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:

Features/additions

- 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

FAQ:

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 -

effects_explosion_shake 0
player_wounded_aiming 0

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

Credits:

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

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Quake 1.5 SP Beta!

News 33 comments

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:

Quake 1.5 Single-Player Beta 1


Be sure to let me know about any bugs, issues you find, enjoy!


Quake 1.5 - New info and trailer

Quake 1.5 - New info and trailer

News 17 comments

This update showcases a trailer for the mod as well as details for the beta.

Quake 1.5 - update

Quake 1.5 - update

News 18 comments

Hey guys, welcome to the first official media update for Quake 1.5.

This Week In Mods: January 27 2019

This Week In Mods: January 27 2019

Feature 6 comments

The biggest mod stories for the week of January 27 2019.

This Week In Mods: January 20 2019

This Week In Mods: January 20 2019

Feature

The biggest mod stories for the week of January 20 2019.

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Quake 1.5 Source files

Quake 1.5 Source files

Source Code 9 comments

Quake 1.5 source code, mapping FGD for trenchbroom and map sources

Quake 15 SP Beta patch 2

Quake 15 SP Beta patch 2

Patch 39 comments

This is another patch with various tweaks and optimizations PATCHES REQUIRE THE INITIAL RELEASE

Patch 1/hotfix 2

Patch 1/hotfix 2

Patch 15 comments

Update to fix some minor issues, see below for changelog

Quake 1.5 Single-Player Beta 1

Quake 1.5 Single-Player Beta 1

Full Version 105 comments

Here it is, the first SP beta release for Quake 1.5

si_boy cfgs + 3 Quake 1 maps

si_boy cfgs + 3 Quake 1 maps

Multiplayer Map

This are my id-space-shooter-cfgs.si_boy and 3 small quake1 maps

Comments  (0 - 10 of 412)
TheVidmaster
TheVidmaster

I just played the first three episodes with a fresh Quake from GoG and your recommended build and thus far, it is GLORIOUS! Gore, weapon feeling, the small tiny details new to all the levels. Great job.

Improvement suggestions thus far:
- by default, mouselook is inverted
- the blood puddles left behind on the floor are "too black" and start to look more like an awkward shadow than blood
- the Fiend does not seem to bleed?
- explain how the Grenades work exactly "somewhere"...

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Heroneiden
Heroneiden

Were you planning on making a Quakespasm compatible version of this mod? I'd love to use this with Arcane Dimensions

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marco1975
marco1975

Do the enemies have more HP than in vanilla?

I haven't played in a while and I don't remember them being such bullet sponges. I played another Quake installation to compare and they seem to die much easier in that one.

I'm using AMD RX470 GPU, and with Lighting: FULL, the game runs at 30 - 60 FPS. I guess bad OpenGL drivers + poorly optimized DarkPlaces.exe = choppy framerate. Is there a way to enable AMD FreeSync for this game? Maybe if I turn off vsync, AMD FreeSync will prevent tearing? I hate tearing.

I tried switching to Lighting: HIGH, but that looks terrible after FULL. I guess those old engines can only be pushed so far, Project Brutality also chugs on a PC that runs Doom4 on HIGH at 60 FPS.

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lumbo7332
lumbo7332

There are some issues with the armor color menu. Things like the pants color changing every once and a while despite me not changing it.

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spacekebab
spacekebab

they change based on the armor you pick up, i think you can disable that either in the home menu or q15_config file

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lumbo7332
lumbo7332

I changed the setting. It's still happening.

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lumbo7332
lumbo7332

Can you add the alternate SSG option in the menu? The 'qc_ssg 0' command doesn't persist through different campaigns.

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Highest Rated (7 agree) 10/10

This is a masterpiece.

Test it. You will understand.

Jan 18 2019 by zoonyarts

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