Quake 1.5 source code, mapping FGD for trenchbroom and map sources
Here is the release of the Quake 1.5 source code, modified map sources, and FGD made for the mod.
The next patch was taking a bit longer then I expected to be ready so I figured I'd release these files in the meantime instead of holding onto it before the patch.
Included in this ZIP:
- The Quake 1.5 v1.3 source code (it's the latest patch that isn't finished yet, quite a few under the hood improvements and fixes/changes moving towards network play)
- Trenchbroom FGD - customized FGD so the custom entities and models display in TB for map makers
- Map sources - all the modified map sources from the mod
- Texture wads - includes the ones tied into the Q3 shaders Q1.5 uses extensively in case you want the new effects in your maps
Requires the base release to function, read the included readme.txt
Enjoy, hope to get the next patch out soon!
I get errors when trying to compile the progs.src. It mentions that it is unable to open the weapon_effects.qc file. What am I doing wrong?
Are you running the fteqccgui that came with it?
yes
Hell yeah!
👍
Sounds GOOD! Small change for GearVR port like classic Quake!
is the torch particle flame and breakable pyramid-shape-tech-lamp code different in the source than in release? some of the former (the two straight ahead in the start map, for example) don't emit particles (they do but they're bunched up in a circle), the latter floats in the air
edit: as far as the floating light posts go, uncommenting "droptofloor()" in light_fluoropost fixed it
The lightpost was changed for FTE compat and the maps were recompiled on my end, as i mentioned this is the WIP 1.3 patch, the torch particles were changed to be trails so they don't hurt network performance (trying to get MP to actually function) so the effectinfo has to be modified for them to work properly
THANK YOU.
which line and which script is the light_fluoropost in?
script misc.qc line 175 is where light_fluoropost is in. thanks for your help everyone.
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How do I use this mod along with Scourge of Armagon and Dissolution of Eternity? I put SoA's pak0.pak inside the ID folder and renamed it pak2.pak. I was able to play most levels smoothly but the final boss "Armagon" does not appear on the last level.
Any news?
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could you release the traintest.map ? thanks!