Qreate is a small sandbox modification for the original Quake, containing new maps.
The final release of Qreate. New maps to explore and build on! Also you've got an entire new tool to play with! Enjoy!
It's been 7 years since the last release of Qreate. Many of you had been wondering; where is 1.0? Will 1.0 ever drop? Well, here it is. Life got in the way, multiple times, but it's finally done. Xylemon and I had collaborated for a few weeks to put the final stitches into the biggest release of Qreate yet. And just like Qreate Alpha 0.8, this one releases today; on my birthday! So this is once again my present to all of you dear Quake fans all over the world. I hope you like the maps we put into this, the new Wire system. Because it's meant to work on DOS, we are not pushing any modern engine limits. But it should run on any engine that has good compat with legacy mods!
README:
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Title : Qreate 1.0
Author : eukara
Release Date : July 29 2021
Email Address : marco@icculus.org
Home Page : icculus.org/~marco/qreate
*** Mod Description ***
Qreate is a sandbox mod/extension for id software's Quake.
It allows you to spawn pretty much all the entities made
available to use when making a map, but here you can place them
in real-time.
This was a project I started in 2009 and never released due to
a hard drive failure caused by my old AMD processor getting too
hot and crashing all the time. Just earlier in the year of 2012
a build was discovered on a floppy disk which I used to test this on a real DOS machine.
It is tested on DOSQuake and FTEQW.
So it's guaranteed to work on any decent Quake engine.
Note to Darkplaces users: You have to manually enter "exec binds.qc"
into the console because it ignores my custom quake.rc.
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* Installation *
Go into your Quake directory and create a new folder named "qreate".
Unzip all the files of this zip archive into that folder.
Now load Quake with the commandline parameter: -game qreate
Start a new game or load the maps over console.
* Maps Available *
SANDBOX:
start.bsp - by Xylemon
qr_abase.bsp - by Xylemon
qr_alley.bsp - by eukara
qr_art.bsp - by Xylemon
qr_hub_old.bsp - by Xylemon
qr_hunt.bsp - by eukara
qr_lost.bsp - by eukara
qr_manor.bsp - by eukara
qr_out_land.bsp - by eukara
qr_rcade.bsp - by Xylemon
qr_train.bsp - by eukara
ROLEPLAY:
qr_city.bsp - by Xylemon
NONSENSE:
qr_island.bsp
com_freecity.bsp
* Controls *
SANDBOX:
0 [number] : Switches to the ToolSet-Rifle
Q : Opens the spawn menu
E : Opens the tool menu
ROLEPLAY:
F1 - Displays Character Information
F2 - The Gesture/Usage Menu
F3 - Select your Job
You use tools by firing the Tool-Rifle on slot 0.
By default the secondary fire, used to use the tools in reverse,
is bound to the right mouse button.
NOTE: If you want to customize the controls for those commands,
please edit the file "binds.cfg" in the qreate folder to your needs!
It's all documented.
Other than that there's the "deathmatch" cvar that can override gamemodes.
deathmatch 0 - auto
deathmatch 1 - force deathmatch multiplayer
deathmatch 2 - force sandbox
deathmatch 3 - force roleplay
* Play Information *
Game : Quake
Single Player : Yes
Cooperative Play : Yes
Deathmatch Play : Yes
New Maps : Yes (14)
* Copyright / Permissions *
You may NOT distribute modified versions of this
mod without releasing the source code in the ./sdk/src directory.
You may make any modifications that you like.
The mod and its source is released under the
GNU GENERAL PUBLIC LICENSE 2
(read LICENSE for details)
Happy Birthday, Qua-...
wait no...
Happy Birthday, eukara!
thanks mr :baf:
Awesome!
I take it COM is still WIP, IE unplayable? I see it just condumps those qreate_commando_* entities when trying to load com_freecity. Hope to see that sometime soonish. ^_^
Why was COM cut from Qreate v1.0 anyway?
COM was cut because it was just too much for DOSQuake (what we always test Qreate on) to handle, the test map it shipped with before just *barely* worked. Trying to do something more serious with it will probably hit memory limits.
Ultimately though it was just a fun experiment, and wasn't the goal of Qreate. With that being said, maybe if we ever do one more patch/update I'll ask eukara to throw it back in if he's ok with it because I kinda miss it too :)
That would be super, but understandable. I play in modern engine ports myself. I've made a qreate.fgd for use with TrenchBroom, probably the only reason why I saw the entities. ^_^
psp update?