And actually on second thought, cause the blue head and the default head are the same, and so are all the other ones (except for the red and Yoshi heads), I think I will just keep the icon images the same.
Does anyone know a good hosting site where I won’t have to take down the file to save on space? Google Drive has finite space and I had to delete both this one and my Sandy Cheeks upload to make space for other projects at the schools I tutor at. Does anyone know any other good file sharing websites like Megaupload or Dropbox, that are free like Google Drive, but don’t have any storage limitations the way Google Drive does?
Thank you all in advance. I also tried uploading the .pk3’s directly but this forum website doesn’t support that particular format for uploads, I mean by clicking the “upload” button above the message when you start a new message, with the picture of the photo used to symbolize it.
Also the characters players for both this one and my Sandy Cheeks upload won’t show in game or the preview, does anyone know what I am doing wrong once I upload them? Again not to Google Drive because I will eventually have to delete them to save space on the drive, with how limited its free edition is, does anyone know of a website that is free where I won’t have to delete it?
You want to upload a Quake mod, right? If it’s open source then you can upload it to GitHub or Codeberg or alike. Or to some Quake modding websites like https://www.moddb.com/, regardless of whether it’s open source.
Awesome! And I don’t think anyone will take it down on moddb or GitHub or CodeBerg, because even though the file size is limited for individual uploads, I don’t believe the websites as a whole have limited size, in the way Google Drive does, am I right or wrong?
Like a limit less than the limit your browser has, I understand all web sites in general have limited size because no page or server can support infinite traffic/requests, but on Google Drive on the free plan the site’s size limit is way less than the actual website’s limit before it crashes from too much data
Okay, I figured out older versions, and so the Boots one works flawlessly now and the Sandy one has the helmet not show, but I remember I reported that problem earlier and got a response, so I will just go back to that one.
And I figured out now, that the Boots the Monkey player model works perfectly on OpenArena, but not Quake 3 regular/vanilla, so once I wait for the upload on moddb to finish, can someone please help explain why this is? Like the model doesn’t display at all, and the howler monkey screech taunt doesn’t play for the taunt, but instead Sarge’s grunt plays, the default taunt sound, in Quake 3 regular/vanilla, but in OpenaArena everything looks and sounds like Boots the Monkey as it should.
Alright, it’s a success, here’s the link:
Does anyone have any idea why, now that the link is up? Also Moddb didn’t let me click “Quake 3” for games to associate it during the upload prompt, with the last required question about games and mods to associate it with.
https://www.moddb.com/games/gamesmint/downloads/boots-the-monkey-for-quake-3-arena
And would you guys agree his sound effects are cute, whether the “Yowch!” and “Owie!” for pain above 50 health, the gasp for coming out from underwater, the howler monkey screech for the taunt, the scream of pure fear/pure adrenaline for falling to his death like in a bottomless pit in the last couple levels in the official Quake 3 campaign, his “Hup!” for jumping, it’s all cute?
Also the baby monkey gurgling/drowning noise for drowning
I also added a bot file for the Boots download file on moddb. Feel free to let me know if any of the lines are appropriate or not, either by reading the boots_t.c file, or seeing the lines he speaks in-game when you load his bot.
And on top of leaving feedback if you guys think the character sounds and bot lines are appropriate and if the sounds are cute, can someone help explain why in one of his death animations, he returns to his standing upright pose for the “fully dead” frame at the very last part of the cycle, rather than laying down like he should? It only applies to the one where he falls on his back, the one where he falls on his front and side work exactly the way the should.
This is because the textures are in .png format, which is not supported by vanilla (was added in * PNG support from Joerg Dietrich <dietrich_joerg@t-online.de> · ioquake/ioq3@1144f56 · GitHub). You’ll need to convert those to .tga.
The console says that is sees the file, but then it says “could not find” it…
Looks like this is because Quake expects the file to be mono, but according to ffprobe taunt.wav it’s stereo. I tried converting to mono with ffmpeg -i taunt.wav -ac 1 taunt-mono.wav, and it works (I can’t upload the file here).
Well that’s up to the website admins, but no, things won’t get “auto-deleted” because of “size limits”.
You need to upload it to the “mods” section and not to the “games” section: https://www.moddb.com/mods/add.
Yep, quite different from the regular Quake stuff ![]()
Extra bot lines is a nice touch.
The “dying” and “dead” are different animations, that’s all I can say, I’m not so deep into modelling TBH.
Thank you for all the feedback about why it doesn’t work in regular Quake 3, I can do the appropriate conversions, and I’m sorry you couldn’t be more of help for the “dying” and “dead” animations, maybe after you are not as busy or maybe someone else can help though?