Effects from DPMOD in vanilla game (Darkplaces Engine)

Discuss programming in the QuakeC language.
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skite2001
Posts: 17
Joined: Mon Nov 17, 2008 5:40 pm

Effects from DPMOD in vanilla game (Darkplaces Engine)

Post by skite2001 »

Hello,
I really like all the new effects from the DPMOD (wallnails, muzzleflashes, new torchfire, explosions) but i prefer the vanilla gameplay instead of recharging health, changed item and damage stats, ...

because i don't find all strings for the unwanted changings, i startet from scratch to make a new, clean mod, without unneeded stuff.

i know the basics of quake c but i'm not an ueber programmer, so i really need some help ^_-

I already got the new torchflame sprites and footstep sounds.
the MAIN things i actually need are:

1) Correct working WALLNAILS (i already tried the tutorial, but it really looks not like the dpmod one, it looks |\ instead of |-| (the nails are too deep into the wall...here a screen how it should look (don't wonder about the white nails/weapon, i play a bit with the textures ^_-):
Image

2) Shotgun shells, that drop on the floor after shooting (see dmpod^^). I think it's easy to understand what i mean.

3) Secret walls/ switches that DO NOT BLEED after hitting -.-*
like this one:
Image

for the shell and nail thingie...
i already thried to do some code copying from dpmod:
-added dpextensions.qc
-added decors.qc
-created new defs2.qc (for decors.qc)
added the files to the progs.scr file
compiled without hard errors

but..well...if i start it, nothing changed -.-*...seems like the decors file don't get recognized..no wallnails, no shotgun shells, no new explosions...*cry*

here's my complete qc-dev folder:

http://www.mediafire.com/download.php?nmwknjtogmk

really hope for some help
thanks and
regrats

~skitey
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