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 Post subject: Sikkmod Lite v1.2
PostPosted: Thu Jul 29, 2010 6:16 pm 
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ModDB site:
http://www.moddb.com/mods/sikkmod-q4

Link:
http://www.moddb.com/mods/sikkmod-q4/do ... ite-v12-q4


Shots:
Image


*Update - 5/21/11: Version 1.1 released
*Update - 5/29/11: Attached a fix for the interaction bug.
*Update - 6/21/11: Uploaded a tiny patch the updates the hdr encoding/decoding to what's used in the D3 1.1 version. Also includes the interaction bug fix.
*Update - 9/18/11: Version 1.2 released


Last edited by Sikkpin on Mon Sep 19, 2011 3:15 am, edited 9 times in total.

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 Post subject: Re: Sikkmod Q4...
PostPosted: Fri Jul 30, 2010 10:25 am 
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If only I had Quake 4. Looks great.

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 Post subject: Re: Sikkmod Q4...
PostPosted: Fri Jul 30, 2010 12:55 pm 
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Sikkpin pls upload your config


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 Post subject: Re: Sikkmod Q4...
PostPosted: Fri Jul 30, 2010 1:02 pm 
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Looks great, thanks for the Q4 release.

Will soft shadows and or SSAO be released in a later version, or are they left out for some other reason?


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 Post subject: Re: Sikkmod Q4...
PostPosted: Sat Jul 31, 2010 7:08 pm 
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Hi, luckily I have both Q4 and a new GTX 460 and I'm itching to test the hardware, where do the assets go?
Thanks

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 Post subject: Re: Sikkmod Q4...
PostPosted: Sat Jul 31, 2010 7:15 pm 
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smurkenstein wrote:
Hi, luckily I have both Q4 and a new GTX 460 and I'm itching to test the hardware, where do the assets go?
Thanks


Put the sikkmod folder inside the rar file in to your quake 4 root folder so it would be Quake4/sikkmod

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 Post subject: Re: Sikkmod Q4...
PostPosted: Sat Jul 31, 2010 9:20 pm 
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hmm..no banana..load through the mod menu and it gets stuck on "loading" - is there a point release I need?

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 Post subject: Re: Sikkmod Q4...
PostPosted: Sat Jul 31, 2010 10:07 pm 
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smurkenstein
you need to instal patch 1.4


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 Post subject: Re: Sikkmod Q4...
PostPosted: Sun Aug 01, 2010 12:13 am 
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hi sikk :D can you upload your config? please


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 Post subject: Re: Sikkmod Q4...
PostPosted: Sun Aug 01, 2010 5:59 am 
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Wow, I haven't played Quake 4 in a long time, and now after seeing that grimy, dark strogg dumping level, I definitely want to play it again (while trying this mod, of course ;))

Seriously, I loved that blood-filled waste level. Its atmosphere reminded me so much of fighting zombies in Quake 1.


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 Post subject: Re: Sikkmod Q4...
PostPosted: Sun Aug 01, 2010 9:55 am 
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RipOutTheWings wrote:
hi sikk :D can you upload your config? please


sikk`s mod-config

Code:
r_hdrToneMapMethod      "0"
r_hdrAdaptationRate      "60.0"
r_hdrMiddleGray         "0.36"
r_hdrWhitePoint         "1.0"
r_hdrBlueShiftFactor   "0.5"
r_hdrLumThresholdMax   "128.0"
r_hdrLumThresholdMin   "4.0"
r_hdrBloomToneMapMethod   "0"
r_hdrBloomMiddleGray   "0.18"
r_hdrBloomWhitePoint   "1.0"
r_hdrBloomThreshold      "3.0"
r_hdrBloomOffset      "6.0"
r_hdrGlareStyle         "10"


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 Post subject: Re: Sikkmod Q4...
PostPosted: Sun Aug 01, 2010 12:51 pm 
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i meen i need graphics gow on screenshots
but with those settings all too bright and shiny


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 Post subject: Re: Sikkmod Q4...
PostPosted: Sun Aug 01, 2010 12:52 pm 
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mc-rambo87
these config is for doom 3


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 Post subject: Re: Sikkmod Q4...
PostPosted: Sun Aug 01, 2010 8:31 pm 
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i cant understand Sikkpin, he posts his mod , but we dont get this quality like at screens...
both mods : of Doom3 and Q4 arent like at screenhsots that he posted

the best way if Sikkpin post the config from screenshots.


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 Post subject: Re: Sikkmod Q4...
PostPosted: Mon Aug 02, 2010 4:48 am 
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well i dunno about what other people are saying but i have a few things to say, everyone knows your sikkmod is the best thing that happened to id tech 4 so im cutting out all the compliments today. lets just move on to the bad.

-when i get hit my screen gets all screwy, not like im having double vision, but more like my view angle took a 180 and my fov changed to 40, only when im getting hit, also the same happens on the first level when the grunt pops through the pipes right into your face, the view gets screwy again. so i wonder if you can fix that.

-when outside like on the second level in quake 4, it gets dark. Really dark. In fact, it gets darker than the darkest nights

-gets too bright in some spots too, like the bloom almost washes out textures in spots, making everything look a lil over the edge glowy, but this only really happens when inside

other than that, i am quite happy with this mod, and love what you did with the color grading system, it really brings a robust quality out in the game that i just love!


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 Post subject: Re: Sikkmod Q4...
PostPosted: Mon Aug 02, 2010 10:22 am 
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Location: Right there! Look!
I tried it out yesterday but I got a bug. Whenever I turn on an effect, it's shown in a small window on the bottom left of the screen.
I do not use ATI, these are my specs: Windows Vista 64 bits, NVidia - GTX 295, Intel i9 processor, 6GB ram etc..

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 Post subject: Re: Sikkmod Q4...
PostPosted: Mon Aug 02, 2010 5:13 pm 
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mc-rambo87
if you want to have graphics like on screenshots use "r_usecolorgrading 1" with default "HDR" config :D


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 Post subject: Re: Sikkmod Q4...
PostPosted: Mon Aug 02, 2010 5:16 pm 
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I apologize for all of the problems you guys are having. I'll to help the best I can.

@RipOutTheWings:
I set the cvars to default to the settings I use. Remember, don't use r_useBloom with HDR. HDR has it's own bloom solution.

@Alexthegr81 & @BloodRayne:
I had to jump through hoops to get post processes to work correctly with Q4. I had these same scaling issues before I fixed them but since I'm on an Ati now, fixing them for me may have broken them for nVidia cards. Do either of you have access to an Ati card to see if you still have problems? This would be the best way to start and narrow down the root of the problem. Screenshots would also help me see what it's doing exactly. Alexthegr81, if you are using the default HDR values or close to them (especially for lum_min/max variables) and you are not using ldr bloom in conjunction with it, I'm assuming that your problem has to do with scaling as well. If the luminance texture is scaled wrong as it's being shaded you'll get a wrong average scene luminance. BloodRayne, Does turning on two or more effects still cause it to draw in the bottom left corner?


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 Post subject: Re: Sikkmod Q4...
PostPosted: Mon Aug 02, 2010 5:21 pm 
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Location: Right there! Look!
I'll make screenshots for you tonight. I don't have access to an ATI (well I have one lying around but I'm not in the mood to put it into my rig).

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 Post subject: Re: Sikkmod Q4...
PostPosted: Mon Aug 02, 2010 5:25 pm 
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BloodRayne
you need to disable "multicore..." to "0" in your graphics settings
i had the same problem :D


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