OSJC alien-quake weapon model fix add-on
Patch 1 commentJUST PASTE PROGS AND SOUND FOLDERS INTO YOUR ALIEN QUAKE FOLDER. the pistol, pulserifle, minigun , flamer and shotty now all have replacement models...
Frequently Asked Questions
Q. Some things in this game are different from what I see in the
movies!
A. Alien Quake takes place fifty years after the second movie, so things
have changed on the planet, obviously. It is a new colony, so although
some buildings may have similar designs, there are notable differences.
Other things, such as weapon strengths, etc have been altered to improve
gameplay. When designing Alien Quake, we almost always chose gameplay
over movie specs.
Q. Will there be more episodes?
A. Yes!
Q. I thought that the Nostromo was to be the first level!
A. That was the original plan, but it didn't make sense as far as the
episode went, so it was later designated the secret level.
Q. Can the Aliens climb walls?
A. At this time they cannot climb walls, but this may change in a later
release.
Q. How were the textures for the monsters, weapons and levels created?
A. Many of the new textures were created directly from the movies. In fact
the textures for most of the aliens were created from the picture of the
alien sticking it's head through the transport's door just before it got
it's head blown off! A lot of blending and pasting was involved.
Q. How did you guys team up for this project?
A. Basically through a common love of the Alien series, and the creative
desire to modify Quake, the most awesome game ever created! There have
been many members since the beginning, but only three have stuck through
to the bloody end!
Q. Are you guys gonna team up for other episodes or projects?
A. At this time the prognosis is pretty good for at least one more episode,
maybe two, and possible some other projects.
***************
SUPPORT
Email
John Diamond
jdiamrulz@aol.com
Gustav Tax‚n
nv91-gta@nada.kth.se
Dave Wallin
dwallin@juno.com
************************************
LEVELS AND DESIGNERS
The Beginning
Start: Introduction -- by Gustav Tax‚n
Return to LV-426 (episode 1)
Alien0: Storage Bays -- by Dave Wallin
Alien2: Power Station -- by Dave Wallin
Alien3a: Containment Area -- by Dave Wallin
Alien3b: Alien Extermination -- by Dave Wallin
Alien3c: The Garage -- by Gustav Tax‚n
Alien4: The LV-426 Medlab -- by Gustav Tax‚n
Alien5: Discharge Tunnels -- by John Diamond
Alien6: Central Command -- by John Diamond
Alien7: Entering the Lower Ducts -- by John Diamond
Alien8: Waste Disposal -- by John Diamond
Alien9: Alien Hive! -- by John Diamond
Secret level: CTV The Nostromo -- by Gustav Tax‚n
Deathmatch: The 20th Century Complex -- by Gustav Taxen
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JUST PASTE PROGS AND SOUND FOLDERS INTO YOUR ALIEN QUAKE FOLDER. the pistol, pulserifle, minigun , flamer and shotty now all have replacement models...
This is Alien Quake Version 1.1, which was the final updated version released. The update released had fixed some minor bugs in the initial release of...
why don't flares work, but I did bind in console?
Used on FTE Quake and vkQuake
Alien Quake MOD Ray Traced
that just looks plain terrible.
I mean just look what it's doing to the model skins! GAH!
and, I mean, why?
awful...
At the time it came out it was top of the line and it was great. Many newer mods have come out since then that look better.
not sure if you understood me, my complaint was with what the ray tracing was doing to the mod...
I have done much work on this mod myself so Im aware of it's limitations, hence my model updates ;)
anymore updates?
I would seriously doubt you'll see anymore for this again. the mod's as old as the hills and I certainly have nothing else in store for it on my end so... yeah I'd say its done.
how to load this?
first you need quake1 installed with an appropriate sourceport (preferably quakespasm, you could use darkplaces but it'll make the game impossibly darker than it already is.)
then make a new folder in the quake main directory called 'alien'
copy everything in the 'alien quake' folder in the zip into your new 'alien' folder.
load quakespasm
bring down the console and type; game alien
then get on it!
oh yeah, will mention now, to fire a lightling flare bind a key (f maybe?) to impulse 20. (type bind f "impulse 20" in the console")
this will fire off a flare at the cost of one cell-ammo whenever you press the f key. you WILL need this believe me...
what about the files of demo 1,2 an 3, GFX.WAD, Progs.dat an S0.SAV?
do they all stay outside of the four folders?
it works for vkquake. great job.
im at like the third level i think with the trap of 4 aliens. what am i suppose to do?
can i type the commands in properties of quake in the target line?
cool, you using my weapon skin pack too ;) ?
as for alien extermination' map, use the grenade launcher on the pulse rifle. (weapon select 5) its the best way to waste 'em!
just remember you need to re-select grenade mode (press 5 again) after each shot as it will go back to rifle mode...
yeah i used the new patch update. looks cool.
so how do i get out of the pool? or is that a trap?
nah the exit is about down there. sling a load of nades down the shaft to obliterate the xenos.
jump down and pulserifle any stragelers. now, go towards the bit that looks like a door sticking up out of the water.
its actually an open vent cover. one side of it has a tunnel opening just under the water surface.
you navigate through underwater to the exit.
oh, just fyi Ive re-uploaded my add-on patch again to include a new pistol and the missing flamer world-model skin. you might enjoy...
i just finally beaten it, lol. took me awhile. im sure the kill count doesn't matter? i think i got all the levels including the secret level.
great job.