!!!click read more for install instructions!!! Quake Combat+ is a refinement & continuation of Quake, SMC & Quake 1.5, built on Darkplaces, aiming to provide the ultimate Quake singleplayer combat experience and perfect the existing works without straying far from the original design/balance to retain compatibility with the many great custom-made user maps out there.
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Installation:
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NOTE: Requires the ORIGINAL version of Quake! If you own the remastered version, check your account on Steam (or whatever), as purchasing the remaster also gives you the original version of quake.
1. Extract everything except the darkplaces folder directly into your Quake folder.
2. Copy the CONTENTS of the darkplaces foldler into the Quake folder (unless you already have darkplaces installed).
3. Run the 'Run Combat+.bat' file to play
Installation complete!
If you have other mods installed, there should not be any conflict as this mod uses its own sub-directory.
A word on the Darkplaces engine:
If you do not want to use the provided Darkplaces build (Aug 2018), find other
builds here: Icculus.org
It works on other DP builds but it is most stable and tested on this one
Full feature list is on the main page summary here on moddb.
Tutorial for playing with custom maps here: Tutorials - Quake Combat+ mod for Quake - Mod DB
Changes in this version:
-(Vanilla bugfix):Spawn/Tarbabies wont instakill you when landing on your head.
-(Vanilla bugfix): Dogs wont instakill you when landing on your head.
-Performance optimization: reduced gib and bullet casings lifespan (still more than vanilla), and disabled special gyro physics for casings. Reduced quantity of fire left behind by explosions.
-Reduced Vore SMC jumping frequency a little further, and vores wont spawn upside down sometimes.
-(Q1.5 bugfix): Fixed a bug with knights sometimes not firing their targets when killed.
-More afrit spawning refinements.
-(Combat+ bugfix): Live grenade's improved hitboxes wont apply to corpses.
-Minor enemy spawn adjustments.
-Removed base 10% attack speed buff to Ogre ranged attack, and reduced everyone else's to +5%.
-Reduced Ogre multi-grenade attack chances very slightly.
-Afrit will not airstrafe in tight corridors.
-(Q1.5 bugfix): Vorelings wont instakill you when landing on your head.
-Hardcapped the duration scrag vengeance attack will last.
-Reduced collision size of some item pickups back to vanilla.
For those that have the previous version of Combat+ (v5.6) installed wanting to update:
Just copy over progs.dat, csprogs.dat & q15_config.cfg to the Quake15 folder.
I have a pretty good PC and I would like to have gib and bullet casing lifetimes increased rather than decreased.
Is there any way for me to adjust those for myself?
q15_config.cfg
Ctrl + F "gibsduration"
it stutters and movement has lag, any idea how to fix?
Tone down various Darkplaces graphical settings.
Problem was fullscreen. Windowed mode works flawlessly.
ps. its great mod!
Starting a new game causes a black screen. It doesn't crash, I just can't see anything. Pressing Home turns the screen back on. Any ideas?
DELETE EVERYTHING and drag the included version within the download
You need the git version of Darkplaces engine if you are using linux. The one from the packages did not work for me either. It's because the first level has a brightness gradient in it, and it stays completely dark with the older versions. Arch Linux packages a version from 2017!
Thank you so much! Go on buddy. I'll load every new version... ;)
wow i was a huge fan of quake 1.5 and just happened to swing by and see if there was anything else you were working on. what a treat :) streaming this soon!
sweet **** with the amount of the added detail to the maps and what I can only describe as a tie-in to Quake 2 along with custom and dlc enemies you could call this brutal Quake the only thing your missing is the ******* dragon
also quick question, any way to move the viewmodel of the weapons down a bit? i see you can edit each weapon individually in the config, but dont want to spend too much time tinkerin lol is there a number you would recommend for just a slight shift downward?
ALSO I tried using this with Arcane Dimensions, seems to work great! Stoked to try that out more. However had another quick question about that, it seems using it with AD overwrites the particle stuff going on, not a huge deal but is there a way to get the proper particles? would it be possible to just make a pk3 particle font from combat+ that we could slap inside ad? just curious, many thanks again for making such a kickass mod!
I am confused as to how you are running this with AD. They both modify similar things and so shouldn't be compatible. You're telling me you have berserk packs, invisible fiends, highly refined kick attack and all that good stuff in AD?
Here's the stream - Youtu.be
Some things definitely dont seem to work right. Guess "great" was not the term I should've used lol but you can pretty much get thru a level at least in most cases. I call that a smashing success lmao kick also seems to work fine, the other things you mentioned dont seem to be present however
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Great news! I was able to get Zircon alpha 60 (also here on moddb) to work with Quake Combat+ and it appears to work at least as well as the ancient build that is included with the Q+ release files. Previous Zircon builds didn't seem to work but this one is dead simple. Just add the Quake paks to the ID1 folder and then copy the quake15 directory to the zircon folder. zircon_64_sdl2.exe -game quake15 +mlook
It works GREAT. The only issues I've seen are also in the old DP builds and some are fixed. Set it to graphics preset 6 and it looks gorgeous. I haven't tested peformance but my inital impression is it is at least as fast if not a bit better!
Darkplaces is back! Hopefully future releases of Combat+ will consider using it.
Awesome, thanks for sharing.
new Zircon build is out and looking good - check it
Dev - any thoughts to update to SMCv5.6beta latest?
It's got some juicy extra features :-)
All weapons appear either completeley black or yellow. What did I do wrong? On the steam version btw. Please help :(
Steam like NightDive version? you need the correct pak files
Yeah, but where do I get the correct files? Steam transformed my Original quake to the nightdive version. You can boot up og Quake when you click play, it gives you that option. But did nightdive also mess up the pak files somehow?
Yes they changed them. Quake mod's that include prog (like NightDive) are essentially entire games - not moddable again - without coding changes
You can possibly someone one mentioned i think possibly find them using google and quake pak original. I maybe wrong
Great job with this mod, it's the best 1.5 has been yet. I must recommend to put settings regarding the rapid fire shotgun upgrade, it is uncomfortably broken as-is. I would love to have a setting to reduce the boost rate or simply remove it.
Is this compatible with combat plus
this IS combat plus?
Lol
i posted some questions on the main page but it seems the author is active here; can you possibly get in touch with the creator of Ironwail to make some cross-compatibility and also my sensitivity in source games is 1.4 but the same value in 1.5/Combat+ is much slower, can i get a conversion? (simple quake launcher seems to fix this) and i changed shift to run but now i can't set melee to anything because it's not listed. also you can't crouch? (pressing ctrl makes you move slower, so i guess crouching wasn't a thing in '96) and taking a screenshot removes the HUD? nvm F11 brings it back. is there a way to get the blood and bullet holes to look more pixelated? what i want from this mod is beautiful modern lighting and shaders and shadows and whatnot but pixelly textures, models and decals. last thing, alt-tabbing removes mouse looking. (this also seems to be fixed with simple quake launcher). one more thing, i promise: why do the bullet holes show up below the crosshair? thanks in advance
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I managed to get it set up, though I don't know how to use any of the cool extra bits included inside.
What are the commands to bind/rebind actions? And what are the actions themselves? I.E. kicking, throwing a prox. grenade.
any chance of this reaching other sourceports?
amazing, tested on quad touch (android port) and it worked with some bugs. will update if i encounter other bugs.
-dinamic shadows dont work.
-error in the console "Unknown effect number 65535 received from server"
-flashlight iluminate the entire scene
example Imgur.com.
-selecting full lighting options break some levels have to select high to play them
example Imgur.com
update: never mind its a problem of the application since it behaves the same way unmmoded