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Sorry for the inactivity. You gotta get the pak file and put it in with the rest. Literally just drag the folders out of the zip and drop them into the Quake directory.
Bug: The Revenants and Archviles are 3D.
I am also going to replace the soundtrack with the SC-55 variant, to keep with the classic feel. I dunno... The soundtrack you decided to use is a bit too extreme and loud, and E1M2 sounds nothing like the original. Perhaps I could make a version with a different sound font. The music needs work anyways, since the songs you used actually clip really badly. Also, I noticed a typo for the name of E1M3. The X is missing from "Toxic." If you could send me the coding stuff, I am not good at coding, but I can make fixes to the code, like add dodging sounds to the enemies, instead of just being their pain sound.
Yeah, I will update the sounds, as I am currently working on finalizing Per Kristan's audio pack with all 107 sounds, as well as lots of adjustments to ones he's done, to make them even more faithful to the original. Sorry for my late reply, ModDB didn't notify me.
Forget what I said about the shotgun sound. It works, it was a mistake on my part. On the topic of the shotgun, I think you should change the model, it just looks... Weird. Like, it has the barrel shape of the classic Doom rocket launcher.
1. Shotgun makes no sound when fired.
2. Music Volume slider doesn't change the music volume.
3. Zombiemen say "Mein Leben." You might want to make the SS Soldiers a seperate enemy.
4. I want to map mouse2 to zoom, but it also changes 2 other binds, the PDA and center camera also to mouse2.
5. A lot of errors appear in the console.
Could I join your team? I made remastered sound effects for the classic Dooms, and actually ported them over to your mod.
Music is extremely loud, and adjusting music volume does nothing. I do believe this project will end up being something nice. I actually want to help out, too. I remastered all of the sounds from Doom and Doom 2 and decided to port them over to this remake. If you want the file, please tell me.
Yes. That is why there are pak files. Read the instructions. I wanted to make sure everybody can enjoy it. Hopefully, when you get everything up and running, you enjoy it.
I think you should get rid of the hi-res viewmodels. They don't look natural. They are just the original sprites with detail textures. Also, you should probably get rid of any 3D human objects, they really do not look good beside sprites. Speaking of sprites, the Doomguy sprite is invisible while standing still. I am actually working on HD sounds for Doom 64/PSX, so I will let you know when they are ready. You can use them. Anyone can. I honestly don't care.
What map is this?
What makes me cry is the fact that Scourge of Armagon isn't fully supported with it yet... Energy doors and bridges don't work, which makes HIP1M2 impossible since there is no bridge to cross.
I meant that they don't always drop them.
Try deleting the mod, and reinstalling it. Make sure it isn't in the id1 folder. Best of luck. If you want HD sounds for Quake, I have been conjuring up a mod called Sound Bulb, which includes sounds for 1.5. Message me if you have any questions. It's nearing completion. I just took a break to work more on Serious Sound Bulb, for Serious Sam.
Actually, it was just one guy. I offered to help, but he hasn't responded. Heard it is most likely because he is busy with Wrath: Aeon of Ruin. I regret being angry with him.
Random. It's random. Usually picked up from gibbed ogres, but it isn't guaranteed.
Answer: open the console and enter "sndspeed 44100" (Without quotes. This version is old. Go here to stay up-to-date. Celephais.net
Could you do colored static lightmaps for Quake 1.5? It doesn't work well with Real-time lights.
Yeah. You do. It doesn't support Quakespasm or FTE yet. Support for other engines is on his bucket list.
I don't actually know him. I was trying to get in contact with him.
This isn't an engine. It is a mod. It is made for Darkplaces.
I am working on an update for my sound mod. It will be uploaded soon. I can't guarantee when.
Not only that, but I am also working on an UNOFFICIAL update for Mindgrid... A reboot/revival if you will. I am calling it "Mindgrid Reloaded."
Glad to hear you enjoy it. I will try to record a video. I am working on an update right now, as a matter of fact.
Just duplicate the sound, and increase the pitch of the newly duplicated track.
Dude, where are you? I tried to contact you a week ago. Could you just reply to the message I sent you? I REALLY want those muzzleflashes, and I suck at QC stuff, just compile a PK3 with the progs I need and then you would be finished with your job. I see you have been online multiple times this week and it makes me lose my patience when I still see a 0 next to the envelope icon.
I get errors when trying to compile the progs.src. It mentions that it is unable to open the weapon_effects.qc file. What am I doing wrong?
Be sure to give this mod a review, and tell your friends.
Go on ahead. I bet it will feel more immersive than with the original 11.25kHz sounds.
Hey, could you send me the muzzleflash code? I need it for the weapons for my HD mod pack. It's similar to Epsilon.