http://quakeone.com/forums/quake-mod-releases/finished-works/6076-small-mod-compilation.html



Version 3.81

New Features:
- statue monsters now have:
-- debris+dust instead of blood when shot
-- statue heads+gibs have a new "debris+dust" trail
-- statue heads+gibs have a different gyro behaviour (they dont float in water !)
-- statue monsters have their own "new death animation cvar" now
-- "new death animation": "Ancient Ghost of the fallen" for statues uses debris/dust too
-- new kick sounds for statue heads+gibs (stones sound different than flesh)
-- statue corpses also have "debris+dust" particles instead of blood when shot.

Updated feature:
- fixed plasma gun bug (after loading a saved game, the plasma gun was invisible)
- fixed powerup countdown counter for Antigrav_belt (only displayed 30 sec. instead of 45)

--------------------------

Version 3.80

New Features:
- Added possibility to see view-weapons with less opaqueness during invisibility time
- Added possibility to choose if corpses can only be gibbed with explosive weapons or not.
- Added possibility to have a powerup countdown counter on screen
- Added possibility to choose between several weapon autoswitch behaviours
- Extended model spawning via .ent files code to have solid and non_solid models and specific bbox size
- Added possibility to choose between different particle explosion visuals (with/without debris)
- Added a special "fleshsplat" effect when carrying the axe.
- Added a different Gyro force value for shotgun and supershotgun (makes it easier to adjust).
- MP1: Added possibility to choose between original forcefield particles or new effects.
- MP2: Changed the original Power Shild "Hit-effect" (p_shield) to be more dynamic/special
- MP2: Added possibility to choose between original polygon candle flames and particle flames
- MP2: Added possibility to have lava guns texture animation when shooting (glowing + cooling)
- MP2: Added possibility to have plasma gun texture animation when shooting
- MP2: Added a nice trail to the wrath´s and overlord´s projectile
- MP2: Added a trail to the dragon´s projectile
- MP2: Added new effect names to both lava spike impacts (so you can give them seperate effects/visuals)
- MP2: Added statue gib textures (based on Quake Reforged Statue monster skins)

Updated features:
- totally reworked  autoexec.cfg  sample layout (it was time to arrange the new cvars !)
- extended the multiskin/multimodel feature to be able to use up to "4" skins for each monster
- fixed a bug in multiskin/multimodel feature that caused a seldom skin change when monster dies 
- fixed a slight misalignment in particle font
- updated start and e1m1 map  .ent files and effects
- changed default values of several monster death animations, so they spawn more seldom
- fixed ogre´s death animation, that used a wrong animation frame
- changed lightning gun impact effect QC code to make it usable for mission packs
- Updated the 'Starter Kit'

--------------------------

Version 3.76

New Feature:
- Added extra Lava splash and Water splash for grenade and rocket

Updated features:
- fixed gib blood trail bug (introduced in V3.75)
- fixed shotgun shooting effect inside slime and lava (introduced in V3.75)

--------------------------

Version 3.75

New Features:
- Added particle flies around corpses, gibs and zombies (fully adjustable) 
- Added additional cheats (for all powerups)
- Added Lava splash particle effect + sound
- Added ambience sound for lava (in start.ent map. All ID1 maps will follow)

Updated features:
- extended watersplash particle effect (with ripple effect)
- fixed cvar "watersplash" (it only affected shotgun weapons)
- zombies no longer take damage from lava + slime
- fixed cvar "monsterlavaslime" (it did not affect corpses behaviour)
- Updated the 'Starter Kit'

--------------------------

Version 3.72

New Features:
- Added possibility to use Gyro on backpacks (so you can shoot them around and they can float in water)
- Added possibility to disable the spinning of backpacks
- Added High Poly backpack model
- Added new custom effects to E1M1 map (e1m1.ent file and e1m1_effectinfo.txt are included)
- Added new "custom sound effects support": You can add sounds into maps without editing QC (samples included).

Updated features:
- fixed Hellknight´s charge effect bug (he kept glowing when he was interrupted during firing animatiom)

--------------------------

Version 3.7

New Features:
- Added Multiskin/Multimodel support for monsters (You can now use up to 3 different skins per monster at the same time)
  'Starter Kit'  with all necessary files, that fully supports it is included for your convenience. Read the readme for details.
- Added a cvar to disable the *bleeding* of shootable buttons and secret walls/doors when they are shot.
- Added weapon muzzleflash for Grunt monster. Adjustable via cvar for different models.
- Added cvar to enable/disable monster interaction with lava / slime. Monsters (dead or living) can now *burn*/*sizzle*. 
  Optionally they can take damage from lava/slime as well.
- Added 2 "new" (previously hidden) Hellknight magic attack animations and a new charging effect.
- Added new shambler magic attack animation (adjustable via cvar according to used monster model)
- Added custom particle effect when lightning gun beam hits walls/meshes
- Totally reworked amazing particle effects by Jakub (!)
  - all standard Quake effects
  - all existing "small mod compilation" effects
  - even added new custom effects, like:
     - time-depending particle-effect-system (used on armor) 
     - Enforcers laser
     - Trap laser
     - All key types have different effects now
     - Fireball has its own trail-effect now
     - Grenade explosions have their own effect now 
     - Shalrath´s homing missiles have their own explosion effect now
     - Nails/spikes have a customizable trail effect now
     - several others 

Updated features:
- Cruzified zombies use a cvar now (to change "shootable" behaviour)
- Wizards create a splash when falling into liquids
- changed flamestyle cvar default setting to "2"

--------------------------

Version 3.61

Updated features:
- a bug in V3.6 prevented the gibs to interact with slime and lava if auto_cvar "kickgibs" was set to "0"
- Made the gib skins darker, after they fall into lava. (in V3.6: 0.7 0.3 0.3) (in V3.61: 0.4 0.1 0.1)   RGB values
- Changed the flesh-splats behaviour on walls: Now they slide down immediately (they dont stuck for 1 second anymore)
- Reduced the brightness/red color of the big standard (gibtype = 2) flesh-splats a little bit
- reworked the gib properties to further reduce the chance of getting clustered ontop of one another

--------------------------

Version 3.6

New Features:
- Added Player bleeding (player starts to bleed when health reaches '40', and bleeds more below health '20')
- Added various Flesh splat effects when shooting monsters
- Added gib behaviour in lava + slime (particle effects and skin changes)
- Added exploding boxes feature: spawn burning debris chunks (quantity related to box size); and corrected ID1 explosion position
- Added weapon recoil feature (pushes the player slightly backwards when shooting)

Updated features:
- watersplash feature now works in slime too
- death animation "ancient ghost of the fallen"´s spawn position (no more seldom stuck in floor)
- updated "effectinfo.txt" (3rd december 2011)
- removed Rygel´s pentagram powerup model (because there are now various other very good versions available with hardcoded fire effect)

PLEASE see  "00  Readme Compilation  Ver.3.6 .txt"  for IMPORTANT infos  and  an overview/description of all cvar´s !!!

--------------------------

Version 3.5

New features:
- Added Gyro
- Added Water splashes (for weapon projectiles)
- Added Nahuels light beam feature (only the QC code, webangels "Quake Animated-REFLECTING-OVERLOAD" pack must be present in your id1)
- Added Custom particle effects support (All weapons/powerups/keys/runes and a few world samples for maps: start, e1m1, e1m7)
- Added custom CSQC-HUD support (enables random intermission camera position when using Nahuels CSQC-HUD. By Smith)
- Added zombie + ogre enhanced aiming

Updated features:
- Health of gibbable corpses is now adjustable due to Gyro impact (see "Readme  gibbable corpses.txt")

--------------------------

Version 3.11

New features:
- Eel corpse is now gibbable.

Updated features:
- Issue in original Rogue QC code fixed. This issue brought an elevator bug into R1M7, when QC files are compiled with modern compilers.

---------------------------

Version 3.1

New features:
- added particle muzzleflashes for both shotguns and ALL nailguns (incl Lava weapons). Selectable via cvar
- corrected zombie flesh-projectile spawning position for 2nd attack animation. In original Quake it is spawned on wrong side.

Updated features:
- Added 3 more random options for the monsters new death animations.
  Reason: with a chance of 25% for each death animation, they spawned too often !  --> It gets boring/annyoing quickly.
          Now you have 3 more variations to choose from: 
	  Value "6" gives a 20% chance for each, "7" gives 15% and "8" gives only 10% chance for each animation to spawn.
	  Default is "7" now (except for seldom monster shambler: "3".  And shalrath: "6")

---------------------------

Version 3.0

New features:
- added multiple gib cvar´s to adjust the gib behaviour to your likings (stay-duration, quantity, fade animation)
- added 3 death animations (selectable via multiple cvar for each monster + random options)
- added 3 flame types (polygon, improved sprite, particle.   Selectable via cvar)
- added axe sound when player hits a monster (2 sound sets to choose from !)
- added Rygel´s pent powerup with new fire effect (remove any existing replacement models/textures in your Quake if you want to use it)


Updated features:
- sprite torch flame improved (less jittering, no more hovering up and down on torches, improved color arrangement for a more realistic look)
  (added a 3rd .spr32base flame (25% taller))
- kickgibs cvar is now working as it should:  enabled with value "1". All other values (inlcuding "0") disables it.
- MP2: Statue knight/Deathknights and Ogreboss skin+gibs (now keep their correct skin1 all the time)
- multiplayer fix: head gib was missing when gibbing the players corpse.
   If you want to use an external head gib for the player:
    - rename the external model to "y" without extension and put it in the .pk3
    - it is recommended to use a .md2 or .md3 format model to be able to use High Res skin replacement.


PLEASE see  "Readme Compilation   !!!.txt"  for IMPORTANT infos  and  an overview/description of all cvar´s !!!


---------------------------

Version  2.85  + Ancient Ghost  +  RAIN  +  SNOW

- added new death animation: "ancient ghosts of the fallen" (fully adjustable via cvar "ghost")
- added new phantom sword death animation (dying knight spawning/fading in)
- added cvar "kickgibs" to enable/disable kickable gibs 
- increased corpses health from 30 to 50 

How to use the new cvars:
add these lines into your autoexec.cfg   (if you dont add them, the default values will automatically be used)
example:

set ghost 3
set kickgibs 1


kickgibs:
1 = enabled    == default
2 = disabled

ghost:
1 = only phantom swords knight (in Rogue). (This means disabled for Quake and Hipnotic)
2 = knight, death knight, phantom swords knight(in Rogue)  
3 = knight, death knight, zombie, phantom swords knight (in Rogue), mummy (in Rogue)       == default
4 = in ID1: knight, death knight, ogre, grunt, enforcer, vore, zombie               
    in Hipnotic: knight, death knight, ogre, grunt, enforcer, vore, zombie  
    in Rogue: knight, death knight, ogre, grunt, enforcer, vore, zombie, phantom swords knight, multi-ogre, 

-------------------------

Version  2.73  +  RAIN  +  SNOW

- modified kickable gibs: issue that gibs under some circumstances cluster together is now solved (Thanks to OoPpEe for the finding)


Complete Episode 1 + Episode 2  weather (rain/snow/(ground) fog) .ent files with over 30 .ent files to choose from are included.

-------------------------

Version  2.71  +  RAIN  +  SNOW

- added Rain + Thunder sounds to Quake. They will only appear when rain falls (it is combined in the code)

-------------------------

FINAL 2.7  +  RAIN  +  SNOW

- the kickable gibs issue "gibs jumping up and down infinitely on players head" is solved. Now no more unintended headers with gibs ;-)
- reworked velocity for kickable gibs again (reduced it once again. You cannot kick them as far & high as before)
- Added higher gravity to gibs while "kicking". This gives them more weight and avoids the pingpong-like bouncing. (Thanks to Supa & leileilol)
- Added an alternative behaviour of kickable gibs movement into source: Instead of kicking a gib, you can simply MOVE/PUSH it. (look into kickgib.qc)
- I left the health of all corpses at 30 (because it should not cost too much ammo to gib a corpse !! (in the end "corpse-gibbing" its just for fun, right?))


Complete Episode 1  .ent files with rain are included (except  e1m6.ent  due to reason described in my TUT thread)
Two  .ent file with snow are also included:  start.ent + e1m7.ent

ATTENTION:
If you want to enable or disable the .ent file (= weather) usage, use this cvar:
sv_entpatch 0   (Disables .ent file usage)
sv_entpatch 1   (Enables .ent file usage = default)

You can bind these cvars to a key for your convenience.
Be sure to "restart" (you can bind "restart" to a key as well) the map to take effect.

-------------------------

Pre-Final V2.7  beta3  +  RAIN  +  SNOW

- I included the snow code from LordHavocs dpmod now as well.   Thank you LordHavoc ! 
  It looks even prettier than rain.
- Modified the gibbable corpses again. There has been a small issue, that only 4 corpses could exist at a time,
  once you killed the 5th monster, the first of the 4 existing corpses fade away.
  This has now been solved. Now up to 16 corpses can exist at the same time.   Thank you Wazat !


One .ent file with snow is included:  start.ent
Five .ent files with rain are also included: start.ent; e1m1.ent; e1m2.ent; e1m3.ent; e1m4.ent.

-------------------------

Pre-Final V2.7  beta2  +  RAIN

- I included the rain code from LordHavocs dpmod    Thank you LordHavoc !
  Rain must be enabled through .ent files (give the X/Y/Z coordinates and rain properties)
  An example is included.
  If you want to learn more about the params, read "misc.qc" (on the bottom)
- Reduced the corpse size in the gibbable corpse mod, so that you can shoot over them 
  (bullets/nails/rockets will not hit them "by mistake" now). You have to aim directly on the body to gib them now.


-------------------------

Pre-Final V2.7  beta1


changes since V2.5 (= download available at quakeone.com):

new features:
- monster corpses are now gibbable !  (without any negative side effects compared to other available "gibbable corpses mods") Thank you Wazat.
- Crucified zombies are now shootable and gibbable !   Thanks to MaNiAc.
- gibs are now always fully visable as they should (they are no longer sink/stick into floor/walls). (gib models with special positioning are included)
- in mission pack 2: High Res explosions for Multi-Grenade-Weapon and Plasma gun (they follow "effectinfo.txt" now)


updated features:
- "Nails stick in walls" also works for normal Nailgun nails now without interfering with wizard, hellknight and chton spikes (thanks to OoPpEe)
- "Nails stick in walls" now only remain visible for 20 seconds (instead of 30 seconds). Now they match exactly the decal fading time.
- reworked velocity for kickable gibs (now much more realistic. You cannot kick them as far as before)
- in mission pack 2: Plasma gun shooting animation. Thanks to OoPpEe
- in mission pack 2: Plasma gun projectile position correction.



Note:
I recommend not using the cvar (if you have it, try to temporary disable it; for gib visual reason. They will look almost black if you dont.):
"cl_decals_models" "1"



Kind regards,
Seven