NOT COMPATIBLE WITH THE EPSILON MOD


PLEASE BE SO KIND AND READ THE README


This mod for the Darkplaces engine aims to quench even the last drop of blood/acid/unholy liquid out of the foes and monsters that want to invade earth through the slipgates. Help the Ranger once again on his jolly journey through the 4 realms of Quake - but now with a spicey and sprinkling touch of red to the most famous 256 colour palette of game history.

This gore mod aims to show it all: Decapitation, fleshwounds, general dismemberment, new combat abilities for the Ranger, physics and physics interaction for each and every object in the qorld of Quake 1. But mostly Blood, guts, bits and pieces. Have a look at the video.

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Qore Devlog 3

News 23 comments

Hey there, i've got news for what happens next to the Qore mod.


Engine switching from Darkplaces to FTE:

It doesn't matter how much i tweak it, i am never satisfied with how the gore looks and the possibilities i have with Darkplaces. it feels a little limited to compose the effects out of single effects, who all spawn at the same time. Darkplaces is the most commonly used Quake Engine next to Quakespasm but it is a little outdated and lacks stuff i want to have the possibility to play around with.

So i will use the FTEQW engine instead of Darkplaces in the future.

Why? Because it's the better one, when it comes to uhm... nearly everything. The whole shader-section of the qore.cfg would fall away because all those shader-options are present in the form of the ingame options menu in FTEQW. That means you wouldn't have to reconfigure the qore.cfg with every update. Also i could write my own option menu entries, which means there wouldn't be a qore.cfg at all. You could make all those configurations in the ingame option menu. After Spike told me the very basics of menu coding and gave me a link with his menu source code it was decided. Oh and FTE also has a much more developed particle system, which i will utilize for, guess it... right, gore, gore, gore and overall particle effects. The particle system can even play soundfiles, which is pure heavy metal!

I won't change the engine with v08 but with v09 or v1.0 . The particles and some code must be translated to FTE definitions and i think i will also update the whole particle effects of Qore with new, nicer ones.

But...


Mod progress:

Meanwhile all new enemies have heir appropriate gibskins and and bloodskins. Also, i reassigned some bloody-death animations to weapons. The Nailcannon (previous Nailcloud(stupid name)) for example can trigger the gib-stages and pushes monsters back in a fraction of the speed of the nails. It works good and looks very brutal. I too added a new weapon, the first that shoots only particles. Looks great and feels very, very badass. You can see a first working version in the video below. Kinda proud of it. Also i'm still trying to make it possible to nail enemies on walls, which is giving me a hard time. But i think in that matter i'm running on a good path. Technically it works, though aligning a nailed monster to a wall behind it is a pain, that i think i will feel for yet a few more days.

I also worked a lot on the gib physic behaviour, which resulted into more vivid frags than before. The gibs up to v07a1 moved very evenly, in a pattern that never changed. From 08 onward factors like distance to the influencing physical (or magical) force and the selected weapon will change the flightpath and direction of gibs, limbs and enemies. An example: Blowing a monster to pieces with a shotgun will send the gibs into the shot direction instead of any direction. Then, some of the gibs will stick to the wall - if there is any - and slide it down until they hit the ground. Neat! If you don't gib the monster it may also fly into the direction of your shot. This is already working very good and the frags and limbs make a much more chunky impression when they fly around. You can have a look at this not yet final version of the new gib physics in the video:


See you around.
Greetings from the cold and wet germany :-)

DaisyFlower

Qore Devlog 2

Qore Devlog 2

News 19 comments

Devlog #2. Status of progression, what's left to do for v07.

Qore Devlog 1

Qore Devlog 1

News 4 comments

State of Qore. What i achieved for v07, workflow, what's left to do until update.

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qore07a1

qore07a1

Full Version 7 comments

07a1 patch, mainly for repairing the cfg and the jump altitude.

qore07a

qore07a

Full Version 6 comments

fixes for some bugs + enemy cloning & mapping .fgd file

qorev07

qorev07

Full Version 5 comments

V07. 'nough said. Read the description below for detailed information or read the readme. And have fun. And i must fill this with 50 characters. Done.

qorev06b

qorev06b

Full Version 13 comments

Quick fix for some of the bugs that have been mentioned. I can't reproduce them anymore, i hope they are gone for good. Plus: Added a cvar to enable/disable...

qorev06

qorev06

Patch 11 comments

Bam! Here is v 0.6 with a heckton of additions and bugfixes. Probably also some new bugs.

qore05b

qore05b

Patch 14 comments

05b update. Squished the annoying bugs with weapon cycling, added cvars to manipulate some features. See the description and please read the readme.

Comments  (0 - 10 of 135)
Khatgami
Khatgami

Is this still being worked on?

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Jerkakame
Jerkakame

Cant finish the first map without crashing, happens randomly when killing a grunt.

Tried reinstalling and used different darkplaces versions but none worked.

But turning off monster cloning fixed the crashing.

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ceriux
ceriux

No more updates? :(

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SergeantDiggs
SergeantDiggs

Two new things. Realm of Black Magic, last level. 1: chainsawed limb off zombie, crashed game
2: tried to replicate #1, stunlocked zombie until damaged by splash of vore projectile.

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DaisyFlower Creator
DaisyFlower

Hello SergeantDiggs,
i will saw me some zombies myself this evening and see if i can crash the game too, then i will se to fix it. Did it crash to the ingame console or desktop?
Personally i never encountered that, but that doesn't mean anything.

Greetings
DaisyFlower

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SergeantDiggs
SergeantDiggs

It crashed to desktop. I found it pretty funny, probably because I had saved beforehand.

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DaisyFlower Creator
DaisyFlower

Well, i sawed me some zombies a few hours ago, under different conditions. With quad damage, without, in e4m7 and e4m8. Sometimes i shot them some limbs of before, sometimes i waited for the zombie to do some infighting with another monster and started sawing then. Another time i sawed when the zombie was in a painloop, next time i tried to saw a zombie after loading a game and another time right after saving a game. I was not able to reproduce the crash but i will rewrite some zombie-related things (i want them to ripp off their own head and throw it at the player).

Have it occured again on your side? It is funny indeed, i never had problems with ctds in quake or Qore, despite the one time i seriously messed the weapon cycle function. I will have an eye on it and try other weapons too. I hope that's not a serious bug, but only a little one-time hickup.

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SergeantDiggs
SergeantDiggs

I tried it again briefly, but I'll get back to it once I defeat Shub-Niggurath. By the way, how messed up was the weapon cycling?

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DaisyFlower Creator
DaisyFlower

Very messed up. Cycling back and forth with the nextweapon function sometimes skipped one or more of the weapons. That is finally fixed now, i managed to built in errors for the last three versions. If you put up one of the new weapons you can try for yourself. But choosing a weapon with the number keys works without a problem.

08 will have this fixed completely. I spend 4 hours on testing the stuff and i cahn say without a doubt that it will work flawless now. Good luck against her! Free our world from her foul existence :-)

if you are done with the main campaign and still want to play and don't know it yet: Quaddicted.com

is an official episode 5. besides that quaddicted has a truckload of other maps too.

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SergeantDiggs
SergeantDiggs

Just fragged her 9 minutes ago! The blood was awesome!

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DaisyFlower Creator
DaisyFlower

I did so too a minute ago to see how it looks. I think she needs an exceptional impressive blood effect for herself, thanks for bringing that to my mind!

Reply Good karma+1 vote
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Highest Rated (2 agree) 9/10

Shows tons of promise, poised to be the Brutal Doom of Quake.

Oct 29 2017 by Mummelpuffin

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