Welcome to Quake 1.5
This is the mod edition of the weapons pack released a few years ago. It has been forked off of seven's SMC 5.30, bringing with it many new features - This mod requires darkplaces as it makes use of engine extensions specific to DP
What is it?
Quake 1.5 is firstly a weapons overhaul, the original weapon pack's goal was to redo the quake 1 weapons to give them more feedback. Changes in the mod version include things like shell ejection, seeing rockets slide into the tube, additional frames for nailguns and a spin up/down on the SNG like Q2's chaingun.
The mod is a gameplay mod second, and branches off of SMC to include many new features:
- new gore system
- additional weapons and items (hipnotic proximity grenades, ogre chainsaw)
- many new monsters (several SMC monsters have been changed to fit classic quake)
- new models from arcane dimensions and my own creations (thanks sock!)
- level changes and additional levels featuring breakables, ladders, and other features from AD
- brand new/revamped bosses
- bot support
And there are many more changes, most of which are configurable through the console so you can reduce it to be as classic quake as you like
This mod aims to stay in line with id software's original artstyle so HD textures will not be officially supported
Q: What darkplaces build do I need to run this?
A: A recommended windows 64 bit build is included in the zip in a folder but it was tested on the July and August 2017 builds of DP here - Icculus.org - get the one from the correct date that matches your OS and make sure to put the files in your root Quake folder (EX:: C:/Quake)
Q: Why is my screen black?
A: You are on the wrong DP build, see above
Q: Why do some textures have pink surrounding them?
A: Older builds of darkplaces did not support transparent textures built into the BSP, see above
Q: Why does the lighting look funky and super bright?
A: Realtime lights are not supported and unfinished on certain maps, the RT lights included are mostly for the fake volumetric lighting effects and light glows seen in some maps
Q: When I load this with X mod it doesn't work
A: Any Quake mods that come with a progs.dat will not work with this mod, Quake cannot merge code changes. You can copy the maps from a mod but unless it shares some features some things may be missing. You can use map packs and mods that replace cosmetic stuff though.
Q: Why does E2M8 run like garbage?
A: I have a user that helped me in testing this and it turns out Darkplaces does not play well with AMD cards, specifically it seems like AMD's OpenGL support is not very good, and DP is not super optimized in the first place. I have some upcoming optimizations to the map but for those who are on AMD cards on windows and have really bad performance will probably have to wait for the Quakespasm port
Q: I hate screenshake! Why is there so much
A: I didn't find it that bad but you can disable it with these console commands -
stick those in your autoexec.cfg since there is no menu option for them
Status: SP BETA RELEASED
The mod requires a 2017 build of darkplaces, and is not designed with RT world lighting in mind so performance in realtime mode may vary wildly
Seven - SMC 5.30 and useful QC info
Sock - Arcane Dimensions features and models
Capnbubs - Soldier enemy model
Bort - Swinging Hook
FrickaC - Frikbot X and tutorials on how to merge
RennyC - flashlight code
Machinegames - DOPA episode
If I missed you and something of yours is contained in the mod please let me know and I will provide credit or replace it if you prefer
Development has been on and off on this mod for so long I wasn't sure I'd ever find a point where I felt I could release it, but here it is.
The first public beta of Quake 1.5 is available now, pick up your shotguns and blow away some lovecraftian horrors below:
Be sure to let me know about any bugs, issues you find, enjoy!
The biggest mod stories for the week of January 20 2019.
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This are my id-space-shooter-cfgs.si_boy and 3 small quake1 maps
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