Binaries for Windows (64-bit & 32-bit). Just extract the files to your Quake folder (i.e., it just needs the 2 pak files in the id1 folder), then launch shQuake.exe. Please note that you need a Vulkan capable graphics card and/or drivers installed to run the mod with the custom engine. However, you can play the mod with any other engine, just copy the shQuake.pak file to your ID1 folder and rename it accordingly (e.g., PAK2.PAK).
2/27/2017 - minor update
- fixed lighting bolts not being deflected with the axe
- fixed nailguns running their shooting animation while being empty
2/28/2017 - update
- added challenge and achievements menu
- fixed several challenges
- fixed default settings
3/1/2017 - update
- minor fixes
- added basic support for the speedrunrt challenge
3/2/2017 - update
- fixed hotswitch to execute immediately (regardless of player movement)
3/24/2017 - update
- added `shq1m2` (unfinished) map prototype (disabled by default, type `map shq1m2` at the console to play it)
- improved brushwork in `shq1m1` and `shq1m3`
- made shamblers jump off the rooftop in `shq1m3`
- the doors of the secret room in `shq1m1` will now stay forever open
- implemented `conserve ammo` achievement
- added new achievements
- added achievement progress indicator in the achievements menu
- reduced hotswitch cooldown for the ghost challenge from 5 to 2 seconds
- added `lerp`, `shadow`, and `fullbright` tokens to model scripts
- added `-nocustommenu` command line parameter
- compressed image files for smaller archive
- cheat codes now have priority over game settings ("sv_cheats" must be enabled at the console and the server restarted for changes to take effect)
- added superhot like vignette (might be buggy, disabled by default, go to `options` > `video` > `vignette` to enable)
- added menu option to enable/disable external loading of lit files (`options` > `video` > `rgb lightmaps`)
- added custom menu plaque pictures
- GUI render pass is no longer affected by post processing effects (at the moment, only when vignette is enabled)
- added `+zoom` command
- changed default key binding of `mwheelup`, `mwheeldown`, and `mouse3` to `cycle next weapon`, `cycle prev weapon`, `zoom` respectively
Version 0.3.0
4/7/2017
IMPORTANT NOTES:
- the QC mod codebase was changed drastically in this update so it is very strongly recommended that you delete your `config.cfg` (or use `reset config` in the options menu) to avoid any possible conflicting cvars
qc mod changes
- added endless mode. the difficulty scales based on the current skill level. The goal isn't to earn the maximum number of kills, but to complete the levels with ever an increasing number of enemies spawning every few seconds
- nails from the nailgun & super nailgun now pierce through up to 3 enemies without any damage penalty
- bullets from the super shotgun now pierce through up to 3 enemies with some damage penalty after each hit
- slightly increased speed of bullets
- the lighting gun now can destroy projectiles as well
- added chainsaw rev up animation for ogres (*only in easy skill*)
- added weapon reload animation for ogres (*occur often in easy skill, very rarely in higher skills*)
- the player now bounces off enemies when landing on their head
- implemented `it's a me, mario!` achievement
- implemented `ratatatata!` achievement
- fixed `no they didn't` achievement not showing the notification when unlocked
- fixed particle effects with the lighting gun
- enforced cheat protection. changing gameplay, challenge, and achievement cvars during gameplay has no effect unless cheats are enabled, although this is not recommended to do so. you may launch the game with "+sv_cheats 2" to always enable them
- fixed player model animation while holding gibs (visible with `chase_active 1` and in dm, coop modes)
- NOTE: Viewmodel adjustments are only supported in SHQ, so when playing in another engine it will instead opt to hide gib viewmodels
- fixed game crash when shooting with the shotgun (when playing the mod with an engine other than SHQ)
- fixed infinite pickups in deathmatch/coop mode
- added preliminary support for DM/Coop mode, for now, it works but it isn't fully functional yet since everything was stuffed in global cvars. For now, the host controls time, challenges, and achievements.
- added limited lives rule for deathmatch and cooperative modes
- changed game rule for coop, when the frag/time limit is reached, the same map is restarted instead of switching to the next map
- fixed spamming of error messages (when playing the mod with an engine other than SHQ)
- added new impulse commands to toggle challenges at runtime when playing the mod with an engine other than SHQ (either type them directly at the console or bind them to a key (e.g., `"bind" "h" "impulse 120"`))
- `impulse 1` *select axe*
- `impulse 2` *select shotgun*
- `impulse 3` *select super shotgun*
- `impulse 4` *select nailgun*
- `impulse 5` *select super nailgun*
- `impulse 6` *select grenade launcher*
- `impulse 7` *select rocket launcher*
- `impulse 8` *select lightning gun*
- `impulse 9` *give all (weapons, ammos, keys)*
- `impulse 10` *select next available weapon (cheat)*
- `impulse 11` *give all four runes*
- `impulse 100` *hotswitch with targeted enemy*
- `impulse 101` *impulse for engines that do not support `+use`*
- `impulse 120` *show achievements information*
- `impulse 121` *show challenge information*
- `impulse 125` *show life information*
- `impulse 129` *toggle achievement notifications* (disabled by default when not using SHQ since they don't carry over)
- `impulse 140` *toggle speedrun challenge* (only if not using SHQ)
- `impulse 141` *toggle speedrunrt challenge* (only if not using SHQ)
- `impulse 142` *toggle axeonly challenge* (only if not using SHQ)
- `impulse 143` *toggle fullstop challenge* (only if not using SHQ)
- `impulse 144` *toggle ad2013 challenge* (only if not using SHQ)
- `impulse 145` *toggle ad2017 challenge* (only if not using SHQ)
- `impulse 146` *toggle hotswitch challenge* (only if not using SHQ)
- `impulse 147` *toggle barehands challenge* (only if not using SHQ)
- `impulse 148` *toggle throwing challenge* (only if not using SHQ)
- `impulse 149` *toggle superthrowing challenge* (only if not using SHQ)
- `impulse 150` *toggle ghost challenge* (only if not using SHQ)
- `impulse 151` *toggle hardmode challenge* (only if not using SHQ)
- `impulse 152` *toggle impossible challenge* (only if not using SHQ)
- `impulse 153` *toggle norestart challenge* (only if not using SHQ)
- `impulse 160` *cycle through slow motion implementation (0=none, 1=engine, 2=qc)* (only if not using SHQ)
- `impulse 180` *toggle cheat-enabled server* (only if not using SHQ)
- `impulse 181` *enable cheats on server* (only if not using SHQ)
- `impulse 182` *disable cheats on server* (only if not using SHQ)
- `impulse 183` *enable cheats on multiplayer server* (only if not using SHQ)
- `impulse 190` *reduce gibs lifetime (default duration is 20 seconds, a value of 0 means they are permanent)* (only if not using SHQ)
- `impulse 191` *increase gibs lifetime* (only if not using SHQ)
- `impulse 198` *select next available weapon (cheat)*
- `impulse 199` *select previous available weapon (cheat)*
- `impulse 200` *strip everything from inventory (cheat)*
- `impulse 210` *toggle all four runes on server (cheat)*
- `impulse 211` *toggle rune1 on server (cheat)*
- `impulse 212` *toggle rune2 on server (cheat)*
- `impulse 213` *toggle rune3 on server (cheat)*
- `impulse 214` *toggle rune4 on server (cheat)*
- `impulse 220` *toggle both keys in inventory (cheat)*
- `impulse 221` *toggle silver key in inventory (cheat)*
- `impulse 222` *toggle gold key in inventory (cheat)*
- `impulse 230` *toggle all weapons (cheat)*
- `impulse 231` *toggle axe (cheat)*
- `impulse 232` *toggle shotgun (cheat)*
- `impulse 233` *toggle super shotgun (cheat)*
- `impulse 234` *toggle nailgun (cheat)*
- `impulse 235` *toggle super nailgun (cheat)*
- `impulse 236` *toggle grenade launcher (cheat)*
- `impulse 237` *toggle rocket launcher (cheat)*
- `impulse 238` *toggle lightning gun* (cheat)*
- `impulse 239` *toggle extra weapon (cheat)*
- `impulse 240` *toggle all ammo (cheat)*
- `impulse 241` *toggle shells (cheat)*
- `impulse 242` *toggle nails (cheat)*
- `impulse 243` *toggle rockets (cheat)*
- `impulse 244` *toggle cells (cheat)*
- `impulse 250` *toggle all powerups (cheat)*
- `impulse 252` *toggle ring of invisibility powerup (cheat)*
- `impulse 253` *toggle pentagram of protection powerup (cheat)*
- `impulse 254` *toggle hazmat suit powerup (cheat)*
- `impulse 255` *toggle quad damage powerup (cheat)*
- mod now fully works independently of the engine being used (i.e., `DOS Quake`, `GLQuake`, `FitzQuake`, `QuakeSpasm`, etc.)
- NOTE: slow motion is currently not supported in `DOS Quake`/`GLQuake`
- NOTE: to add support for slowmo (emulated in QC) in `FitzQuake`/`QuakeSpasm`, you need to recompile the engine with the following change: in `pr_cmds.c`, change the body of the function `PF_ftos` to use `%g` formatting instead of `%d` (i.e., replace the whole thing with `sprintf (s, "%g", v);`)
SHQ engine changes
- added endless mode to the challenge menu
- added menu to configure game controllers
- added support for menu & console navigation with mouse(1) and game controllers(2)
- added support for analog game controllers (full support for `gamepad only` or `gamepad + mouse` combination)
- NOTE: if playing with gamepad + mouse, it is recommended that you rebind mouse buttons accordingly (e.g., `mouse3` -> `qc_hotswitch`, `mouse4` -> `+jump`, `mouse5` -> `+speed`)
- added command `keylist` to print a list of all recognized key names
- when using a game controller, time is affected by player movement and look as well (controlled by `shq_slowmo_move_scale` and `shq_slowmo_look_scale` respectively)
- added editing indicators (character cursor, alphabet mode, edit mode) at the bottom right of the console
- added support for custom help pages. might add some later.
- renamed custom menu pictures to avoid conflicts when loading the pak file in other engines.
- added `lifetype` and `lifelimit` cvars
- added lifetype and lifelimit setting in join/new multiplayer game menu
(1) mouse mappings (menu)
- `left click` to activate menu item / increment value / toggle value
- `right click` to cancel / go back
- `mousewheel up/down` to navigate menu
- mouse pointer will be added in a later update
(2.a) game controller mappings (menu)
- `left/right trigger` to move menu cursor to first/last item
- `left/right shoulder` to set value to min/max
- `a button` to confirm / increment value
- `b button` to cancel / decrement value
- `x button` to unbind command in the controls menu
- `y button` to reset to default value
- `dpad`/`leftstick` to navigate menu
- `back` go back to previous menu
(2.b) game controller mappings (console)
- `left/right trigger` to scroll the view
- `left/right shoulder` to change current character based on the current alphabet mode
- `a button` to execute the current command line
- `b button` to delete the previous character
- `x button` to delete the next character
- `y button` to auto-complete
- `dpad up/down`/`leftstick up/down` to scroll the view
- `back` to toggle the console
- `lthumb` to toggle the edit mode (`overwrite`, `insert`)
- `rthumb` to select the next alphabet mode (`upper alpha`, `lower alpha`, `digits`, `symbols`)
other
- added default bindings for game controllers
- added compatibility impulse aliases to some default keys (e.g., `mouse2` is now bound to `+use;qc_use` instead of just `+use`)
bugs
- in dm/coop, if the player blows up (with a grenade or rocket), the game rules are bypassed and the mission automatically fails, forcing the player(s) to restart the same map even if they still have some lives left
- some challenges prevent some scripted maps from being completable since those rely on specific triggers to open doors, and some challenges remove those item pickups and monsters needed to trigger events
Hi,with rx 460 & vulkan sdk installed,there's a "vkqueuepresentkhr failed" problem when shQuake starting,any help please?
And by the way,the original vkquake 0.95 has no problem.
Everytime I click the exe file, it says "W_LoadWadFile: couldn't load gfx.wad" What do I do?
excellent ! Real SuperHotQuake compare to SUPERQOT
BUG REPORT
The game run fine on the first start and I could play it. But when I start the game again, the game crashes immidiatly back to desktop with an "Quake Error" saying "vkQueueSubmit failed".
To start it again, I have to delete the config file. The game then can be play as well as vid settings and so on can be changed and applied without any problems until quitting and restarting, which leads to another instantaneous crash.
Even if I change no settings at all (just starting and then quitting as soon as the menu appears) causes the game to crash on every launching attempt after that ... so it appears to be unrelated to anything like changing the vid mode or resolution.
My system (in case it's useful):
Windows 10 Home (2004) 64bit
CPU: i7-9750H
RAM: 16 GB DDR4
GPU: GTX 1660 Ti Max-Q
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PLS WHEN I LAUNCH THE GAME I GET A BLACK SCREEN AND I WHEN I CLICKED ON THE ICON IT SAID COULDNT AQUIRE NEXT IMAGE PLS HELP
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