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 40 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 18 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 19 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 Sound Bulb - Remastered Sound Pack for Quake 1

Quake Sound Bulb - Remastered Sound Pack for Quake 1

Audio Pack 3 comments

This is Quake Sound Bulb; the successor to Sean's Better Quality Sounds for Quake. Enjoy fully remastered HIGH FIDELITY AUDIO for this legendary game...

Quake 1.5 Source files

Quake 1.5 Source files

Source Code 14 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

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

Patch 1/hotfix 2

Patch 1/hotfix 2

Patch 21 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 133 comments

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

Comments  (0 - 10 of 573)
Bermanator2000
Bermanator2000

Guys, I don't think this project is active anymore. He most likely shifted focus towards Slayer's Testament. He is also busy with finishing up Wrath.

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witenite
witenite

I just discovered this Quake 1.5 mod, and love the concept. I bought Quake when it first came out and to this very day it's likely the best FPS I have ever played.

If I may add my input, one of greatest attractions for me with the older single player FPS games was the suspense and "nasty surprises" that you came to expect during game play. This to me seems lost on modern games, where it's nothing more than an intense "move from room to room and face hordes of beasts/aliens intent on killing you" style. In the old Quake I and II you could find yourself navigating through a part of the building where all you can hear is the wind, dripping water and the clink of chains. Those tense moments would then later be broken when you accidentally tripped something, opened a door or entered a certain area for example. There were a few times I jumped out of my seat (literally) when that happened, and it gave the game a feel of intelligence in my opinion. I would like to see a return to that witty style of gameplay.

Secondly, and this was a quality I found more in games like Duke Nukem, it would be nice to have weapons like booby traps that you can use (and at times need to use). Again it adds a level of strategy that is lacking in most games today.

Best of luck with the mod, I look forward to trying it out!

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UndeadMobster
UndeadMobster

any way i can get this working with a vr mod? that be amazing

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Guest
Guest

Is the 1.5 final coming out?!

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QuakePig
QuakePig

Could someone help me out with the commands for the laser cannon? I tried impulse 225 and give 225, but neither seems to work. It's too bad that you can only get it randomly from enemies that only appear once ever episode, and I just want to be able to play around with it.

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Redler_M_Schnyder
Redler_M_Schnyder

There is no command to get the laser cannon. Only typing impulse 9 is the only way to get it. Unless if you know how to use and edit the source code, you can add an impulse command to receive the laser cannon.

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This is a masterpiece.

Test it. You will understand.

Jan 18 2019 by zoonyarts

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