Since the beginning of this month i was working in this "special effects" mod. Right now i'm too busy with real-life stuff and i don't know when i'll be able to come back to it, so i'm releasing it today as a BETA (because there are more things that i still want to add):
http://www.mediafire.com/file/6dlj7wvuju4o045/tribalfx-001h.zip/file
It only works with Quakespasm-Spiked because it uses effect.info to change some effects. You can use it to play any map (that doesn't come with its own progs.dat, of course).
From the Readme:
TribalFX is a mod that doesn't change Quake's original gameplay. It just add some "special FX" to enhance the game's experience.
I started this little project making some changes in the effect.info file that i took from Arcane Dimensions Mod. So, if you played AD you will notice that i made some ajustments in the weapons's particles code. But some things can't be changed just with effect.info. That's why i jumped into the QuakeC world.
In this mod you will find the following features:
-Fish count bug is fixed (by C0burn)
-Fish can be gibbed (also by C0burn)
-Crucified zombies now bleed when you shoot them and if you hit them with an Axe you won't hear that weird "stone" sound anymore (but you still can't kill them because this would change the gameplay of some custom maps).
-The axe now makes a distinct sound when you hit enemies and triggers (like shootable buttons and secrets).
-The enemies now lose some meat chunks when you chop them with the axe.
-Chopping a Tarbaby with the Axe make him lose blue goo.
-I increased the number of blood-particles that shows up when you hit an enemy.
-Tarbabies now have blue particles when you shoot them.
-Tarbabies explosions now have blue gibs, leaving blue stains on the ground.
-The gibs create blood-splats instead of blood trails (like in AD, but i selected another stain to make it more evident and gory).
-The attack from the Scrags now leaves a green trail of spit on the ground.
-I changed Shambler's "casting" effect for a "thunder" cloud with 4 randomized new sounds (this also fixes the "shambler vanishing with rockets and grenades when casting lightning" bug)
-The lightning attack from the Lightning-gun and from Shamblers now makes a spark effect when something is hit by it.
-The Tarbaby explosion now have a blue effect.
-The Vore's attack explosions now have a purple effect.
-I changed the teleport effect to make it more cool.
-The explosions from rockets, grenages and exploding-boxes now have orange and yellow particles. And they don't have that old explosion-sprite anymore.
Please keep in mind that i am NOT a coder. I'm learning by changing things to see what happens. Usually my technique is the good old copy-and-paste and a lot of try-and-error.
To see the new effects you have to write in the console: r_particledesc effectinfo
Or you can just add this line on your autoexec.cfg:
"r_particledesc" "effectinfo"
Thanks :)