This is a gore mod for Quake 1 to exaggerate and show-off with a lot more blood that every other Quake 1 mod has to offer :-)

Add file Report qore05b
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Games : Quake : Mods : Qore : Files
Filename
qore05b.1.rar
Category
Patch
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DaisyFlower
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16.02mb (16,799,388 bytes)
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257 (1 today)
MD5 Hash
5011c6e97074976bedc8714c12a8665a
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Description

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

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qore05b
Comments
MachoMan89
MachoMan89

Did a quick play run and it is an improvement, I like the kick being keyed to right mouse button. The new gore is good and the chainsaw is a good addition. Everything in general feels like it is slowly coming along.

suggestions(could be possible bugs):

the chainsaw is good but I personally feel it should be a weapon you find/pick up and possibly have fuel ammo.

The new gore is great but I feel it seems too easy now to make enemies explode. The limb gore was somewhat better in v4 while in v5 it seems as limb dismemberment feels harder to do while making a body explode into bits seems easier. Not sure if the percentages of limb removal and exploding bodies is acting up or their occurrence factor has changed. i personally prefer that explosives be the main cause of bodies exploding(gibbing) and only an excessive amount of bullets/etc explode them(like the lightening gun). I am not sure what values you have set for bodies and limbs but just personally they feel a bit awkward with it, I mean a shotgun blast at close range would sever a limb but not blow a body up.

I liked how in v4 when you blew the Orge's head off it still attacked for a bit, I need to try more but it also felt a bit easy to blow him to pieces and even the shambler with only projectile weapons like shotguns and nailgun. I am not sure if it is the intention of making them that easy to blow to pieces or just is the update process.

The enemy has footsteps now, it isn't a terrible idea but maybe it could depend of the surface they are on or just have human enemies have sounds. I always liked the idea of the Netherworld enemies moving silently and creepily only being able to hear their moans and roars (but that is just personal)

I also noticed the shotgun's fire rate is slower, but I assume that is the intent.

~glitches/bugs~

I encountered a similar problem with the weapons, the before issue with weird ammos types not switching properly or so didn't show up at first but when i ran out of ammo with the nail gun it wouldn't let me switch past the Super Shotgun in the "Next Weapon" switch but using "Previous Weapon" switch worked. When I encountered this issue then the glitch with picking up the different ammo types gave me the other weapons, picking up energy cells gave me the lightening gun and grenades/rockets also gave me the rocket launcher. The only thing I can think of is for some reason the standard weapon switch is causing issues with the Darkplaces engine code perhaps.

I didn't see other stuff besides that yet, the weird issue from before with the empty ammo type didn't appear but the new issue and that old issue though.

all n all, again I love the new progress and the road is paved well. Keep up the great work, we all know it will take time to add all your improvements, additions, and to smooth out the bugs, no rush take your time.

i'll let you know if anything else awkward or buggy pops up

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DaisyFlower Author
DaisyFlower

Thank you for your detailed comment :-)

I'm banging my head against a wall because of this ammo/weapon stuff. I seriously thought i fragged that error. I don't think it's the engines fault, i bet on my lack of understanding the code.

The chance to instantly frag a monster can be edited by setting the instagib cvar to 0. You can find it in the qore.cfg file. I think i will add a cvar for every monster, instead for all.

Right now you have a chance of 40% to instagib a monster on death (0.4 in the qore.cfg). That is indeed a little bit too much. 0 or 0.1 would be better.

Same counts for the footsteps: With the next update you will be able to switch them on and off. Not a big deal to make that.

Regarding the Chainsaw: Currently there is a monster in work that wields said chainsaw and will drop it sometimes, so it's going to be a pickup soon. That guy already gives me the creeps. Well, mainly because of his jump-attack :-)

Edit: Uh, the shotgun... that was my fault, it was not my intention to lower its atk speed. Hell, it's already a very weapok weapon...

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DaisyFlower Author
DaisyFlower

Edit: I can't reproduce the bug that gives you a weapon if you pick up an ammo box anymore. Did you play a savegame with an older version? If yes, that could cause the bug to appear, until you start a new game.

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MachoMan89
MachoMan89

I always start a new game when I play mods, I have the latest version of Quake from GOG and the newest version of Darkplaces, but like I said the only time that weird issue came back is when the other bug hit with me not being able to "Next Switch" past the Super shotgun when my nailgun ammo ran out.

I'll give a few more runs and see if I can get it to happen again

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MachoMan89
MachoMan89

Alright i figured what triggers the "give all weapons" at least. On E1M3 when you have the double rocket/grenade ammo pickup it triggers the "give ammo to all weapons and gives you all weapons in the game" the regular rocket/grenade ammo is fine

Okay still when you run out of Nailgun ammo you can't switch past it unless you are doing "previous switch", I have seen this glitch happen in many Doom mods when either you mix some together and the weapon select gets stuck, I think the code is trying to find a certain name or value and it just uses null or whatever for the place holder (I don't know the code used for the games really just pseudo code ideas) which I believe is what is causing it not allowing to switch past the nailgun


Also I noticed an interesting cool thing that enemies jump or bounce and can get knocked into a wall or corner with their bunny hop. The first Shambler in the game walked off the edge into the water where the golden key is. My only worthy with that is if there is a level where an enemy must die to trigger progression and if they get out of reach you will be stuck. I can't remember if there are any specific areas in Quake 1 where that is the case, maybe some areas need to have the enemy die by the environment but I will need to play more through the game with the mode to see if it is an issue

Those are what I noticed so far

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DaisyFlower Author
DaisyFlower

That bunnyhopping came with the implementation of the physics mod Gyro. I seriously have to tweak the gyro mass settings.
That weapon switching is a pain in the rear. I hope i get it right next time!

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MachoMan89
MachoMan89

I have no doubt you will, just keeping you up to date on any bugs or weird glitches I find = )

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DaisyFlower Author
DaisyFlower

And i really appreciate your effort ! That's a Bug help so far!

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ceriux
ceriux

i didnt have any issues with weapon switching.

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DaisyFlower Author
DaisyFlower

It happens if you run out of ammo and want to switch to the next higher weapon by the WeaponCycle command.

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steph117
steph117

does this work with Quake Epsilon build, if so... I definitely am going to be pleased. the one thing quake was missing, gore... lots of it.

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DaisyFlower Author
DaisyFlower

Hi steph117,
No, this is not compatible with Epsilon, because Quake can run only one Mod at a time.

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Guest
Guest

How do I start this with HD-Textures and Darkplaces?

Oddly the Weapon-models are missing.

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DaisyFlower Author
DaisyFlower

Uhm... Can't so anything but to Point you to the readme.txt Files. Read them, follows the instructions.

As for the HD Texture Files: drop Them Into the id1 folder.

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