Mod "Play_Q" rev.12 QSS+VK (21.03.23)

fixed

[quote=chad2]As it goes to this modification, it’s once again outstanding quality, Andrew. I seriously can’t decide if I enjoy Quake Enhances of QSS more now, thanks to your improvements. Would you kindly:

  1. provide commands to make HUD similar to your edition of Quake Enhanced;
  2. suggest textures (for Quake and official add-ons) that are a bit modernized yet feel old school.
    P.S. For some reason I cannot start Acrane Dimensions 1.81, game crashes to Windows on New Game and dialog with error appears: progs/h_player.md5anim: dobe was renamed[/quote]

AD has its own progs.dat file, everything is different in it. You only need models. See this link here:
https://www.quaddicted.com/forum/viewtopic.php?id=1017

I didn’t change the textures and HUD. In the screenshots you can see HD textures that I found on the Internet.

Thank you for explanation!

BTW is there a way to port Play_Q to vkQuake? I converted PNT/JPG textures to TGA and packed all files to PAK file. However it crashes when first level is selected (after boot room). If I pack just particles to PAK, they do work (lightning and particle effects). Skyboxes and item models/textures never work though. vkQuake appears to be faster than QSS. So if there’s a way to port Play_Q, please consider doing a quick write-up how to do it.

Does the game crash with a similar error?:
doesn’t work on vkquake seemingly :frowning: first map has the error “model progs/g_nail.mdl has too many vertices (2499; max = 2000)”

See the message above:
https://www.quaddicted.com/forum/viewtopic.php?pid=7559#p7559

I created a PAK file for VKQuake because of the difficulties you are facing. See the first message.

I totally missed the folder with models for vkQuake, sorry!

I got it running in vkQuake by first converting all image files to TGA, then placing all folders and files except progs.dat, vkquake.cfg and autoexec.cfg to PAK file. Models of items and enemies are updated.

However I get no shadows (it turned out to be by design as explained in https://github.com/Novum/vkQuake/issues/296 post), models of dead foes won’t gib if you shoot the body (though models gib if exploded like in vanilla) and nailgun hit particle effect is purple and very shiny and big (sorry can’t make screenshot).

  1. Is it correct that dead foe model should not gib when shot?
  2. How to fix particle effect of Nailgun?

P.S. I’m using vkQuake 1.23. No issues with QSS 0.94.7.

Friend, just download the link with the PAK file for VKQuake. There is a “progs.dat” in this PAK0.PAK file and it works in VKQuake. Put it in a folder, for example “VK”, start the game “vkQuake.exe -game VK” and everything will work for you. Then the bodies will fall apart into pieces and there will be no purple flashes from nails.

By the way, no matter how hard I try, TGA HD-textures replace only regular textures at the level or BSP models, but do not work with MDL models in VKQuake. All these HD-textures must be in the PAK file, otherwise they will not work. The VKQuake engine, as well as KEX, sees files only inside the PAK file. As a result, you will get a huge PAK file with HD-textures. :frowning:

If you don’t use the “progs.dat” file, then you need to download the other particles from this link. Take from there the “particles” folder and the “k_spike.mdl” model from the “ID1/progs” folder (this is a standard particle shot in the form of a drop, not a sword).
https://www.quaddicted.com/forum/viewtopic.php?id=1318

Thanks for making PAK for vkQuake, Andrew, but if I use -game vk or just id1 folder (rename your PAK0.pak to PAK2.pak) I get this error when I go to episode 1 (entrance room works correctly, particles are loaded):
https://i.ibb.co/Gp4Lxht/vkQuake.png

I’m using vkQuake 1.22.3 (latest) and id1 folder from vanilla Quake. No custom CFG, etc.

[quote=chad2]Thanks for making PAK for vkQuake, Andrew, but if I use -game vk or just id1 folder (rename your PAK0.pak to PAK2.pak) I get this error when I go to episode 1 (entrance room works correctly, particles are loaded):
https://i.ibb.co/Gp4Lxht/vkQuake.png

I’m using vkQuake 1.22.3 (latest) and id1 folder from vanilla Quake. No custom CFG, etc.[/quote]

I overwritten the files, you need to download the archives.

Replaced the file “progs.dat”, because in the source file “corpses.qc” there is a link to the non-existent model “gib1-1.mdl”, which I do not use, but I forgot to remove the line. Oddly enough, my VK Quake of a similar version starts and works fine and does not write about the missing model.

Now this should help you launch the game.

Hey Andrew, unfortunately I still have the same error after trying new file. If I call game vk and go to any episode the gib1-1 error is reported.

BTW Andrew I checked out TribalFX 0.1U Fix 2 on QSS and it’s phenomenal! I hope you will update Play_Q to use it.

[quote=chad2]Hey Andrew, unfortunately I still have the same error after trying new file. If I call game vk and go to any episode the gib1-1 error is reported.

BTW Andrew I checked out TribalFX 0.1U Fix 2 on QSS and it’s phenomenal! I hope you will update Play_Q to use it.[/quote]

I have re-overwritten the files, you need to download the archives again.

Sorry, I was in a hurry and forgot about another file. I replaced the file “progs.dat” once again, because in the original file “dog.qc” there is also a link to the non-existent model “gib1-1.mdl”. If this fix does not help you launch the game, then just take and make a duplicate of the “gib 1.mdl” model in the “progs” folder and rename it to “gib1-1.mdl”.

You can use the “U” version of the mod from Tribal. You can replace the models in it if you want. In the latest version, there are unique water splashes and particles that Tribal has been doing for a very long time and learning how to do it. But he never provided me with the source files, because this is not the final version, and I can’t change anything in his modification. Now Tribal has abandoned its mod and YouTube channel. It’s a pity. :(((

Hey Andrew, the latest upload finally works with vkQuake 1.22.3, however purple plasmagun-like splashes are there when nailgun hits something: https://i.ibb.co/PmTnZtY/Capture.png

Regarding TribalFX, that’s a shame, however I noticed Tribal is active on Twitter and probably Instagram. Maybe we should contact him there so he could contribute? I really enjoyed weapon drops when corpses are blasted, as well as other fixes and tweaks to TrialFX you did! For some reason weapons disappear when enemy corpse is blasted if I replace models. Is it supposed to be this way?

Another quick question: would you kindly tell how to make foe corpses NOT disappear after a while?

Sorry, I meant how to make foe gibs NOT disappear after a while?

Hey Andrew, I have tested TribalFX 0.1T Fix 1 and it gives those purple splashes in vkQuake 1.22.3.

I then tested TribalFX 0.1U Fix 2, TribalFX 0.1U Fix 1 and just TribalFX 0.1U — all work correctly with vkQuake 1.22.3, no purple splashes!

I had to use player.mdl from TribalFX 0.1U Fix 2 in all cases (Fix 1 and no-fix versions give error). Maybe this can be useful.

I provided links to all versions a mined at Tribal’s YouTube channel in the other thread.

I repeat again. If you do not use the file “progs.dat” and you do not have it in the file “pak0.pak”, then the flashes from the nails will be purple!!! Why can’t you understand that this is a modification. It must have its own “progs.dat” file, which is different from the original game file. Look at other mods, it’s there too.

The absence of this file simply disables the TribalFX mod. It will just be a set of incorrectly positioned particles and models, and that’s it! There will be no additional parts. There will be no dismemberment of bodies either. Nothing will work! The presence of the file “progs.dat” is NECESSARY!

I added additional enemy parts myself and made these models. Tribal does not have these models in modification.

The disappearance of extra parts after death is a feature of the game engine, so as not to overload it.

Thanks for explanation, Andrew! I have progs.dat in both PAK0.PAK you supplied and I also extracted progs.dat from it and placed into vk folder and I start vk with game vk command: https://i.ibb.co/p1vGCPk/Capture.png

Still purple flashes in vkQuake 1.22.3…

I forgot to say that the file that activates particles from explosions and shots is "effectinfo.txt " and if you don’t have the “progs.dat” file, then it won’t work properly. As a result, there will be purple particles from nails.

Here are the files and folders that must be inside the “pak” file in order for the modification to work correctly.
https://drive.google.com/file/d/1sOaiww1JQ4ZIY3uwfaabqPrxK2zrsOdH/view?usp=sharing

I will explain in more detail so that you do not have any questions.
In the file version "effectinfo.txt ", which is in my modification, there are no effects of hitting nails “TE_SPIKE” for the Nailgun, they are the same as the effect of hitting a Sharlaf projectile. For Sharlaf, Tribal assigned the same effect - “TE_SPIKE”, so they both have a purple color. In order for the Nailgun to shoot the correct color, in the source file “weapons.qc” the effects for the Nailgun have been changed and now it uses the effects from the Super Nailgun - “TE_SUPERSPIKE”. All these source files are then compiled into the “progs.dat” file, which manages all these commands. If the file “progs.dat” is missing, then effects are applied.

There is also a second option. I will repeat the part of the message above.
If you don’t use the “progs.dat” file, but do you want to have improved particles, then you need to download files from this link.
https://www.quaddicted.com/forum/viewtopic.php?id=1318
Take from there the “particles” folder, “effectinfo.txt” file and the “k_spike.mdl” model from the “ID1/progs” folder (this is a standard particle shot in the form of a drop, not a sword). And don’t forget that the particles are launched via the command line in the game “r_particledesc effectinfo”. You can also create a file “autoexec.cfg” or “quake.rc” and add this line to one of them. See how it’s done with me.

I just tested my mod on a clean version of “vkQuake-1.22.3_win64”. I added my “pak2.pak” file and HD-textures in TGA format to the “ID1” folder. Everything started without errors and crashes.

https://drive.google.com/file/d/1oA5nh1uMNF54YHn1Hi5yQH42f_yxc-wG/view?usp=sharing

Oh well thank you for in-depth explanation, Andrew, I do exactly what you said and still have purple flashes if I use PAK2.PAK (re-downloaded and renamed from 12.03.2023 release for vkQuake revision 11 FIX1 for “VKQuake” engine), even in fresh release of vkQuake 1.30.0 (https://github.com/Novum/vkQuake/releases/tag/1.30.0). I have “r_particledesc “effectinfo”” in my autoexec.cfg. If I add particles folder and effectinfo.txt and k_spike.mdl from https://www.quaddicted.com/forum/viewtopic.php?id=1318 to the same id1 folder (which contains pak2.pak) I still get purple flashes. However! If I remove PAK2.PAK and only leave mentioned particles folder and effectinfo.txt and k_spike.mdl in id1 then the nailgun works as it should! My folder structure is exactly as you described. I guess since both of us are sure we’re correct it’s better to wait for someone else to test it and report if there’s any issue specifically in vkQuake!

P.S. I have noticed performance issue in TribalFX 0.1U Fix 2 when used in vkQuake 1.22.3 and 1.30.0, i.e. I get a noticeable frame drop (from 60 to 42 in vkQuake 1.22.3 and from 60 to 51 in 1.30.0) in demo1 (in the very beginning when battling left ogre). QSS 0.94.7 has no frame drops.

OK, my bad, I tested PAK0.pak (renamed to PAK2.pak) in vkQuake 1.30.0 again and here’s what the problem is: for some reason demo1 has purple flashes of Nailgun while the game itself doesn’t! I mostly relied on demo1 previously in my testing. As of now the mod works as expected except demo1 (and probably other demos).

I have noticed an issue with config though: vkQuake won’t remember video and graphics settings. This happens because config.cfg is present in PAK0.pak (PAK2.pak). Once I delete config.cfg from PAK2.pak in id1 folder, vkQuaker remembers settings. I think it’s a bug worth investigating.