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.

Description

!!!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.

Preview
Quake Combat+ v5.5
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Mirrorman95
Mirrorman95 - - 141 comments

This is an excellent looking mod. I was just a little curious as to why it's built on DarkPlaces instead of Zircon Engine, which is an unofficial update to DarkPlaces as this is to Quake, SMC, & Quake 1.5?

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|Totalitarian| Author
|Totalitarian| - - 1,032 comments

Well, in that case Zircon is probably compatible with this mod.

Development of C+ started in 2021. It pre-dates any public awareness of Zircon, then I had to go on hiatus for a long while. I came back and pushed to get this finished for fans.

If you want an explanation as to why.

Alternatively, nobody told me it existed. I didn't promote the mod until now, so nobody really knew Combat+ existed either outside of my most loyal fans.

Let me know if it is compatible.

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Baker55
Baker55 - - 250 comments

Congrats on the release! Zircon is experimental, I have it marked "alpha". And I'm trying to help DarkPlaces, I occasionally interact with some of the DarkPlaces devs and make them aware they are more than welcome to absorb any of my changes in Zircon.

I imagine in the future (several months off, probably next year) I'll be interacting more with the DarkPlaces devs and seeing their interest level in acquiring Zircon features.

/Info

(I'll be occasionally testing with this mod in the future as part of general testing.)

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Akidd
Akidd - - 60 comments

FWIW I couldn't get Zircon to work. Happy to try anything if it helps.

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Baker55
Baker55 - - 250 comments

I'm focused on getting out several updates. The engine is alpha.

It may have be a wrong DLL version from some other engine is messing with it.

Either way, if you like to join the others that help beta test, that would be cool.

I'm focused almost exclusively on getting out 3 major updates, until I am personally satisfied with the engine (October?) I have it labelled alpha.

That doesn't mean zircon it isn't a solid engine, it is more that I am extremely picky and have a private list of things that a great engine must do (like true Quake compatibility) and smart UI scaling. And perhaps in October all of those will be completed, but many things to do to improve it to where I want it to be.

Thank you for trying out Zircon.

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MachoMan890
MachoMan890 - - 316 comments

Would love to see more mods like this for the Quake Remaster

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Akidd
Akidd - - 60 comments

WOW! I've played Quake since the pre-release leaks. I've been through the game every way possible. Gazillion of maps/mods... I truly love to play single player and this mod feels like what Quake could have been. It just feels like the original game improved. Amazing. It has great combat balance to it, makes the enemies feel less stiff, better AI, adds more feedback to an enemy hit and explosions - adds monsters that fit the setting but don't feel like simple model replacement. The same old bugs from DarkPlaces are sadly still there but what a great time I'm having. I always wished Slayer's Quake 1.5 (or SMC for that matter) had been finished and this feels like it might be a start. Thank you Totalitarian!

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|Totalitarian| Author
|Totalitarian| - - 1,032 comments

Thank you! please consider copy-pasting this as a review here on moddb, and spreading the word! Also hit me with all the feedback you want. Which darkplaces bugs, for instance?

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Akidd
Akidd - - 60 comments

The most irritating DP bug is the flashing of water/liquid surfaces. Happens on my Intel laptop and my desktop with an Nvidia 2080. This happens with DP without your mod and has always happened with the version you are using. There is also the resolution/scaling options issues with this version (fixed in later "unofficial" builds. So the default resolution settings show the upper left screen for some video cards (intel?). Since you can't see the settings you have to modify cfgs. There are too many glitches that aren't in your mod to mention. One improvement idea is to change the explosion sprites. They look good but they also have always looked like someone didn't use an editor that preserves alpha channels on the edges. Sorta looks like someone applied an explosion cutout from a magazine and pasted it on a photo. A long time ago I made a mashup of quake 1.5 and Epsilon. The higher res menus and better textures really look great IMO. Youtu.be Anyway, minor stuff.

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|Totalitarian| Author
|Totalitarian| - - 1,032 comments

Yes the water, I think I will just default that to off. Its anti-vanilla gameplay anyway when you can just pick off fish and hydra from safety with transparent water, see secrets in poison water without having to tempt fate and jump in etc.

The explosions really don't bother me, remind me of the Duke 3D explosion sprites, which isn't surprising as numerous Duke 3D art were often things from magazines.

No review? :(

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rocketcrowbar
rocketcrowbar - - 11 comments

I don't understand where to extract this mod folder. I have quake remastered on steam. But when i extract it into the main "Quake" folder inside steamapps - common and then "Quake" folder. The game doesn't run.

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|Totalitarian| Author
|Totalitarian| - - 1,032 comments

I have updated the install instructions for clarity:

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 the Quake15 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

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Akidd
Akidd - - 60 comments

After a marathon session I'd like to request you allow the option to kill the zombies and knights with the axe. There are some third party maps that are virtually impossible to complete without tons of explosive ammo. There is still plenty of challenge having the time to chop zombies up while dodging other enemies. I looked in the cfg file and enabled the ability to kill zombies with the axe but it doesn't affect the zombie/knight things with a sword.

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|Totalitarian| Author
|Totalitarian| - - 1,032 comments

This mod already adds new ways to kill zombies over vanilla: chainsaw, berserk pack, lightning gun, proximity grenades, berserk pentagram. That's five new ways! Furthermore, them being killable while on the floor also reduces wastage of explosives.

Yes, many of those are actually rare finds and for the most part grenades/rockets are needed, but I wanted to be true to vanilla and keep them as a nuisance enemy.

In all my custom map playing, I find that if there are zombies, you're given the adequate amount of grenades, or otherwise you're expected to dodge them until explosives are found.

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