Quake FTEQuake Particle Mod ZIN Hellknight's Fireball
Z I N Z I N
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 Published On Jul 5, 2023

This is my edit of Haze's kerosene dart fireball shot by the hk.
The video is slowed.
I run FTE engine, so I'm not sure if it will work elsewhere.
For those who already know the particle system, here's just the fireball.
https://tinyurl.com/ZIN-hellknight-fi...

For those who are unfamiliar, the easiest way to do this would be:
-download zin.cfg https://tinyurl.com/ZIN-Particles
(This is a compilation of haze, mushi and zin edits. Everyone has their own particle pref's, and these are my current. I wanted blood and projectile impacts that still resembled vanilla, while adding a little extra. Everything else is og haze and mushi)
-navigate to Quake\fte\fte.cfg
-after opening that file in notepad, find "seta r_particledesc"
-change seta r_particledesc to seta r_particledesc "zin" and save
-paste zin.cfg into Quake\fte\particles
-load quake, go find some knights.
I'm running an old 1080 so the newer cards should handle fireball spam a lot better.

This was actually years in the making. I got it kinda right a long time ago, lost the cfg back in 2021 and have been working on it bit by bit over time. I added it to my list of things to accomplish before next semester starts and decided to make it a priority. The first one I did was way back in 2019, and it was quite costly and while it looked great, and the flames appeared to burst and grow, followed by smoke, the frame drop was awful.
I finally have it trimmed down enough to where it sees maybe a 3% frame drop at most with around 2-3 knights normally but it does get heavy when a multitude of them are spamming darts from an above balcony, for example if you speed through a map and pull aggro then drop down below, as I did in the video to replicate the same testing room I used years ago.
You can watch the frame drop as it happens. But I wanted to catch it here on Sock's map so the user can see what it's like when the darts hit the floor when fired from above.
I've timed the flames to rise in a sequence followed by smoke so that when they hit the floor there's an initial flash followed by growing flames.
Unfortunately the only way to get a flame effect is by manipulating the size, fluctuation, color delta and spawn rate of "poofs" to reproduce a similar effect.

The issues that need fixing thus far:
- Make it glue to whatever object it spawned on. i.e. currently the dart hits the plat, the plat lowers, dart is still floating in the air where the plat was.. hits mob, same thing. The dart fireball stays where it made contact instead of on the object it spawned on. This may be something simple already existing in the cfg, possibly can find something else that already does then then hunt it in cfg, find the code and insert it etc.
- Each explosion is relatively the same size. While this is easily rationalized as the darts all being manufactured identically anyway, it's very apparent from the start. Therefore, i think each explosion would benefit from a certain degree of randomness.
I've tried to edit it in, but having a bit of trouble as the overall size of the glow increases on whichever knightflame I change scalerand on, instead of the flame effect. If that's what scalerand actually is anyway, a variable for random scale.
- possibly spawn a few mini torch flame mdls randomly as scatter, but that would most likely run up the cost.

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