to use RandomSpawner.osjclatchford wrote:'nout' is just that: nothing. meaning that nothing will spawn when 'nout' spawns...
If you want items not to spawn occasionally, use the chance and weight parameters for DropItem in your RandomSpawner, not this crap. No wonder there's an error.
EDIT: I see Zhs2 beat me to the punch.
-
- Posts: 2062
- Joined: Mon Feb 07, 2011 5:02 am
Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED
shant be doing anything else on this... only did the weaponchange speed change in hindsight...armymen12002003 wrote:this is a neat mod great reason to play heretic again quick question i was wondering if you was gonna add some enemies with shotguns etc in with this?
try if you wish... I shan't be...MJ79 wrote:Hate to sound blasphemous, but can I edit this mod to make it work with Doom?
its old... I was learning back then...go figure...StrikerMan780 wrote:Not to channel Graf here, but what is this horrid, nonsense hack? This isn't how you're supposed to use RandomSpawner.
If you want items not to spawn occasionally, use the chance and weight parameters for DropItem in your RandomSpawner, not this crap. No wonder there's an error.
EDIT: I see Zhs2 beat me to the punch.

don't appreciate the aggressive tone mind you...

...bored with all this now...