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 22 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 Darkplaces is the most commonly used Quake Engine next to Quakespasm but it is a little outdated and lacks stuff i want to have the possibility to play around with.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 6 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 140)
SupmemeMaster
SupmemeMaster

Just a quick question, my HUD for some reason isn't appearing when I play with this mod. When I looked in the options menu I couldn't find anything for it. is there a console command I can use or something to bring it up?

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KarnTheSlayer
KarnTheSlayer

try the - and + keys

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mushis
mushis

hey Daisy, looking forward for the new version using FTE.
You can find FTE developer Spoike at Discord.quake.world

keep us informed with the current status of this project.

thanks,
/mushi

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Tribalquake
Tribalquake

This mod looks awesome! I can't wait for the FTE version! =D

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SweetJuleka
SweetJuleka

Is this still being worked on?

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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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