The plasma cannon thing is a known and never fixed darkplaces bug unfortunately.
And what version of Quakespasm are you using? I've had multiple people tell me it doesn't work with the 64-bit Quakespasm at all, but I've never even been able to get the 64-bit Quakespasm to work so I only ever tested it on the 32-bit version.
I figured it out. For anyone else that has this problem, put the effectinfo file (found within the 'optional files' and then 'DP particles' folders) inside the ID1 folder of your Darkplaces/Quake folder.
Edit: I figured it out. For anyone else that has this problem, put the effectinfo file (found within the 'optional files' and then 'DP particles' folders) inside the ID1 folder of your Darkplaces/Quake folder.
Very cool mod, but doesn't work with ProQuake. My buddy tried too, we are both in major distress as we truly adore ProQuake and this mod! It works fine with DarkPlaces though.
An excellent mod, offering the ultimate visual weapon enhancement. No other mod in this department even comes close. Makes world of difference on how the game feels.
Unfortunately, there is a kind of a fly in the ointment... The weapons from this pack went on to be properly refined in the Quake 1.5 mod, but here they stayed as they were on some sort of early release. For example, you can see the nails are not flying from the nailgun's barrel, but from the center of the screen. Same goes for SNG, Rocket & Grenade Launcher.
The heat and spin-up/down effects on the SNG (found in Q1.5) are also missing. Finally, the weapon's properties somehow seem off, when compared to pure/vanilla Quake. Playing with the perfect Q1.5 guns and then this - since Q1.5 does not support Mission Packs - throws a certain monkey wrench into the experience.
But, having this said, it is still the best mod in the weapon graphics department, hands down. And it doesn't seem like it's gonna be matched anytime soon. Absolutely recommended.
for anyone using mark v and the super nailgun projectiles not coming out of the gun is bothering you, open the console and paste this
r_viewmodel_offset -3.59
hopefully it helps
and for anyone else that has problems with getting this to work for regular quake campaign rename the pak3 file to pak2 before pasting it to your id1 folder
Can somebody adapt this for the rerelease? Just the weapons, without the gore and stuff. I tried it, but for some reason, rocket launcher and axe just crash the game
Trailer for the mod
The trailer looks amazing mate downloaded the mod already and will try soon
The nails shot from the super nailgun are still originating from the center of the screen. Any chance you could fix it? Great work otherwise.
Unfortunately I'm not a coder, and fixing that either requires it to be in a mod directory or be done with darkplaces, limiting compatibility.
If i ever do make a mod version/find someone to help code it I'd like to add a lot more extra features as well.
Does not work with quakespasm at all
Dissolution of eternity is broken. plasma cannon shots stay when the effect is spawned at firing.
The plasma cannon thing is a known and never fixed darkplaces bug unfortunately.
And what version of Quakespasm are you using? I've had multiple people tell me it doesn't work with the 64-bit Quakespasm at all, but I've never even been able to get the 64-bit Quakespasm to work so I only ever tested it on the 32-bit version.
I was using the 64 bit version. so I will use the 32 bit version
Still doesnt work even on the 32 bit version
fixed it, had to rename pak3.pak to PAK2.PAK
Gee, keep your directory tidy ;)
shaddup lunick this was a fresh install from steam. :P
I'm using darkplaces and I don't seem to see the improved blood, I also put the effectinfo.txt in id1 and I still don't see anything, something wrong?
Never mind! I got it working, it's been a while since I used darkplaces, your mod urged me to reinstall Quake, fantastic work!
How did you get the improved blood to work?
I figured it out. For anyone else that has this problem, put the effectinfo file (found within the 'optional files' and then 'DP particles' folders) inside the ID1 folder of your Darkplaces/Quake folder.
How did you get it to work? Please help me!
Edit: I figured it out. For anyone else that has this problem, put the effectinfo file (found within the 'optional files' and then 'DP particles' folders) inside the ID1 folder of your Darkplaces/Quake folder.
Okay nevermind, I thought this worked but apparently not. The newgibs.pk3 does not seem to be working properly. Dev, please help.
How did you get it to work?? Please help.
Very cool mod, but doesn't work with ProQuake. My buddy tried too, we are both in major distress as we truly adore ProQuake and this mod! It works fine with DarkPlaces though.
Looks pretty cool.
After I check it, I'll be back for a review.
Good mod. As far as I'm concerned, this mod works only for DarkPlaces. I'm looking forward to have it work on QuakeSpasm 0.92.1, thanks in advance.
How do you get this to work in ezQuake? Or is the mod not designed for that?
Cannot use it with Quakespasm
Cannot use it with Quakespasm
Does this work with the steam version or do I have to use a source port?
Working with Darkplaces x32 version. Using the first option, the drag and drop one. Great mod for Quake, you have to try it!
shotgun shells decals on walls are squares, using darkplaces engine
All I did was put "Quake15" into the Quake Directory and enable it with the Ultimate Patch but it seems not to be working, How do I fix this?
I've found a strange bug when enemy models appear where fire effects are meant to be, like zombies floating on torches. Why is this lol.
Doesn't work with Quakespasm 0.93.1 at all. After selecting "New Game" the game crashes and the desktop appears..... :-(
An excellent mod, offering the ultimate visual weapon enhancement. No other mod in this department even comes close. Makes world of difference on how the game feels.
Unfortunately, there is a kind of a fly in the ointment... The weapons from this pack went on to be properly refined in the Quake 1.5 mod, but here they stayed as they were on some sort of early release. For example, you can see the nails are not flying from the nailgun's barrel, but from the center of the screen. Same goes for SNG, Rocket & Grenade Launcher.
The heat and spin-up/down effects on the SNG (found in Q1.5) are also missing. Finally, the weapon's properties somehow seem off, when compared to pure/vanilla Quake. Playing with the perfect Q1.5 guns and then this - since Q1.5 does not support Mission Packs - throws a certain monkey wrench into the experience.
But, having this said, it is still the best mod in the weapon graphics department, hands down. And it doesn't seem like it's gonna be matched anytime soon. Absolutely recommended.
all I got on my screen when I started your mod was a black screen with just the HUD and nothing else
yo dude i use quakespasm and i download this and what do i do replace it or rename it or copy it im really new to download mods here
yo dude you should make a new one like quake 1.5 did with double barrel shotgun and the expansion support
btw is the expansion support work it didnt work on mine it didnt load the guns only the standard weapons and not the expansion weapons
Is this compatible with AD 1.80? If so, will it grant me the same weapon FOV/angle for both the miffed guns and the new guns added in AD?
Doesn't work on QuakeSpasm :(
for anyone using mark v and the super nailgun projectiles not coming out of the gun is bothering you, open the console and paste this
r_viewmodel_offset -3.59
hopefully it helps
and for anyone else that has problems with getting this to work for regular quake campaign rename the pak3 file to pak2 before pasting it to your id1 folder
Can you make the super shotgun look like the actual super shotgun from quake 1.5?
Can somebody adapt this for the rerelease? Just the weapons, without the gore and stuff. I tried it, but for some reason, rocket launcher and axe just crash the game