The path of the game u should own in order to play this mod. 😜
The path of the game u should own in order to play this mod. 😜
Double click on st_autorun and the splash screen will come up.
Look under classic levels to the right after the skill select!
Unzip into the Quake directory, as per the instructions. 😜
Have Quake on your machine? Follow directions? Dont know what to tell ya, without more info.
The start hub is organized the way it is for a reason. The main campaign is clearly the Slayers Testaments' 3 acts that are dead ahead. Start map was way was less organized prior, no text on the walls and more needless passageways for instance. The wave maps ARE the survival maps, and classic maps arent going anywhere. Quake isn't snapmap, and it's strength lies in fully freeform architecture vs its scripting. Plus, many people nabbing this mod played prior versions with less maps so having more in the start map makes sense.
Glad this mod does give you nostalgic ferlings! Try out the SpongeBob in the custom maps wing!
If fundamentals like double jump are to be changed, though, than might as well work on a new IP. But wait - that was the plan anyway! So stay tuned for that I guess.
Good points all around. Bloodsht12 be burnt out from programing, and I the un-burnable mapper never stopped. 😜 So I myself can't change some of the quirks - like double jump not doing it when youre partially off a ledge - unfortunately. That happens with the jump boots commonly found in more traditional Quae mods too tho, come to think of it.
In the menu, you can set it to always be one or the other, overriding the map default.
Was the latest, no longer based un upload date. But gotta update that description for it is no longer in fact the latest, the top one is.
ST Act 2! Also Hellgrowth and Repent's 2nd Portal.
Known bug - in Quake E1M3 the final Shambler has been replaced with a Summoner and killng him now triggers the exit door. BUUUT... I forgot to have him appear in all skill levels smh!
He's only in hard and nightmare, but not easy or medum, so if playing on those skills you have to noclip for now until further notice.
I was thnkng abut that, too! Yellow "energy blasts" so it still doesnt use ammo, tho. But Bloodshot would haveta make that happen. And he's done with this as far as I know, so next update would just be more maps (and fortunately, custom monsters).
But if I could add that - along with the Hellshot, Reaper and other 2016 multiplayer mainstays - I would! Maybe I could try to reskin the pistol to grey and green, but code would need to be added still to make it all change depending on 2016 / Eternal game mode.
The updates could be screwing wth things, those are FTE updates not mod uodates and they tend to change the HUD from experience.
There's an opton somewhere to disable the updates but not sure what menu off the top of my head.
Yes you need to own Quake, and unzip this directly into your quake directory. The mod folder and everything else that's needed to be in said Quake directory, sits inside the zip.
Well technically you can only run one ir the other, as the launcher liafs up FTE while doing it trough STEAM loads up tye Kex engine. But most likely your DIR path is program files/steam/steamapps/common/quake so mod kd be unzipped in there, so it looks like .../quake/st_full - as long as it sits in wherever quake is by having unzipped it directly into the quake directiry.
Quick text, type impulse 9 in the consoke (~ key) so you get all the items, then try that stuff out.
Dash is in the controls menu, run is under gameplay options (I assume you mean 'always run') and the meathook is just a secondary firemode of the meathook SSG, which you must find in the world. You may just get a regular supershotgun for starters, depending on the level /episode.
No this IS the google drive one, but the one thats up CURRENTLY - so if you got a google drive version from a link that no longer works, than this will have minor changes. Thats why I was using it for a while, ironing out bugs until it was sitting there for a bit without change.
Don't fret, the latest build is out now!!!!
Figured it was better to finally put it up here rather than rely on a Google Drive upload, should have been here two months ago not long after that full release trailer video was uploaded. It's an order of magnitude bigger than TAG4, just as that was bigger than the prior release! Enjoy!
Join the discord to bab a more recent version than what's here.
Guys join the discord there's a fresh update this version be obsolete. You unzip it into your quake directiry, run autorun.exe and that's it.
But u gotta join the discord to nab st_full bc it's in the public testing phase and we gotta be sure it's 100% before we put it up on moddb.
Tag 4 is the latest public release, but theres another BIG release coming this month!
Are you using Quakespasm or spiked? Are you on a PC? I'll ask Bloodshot12 if he knows of this issue.
Sit tight because a new update is coming relativity shortly! And it'll be a big one! 😉
It's getting there, more maps weapons monsters and features!
Next update coming hooefully by the end of Summer btw! ;)
Bloodshot has never seen the problem, either. Next release will have FTE support, though, with Spiked being the secondary engine. I'd wager the issue will disappear if you use FTE, though this current build wasn't specifically made for it.
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