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Messages - Costigan

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31
0x1337c0de / Re: Share autoexec.cfg code Thread
« on: January 05, 2020, 07:07:33 PM »
Here's a good one:


"Re: Replacing the rocket/grenade splash damage animation/graphic"

http://forum.tastyspleen.net/quake/index.php?topic=22956.msg225123#msg225123

This is a link to a thread where i posted some Q2PRO code for altering the rocket/grenade animation/graphic.

32
0x1337c0de / Share autoexec.cfg code Thread
« on: January 05, 2020, 05:46:47 PM »
Here's a good one:


//disable hear-view chat bind
alias chatoff "cf1; cf2"
alias cf1 "bind LEFTARROW chaton; set cl_chat_sound 0; set con_notifytime 0"
alias cf2 "clear;echo chat off"
alias chaton "cn1; cn2"
alias cn1 "bind LEFTARROW chatoff; set cl_chat_sound 1; set con_notifytime 3"
alias cn2 "echo chat on"
bind LEFTARROW "chatoff"


Alternate 'alias cf2' line:

alias cf2 "echo chat off" - The 'clear' command is removed so that the console is NOT cleared of messages.


Or do it this way:

set cl_chat_sound 0
set con_notifytime 0


cl_chat_sound - This is a Q2PRO command, i don't know what else it works with.

Specifies sound effect to play each time chat message is received. Default value is 1.

0 — don’t play chat sound
1 — play normal sound (‘misc/talk.wav’)
2 — play alternative sound (‘misc/talk1.wav’)


con_notifytime - This is a regular Q2 command.

The delay before console messages disappear from the screen. Default value is 3.

0 — don't show console messages

33
Community Events / Re: TS500 2019!
« on: December 29, 2019, 01:01:56 AM »
I'm using some ancient paks created by a UK player that used to maintain a Q2 webpage

PAK8 contains a modification to the explosion model to reduce its size
PAK9 contains some brightskins and alternate/enhanced (ex. grenade beep, louder rail/BFG hum) sounds

Fantastic! thank you!

34
Community Events / Re: TS500 2019!
« on: December 26, 2019, 06:46:16 PM »
gg

knew I should've railed more as the stats seem to confirm it, couldn't even hit 400 frags =/

Here's my loser POV:

https://www.youtube.com/watch?v=Kf_eOSpHB40

Hey Kyper, what pak are you using in that video? can i download it anywhere?

35
Community Events / Re: TS500 2019!
« on: December 15, 2019, 06:01:19 PM »
I finally managed to show up for a TS500 event after missing ALL of the previous ones, my config was a wreck, my computer is outdated and i started playing WAY too late but... I. HAD. FUN.


I left Quake2 three years ago and i moved to a different game and i had GREAT success there but i left there a while ago.

I'm back, i'm back playing Quake2, i'm back and THIS time i know i have to make a REAL effort to enjoy this game properly.


p.s. A few more TS500 events within the next year or so to bring more people back couldn't hurt.  ;)

36
Community Events / Re: TS500 2019!
« on: December 15, 2019, 12:57:36 PM »
What's the i.p. in just numbers? that's always good to know.

If you really want to look it up: http://tastyspleen.net/quake/servers/list.cgi

But the domain name is preferred, as it doesn't change.

k, ty.


37
Community Events / Re: TS500 2019!
« on: December 15, 2019, 11:59:23 AM »
I shared the TS500 2019 Event with the Face Book Chaos group.  What is the name of the server and IP# please?

Nice.

Server is: tastyspleen.net:27999

Just type  connect tastyspleen.net:27999  in the Q2 console.  :thumbsup:

What's the i.p. in just numbers? that's always good to know.

38
Skins, Models and Maps / A smiley face & rainbows r_explode pcx for pak use
« on: December 12, 2019, 12:33:30 AM »



skin1.pcx FILE ATTACHED, LOOK BELOW.

If you have any colour problems just use Irfanview with my skin1.pcx and save it as whatever file type you need.


I made this back in 2015/2016 for my Quake 2 pak, it took me days of live-action viewing in my server and demo reviewing to get it pixel-perfect and juuust right, it is a smiley face & rainbows r_explode pcx image for grenade & rocket explosions.

It looks good and funny in game with huge yellow smiley faces and RGB ranbows blowing up all over the place.  ;D

Place it in the  'models' > 'objects' > 'r_explode' folder duplicated seven times as:

skin1.pcx
skin2.pcx
skin3.pcx
skin4.pcx
skin5.pcx
skin6.pcx
skin7.pcx

The same one pcx image creates a coherent seven stage animation when used as all seven pcx images in the folder.

It is to be used with the standard Quake 2 r_explode tris.md2 file.


LINK: demo

LINK: r_explode paks - pcx/jpg

39
Community Events / Re: TS500 2019!
« on: December 11, 2019, 09:45:30 PM »
Finally, i missed all of the previous TS500 events, i'll be there if i can get my Quake 2 stuff in working order.

40
Community Events / Re: Late Night/Morning RA2 Sessions
« on: July 13, 2019, 11:05:55 PM »
Someone with their act together should lead a new RA2 charge, nothing fancy, just numbers and action.

41
Rocket Arena 2

https://www.facebook.com/groups/Quake2RA2/
https://tinyurl.com/y2fw7peq (Discord - Quake Legacy #rocket-arena2)


42
http://q2servers.com/
- As far as i know this is where most people search for Quake 2 servers these days.

https://www.gametracker.com/search/q2/
- You can add Quake 2 server I.P.'s to this one yourself and help curate awareness of Quake 2 servers.

43
I found this : Quake 2 Console Commands (Last Modified: December 3, 1998)

Obviously different Q2 clients and Q2 mods eg Q2PRO Client Manual will have extra console commands.


edit: in the 'Effects' section of the Q2PRO Client Manual there are several relevant console commands.


cl_disable_particles
Disables rendering of particles for the following effects. This variable is a bitmask. Default value is 0.

1 — grenade explosions
2 — grenade trails
4 — rocket explosions
8 — rocket trails


cl_disable_explosions
Disables rendering of animated models for the following effects. This variable is a bitmask. Default value is 0.

1 — grenade explosions
2 — rocket explosions


Tip: Bitmasks
Bitmask cvars allow multiple features to be enabled. To enable the needed set of features, their values need to be summed.


I dunno what else is in there but Q2PRO clearly has it covered from the console command angle.

44
I found this : Low poly model for rocket explosion...

There are various different updates in different replies in this topic, i haven't used it so i can't attest to its worth.


While i'm here i'd like to make this observation: if someone was minded to go through the forum looking for all of the topics and posts pertaining to any one subject then they could collate what they find to present it all in a topic containing information from said topics and posts and also links to said topics and posts, this could be done for the purpose of creating strong topics worthy of a sticky so that material on the forum pertaining to any one subject could be well represented and easily found.

Having searched through this forum at length quite a number of times over the years it has always seemed to me as i have done so that every important/relevant Quake 2 question has already been asked and answered at least once somewhere on this forum.

45
You know how when you want to edit a .pcx file but when you get it you find it looks like it has been saved in some kind of greyscale format and it doesn't look coloured in the same way it is in the game and you don't know how to change it to make it look like it does in the game? well i had that problem recently and i searched on tastyspleen for a solution but i couldn't find one so i figured it out myself - here is a working method (and an incomplete one) plus two image attachments as examples of the veracity of the provided working method:


IrfanView: go to 'view' > 'show toolbar options/skins' > 'misc. 3' > 'miscellaneous' and untick 'import palette: use nearest color' then press 'ok' THEN go to 'file' > 'open' and locate and select a greyscaled .pcx file and press open THEN go to 'image' > 'palette' > 'import palette' and locate and select a .PAL file suitable (ie from a similar .pcx file) to use with the greyscaled .pcx file you have opened and press open THEN you have your newly (accurately & properly) coloured .pcx file THEN go to 'file' > 'save as...' and save the .pcx file as a .pcx file with whatever name you want.

Remember to retick 'import palette: use nearest color' then press 'ok' when you are done.


SkinED: go to 'file' > 'open skin' > 'quake 2' and locate and select a greyscaled .pcx file and press open THEN a window will come up saying "import palette from skin?" and you should click 'no' THEN the file will appear on the screen as it does in the game THEN...

This is as far as i got with this method, it gave me the clue i needed to figure out the IrfanView method, if anyone can complete this SkinED method then please reply with the details and i will update the method in this post and give credit and please also provide a download link if the method requires use of a specific version of SkinED.


I am sharing this with all of you to assist anyone who has had the same problem, thank you for your time.

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