Quake 1.5 is a darkplaces addon mod for the original Quake. Utilizing Seven's SMC 5.30 as a base, it has been expanded to include new features such as weapons, gore, and plenty of level additions.

Post news Report RSS Quake 1.5 SP Beta!

Well, it's been quite a ride, but the SP beta is here.

Posted by on

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!


Comments
The-Turkish-Man
The-Turkish-Man

One question,how do I change the SSG model?

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bloodshot12 Author
bloodshot12

qc_ssg 0 in console

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The-Turkish-Man
The-Turkish-Man

Thanks.Great job btw

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Guest
Guest

Seemed the gore system isn't working,I didn't see any new blood effect in the game.

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bloodshot12 Author
bloodshot12

make sure "cl_particles_quake" is set to 0 in the console

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Guest
Guest

I tried but nothing happens

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Shletten
Shletten

You may have installed it incorrectly. I had the same issue on my first run. Make sure "quake15" is a folder of its own. Do not extract its content in the Quake root folder.

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DaveCooper
DaveCooper

–°an we have optimal (reccomended) setting for DarkPlaces? Or are they set when i launch the game?
Played a bit with graphical settings, cause "High Eng" profile looked not that good for me. With "RT world" ON game looks so gorgeus, but sadly it dips below 120 or even 60 fps during gameplay.

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bloodshot12 Author
bloodshot12

The mod was never really designed with rtlights in mind, some of the extra levels are too big and have too many enemies for it. Making better rtlight configs might be doable but the new levels would probably have to be changed heavily.

You could try setting cl_particles_quality to a decimal value like .2 or .3 to reduce the density of the particle effects.

Also give the coronas only config a try maybe, it doesn't change the map lights, only the ones from effects so that might help with nore consistent performance

EDIT:
If you don't mind the hard edge shadows you can run with r_shadow_shadowmapping 0, that seems to provide a pretty big RTLight fps boost, but the corona only config plus dropping particle quality seem to help the most during gameplay

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DaveCooper
DaveCooper

I noticed what "particles" (rain when it hits the floor, smoke) have that odd out of place round blurry shape. I would much more preffer if those particles were sharp square pixels.
Can this be done in settings?

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bloodshot12 Author
bloodshot12

For that you'd need to edit the particlefont.tga file in the pk3 and replace the circular texture in the alpha mask

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ChristianIce
ChristianIce

Sorry, I was not logged in...
I would like to discuss with you a feature that I had in mind, is there a way to contact you on Quakeone or wherever?

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Blue199
Blue199

Nice!

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hatdio
hatdio

Hey guys!
Trying to play this, but I get error "Out of range" from my (i suppose) graphics card (the game is running, I hear the audio but the screen is black with this error).
BUT when I run darkplaces alone, it runs fine.
I also tried running DP arguments -vid_width -vid_height but nothing changed, that is I changed "Run Quake 1.5.bat" to:

darkplaces.exe -vid_width 1680 -vid_height 1050 -game quake15

Any ideas?

ps: my card is an GeForce GTX 1050. My monitor is a bit old: a BenQ G2200W running win10 1680x1050

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hemebond
hemebond

darkplaces.exe +vid_width 1680 +vid_height 1050 -game quake15

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YMMD
YMMD

Awesome mod but is there any way to run it through steam so it can track hours and I can have access to an overlay?


Also I cant get the soundtrack to play + the y axis is faster than x axis

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JohnnyTheWolf
JohnnyTheWolf

Great mod, but is there a way to disable the zombie and scrag variants? Also, I would suggest you add an in-game option to toggle between super shotgun models.

Finally, because of the new water effects, I can see zombies awkwardly rising from the ground and it honestly looks pretty bad.

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berzerk2k2
berzerk2k2

It's all available in the special options menu (game tweaks) that you can open with the "Home" key ("Pos1" key on qwertz keyboards).

Imgur.com
Imgur.com
Imgur.com

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Alberto309
Alberto309

Is it possible to use custom .pk3 files that includes high resolution textures and such things? I've tried but I don't know how to make the mod to read them.
Though, the mod reads the HUD textures by Nahuel Dresk Smith automatically upon start but not the other .pk3 files such as Rygels texturepack Disolver.

Any help is appreciated. :)

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hemebond
hemebond

Using Rygels texture pack will only work if Quake 1.5 has used vanilla Quake textures. Otherwise the texture name will be different and it won't be replaced.

Are you placing the Rygel pk3 files into the quake15 directory?

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Alberto309
Alberto309

I've tried placing the pack inside the id1 dir folder and the quake15 folder as well, but I keep seeing default textures no matter what.
I also thought that the original Quake levels was using the default Quake textures, hence why I've tried to use the texture pack.

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hemebond
hemebond

If putting the pk3 files into id1 doesn't even change the textures on the default levels (non-quake15 versions) then your setup is not quite right.

If you jump into the #darkplaces IRC channel on anynet.org someone might be able to help.

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Alberto309
Alberto309

I don't know about actual default levels, I thought the Quake 1.5 levels was the same but with minimal changes (and same textures). I didn't try the pk3 on default Quake levels (those worked with mods like Quake Epsilon). In fact the HUD and menu textures do work perfectly on Quake 1.5.

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toan0605
toan0605

don't know what's wrong with my copy of quake whenever I start a level the red and blue flag spawn on the map as well as some other stuff from the multiplayer. I'm using a back up of the original cd I downloaded a copy off the internet just to see if something is wrong with my copy of the game but it happens on that too. don't know a lot about quake mods sorry

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Civarello77
Civarello77

Thank you for this awesome mod. My main selling-point of the mod is the improved gore. I love Quake 1 to death, but to me the combat never felt as visceral in the early 3D-games as in their sprite-based predecessors.

Mods like yours fix this tiny issue. Again, huge thank you. Awesome work.

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SilentDarkness
SilentDarkness

I tried to run a co-op game with a friend, and he connected briefly, before being forcefully dropped off the server by a SZ_GetSpace Overflow. What's going on?...

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SilentDarkness
SilentDarkness

Found a spot in E2M1 where there seems to be an invisible box of solid nothing.

I.imgur.com

This is in front of the blue forcefield guarding the Double-Barrelled Shotgun.

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ovspost
ovspost

Hi! where textures on my shoutgun(black model :()? With other guns all is well...

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hybridial
hybridial

On the crypt of decay there's definitely an issue with how the sky texture reflects off of the water, or at least I think its that. Also it might be a problem in other levels but that's the one where it's particularly noticeable throughout.

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