Improved Quake (IQ) is a progs.dat mod designed especially for the classic Quaker who is getting bored of the all-too-easy monsters, or the very limited deathmatch selection. It's interesting that the abbreviation for this mod is IQ, because one of the main changes will be to the AI.
This mod does not feature strange extra features, or new guns, or weird add-ons, just some basic improvements that every Quaker will like.
This mod will include new features like slightly smarter AI, locational damage, and a few other surprises you'll have to discover for yourself!
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Thanks for help (so far) to:
DrLabman
Spike
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All screenshots taken in my engine, Vengeance: Freewebs.com
Moddb.com
Recommended engine to play with: Vengeance r2 - Entar.quakedev.com
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0 comments by Entar on Jan 3rd, 2006 digg this super bookmark
Happy New Year, all you Quakers! Version 1.5 of Improved Quake has been released, with all new features including:
- Gave Shalrath a melee attack
- Added leading to ogre grenade shots
- Added 50% chance to use pain animation on hit
- Proportional fall damage
- Removed grenade evasion from zombies (they're stupid) and shamblers (don't care much about grenades)
- Adjusted monsters' healths and damages
- Much, much more!
Get on over to the IQ moddb profile or the IQ webpage and pick up a copy today!
Only registered members can share their thoughts. So come on! Join the Mod DB community today (totally free) and do things you never thought possible.
Version 1.4 released, and there are a lot of new features:
Removed blood effect on secret doors
Added a little more blood on grunt death
Increased explosive box damage
Increased lava damage
Added some .alpha effects to the quad damage and ring of shadows to make them more 'epic.'
Also, the website is now at Freewebs.com (/iq).
Improved Quake - IQ v1.2 is completed!
I've been getting several comments about the footsteps, asking how you could turn them off, and saying they should be more quiet, whatever.
As of v1.1, you couldn't turn them off.
Now, in v1.2, Impulse 90 will toggle footstep sounds. Also, the used sounds are more quiet, so as not to be as distracting, and so that people will actually use this feature. The utilized files are foot3.wav and foot4.wav, and if you want to get the louder sounds back, rename #1 and #2 to 3 and 4 and save #3 and #4 elsewhere.
Furthermore, after complaints about FilePlanet hosting, I got some different hosting that anybody should be able to download from, and will not be updating the file at FilePlanet as regularly. If, at some point, I remember/feel like it/have time, I'll send the latest version in.
You can get the links to the files at my website: Free.hostultra.com
or the IQ page:
Free.hostultra.com
Download the newest version and have fun! :D
I recently realized I didn't include a readme... lol...
So, I've decided to release a complete feature list (v1.1)...
Z-Aware Ogres
Footstep sounds
Thunderbolt does less damage, but consumes cells slower
Rockets move slower at first then speed up
Z-Aware Zombies
Shotgun does more damage, but more for the Grunts as well.
Several monsters do a bit more damage and have a bit more health.
Locational Damage
I think that's about it :)
-FilePlanet did update the file to v1.1 btw...
Is there a list of improvements anywhere?
If you were going to download it, I recommend waiting a day or two, until v1.1 is there. I'll post the new link when it's up on fileplanet.
I just updated the file on fileplanet (though it probably won't be actually updated until a few days from now) to v1.1!
Now, not only are ogres Z-Aware with their grenades, Zombies are too :)
Hmm, that's possible. It'd be difficult to code that way, but I could make it so if there's a monster between the grunt and his target he doesn't shoot...
Thanks for the input guys :)
hey nice idea!
looking forward to see better ai in quake
i wonder if you could make the monsters work in group, at least the soldiers, like not geeting on the others line of fire, etc etc?
:O awesome idea
It's finally complete! You can get it at:
Fileplanet.com