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:
Be sure to let me know about any bugs, issues you find, enjoy!
One question,how do I change the SSG model?
qc_ssg 0 in console
Thanks.Great job btw
Seemed the gore system isn't working,I didn't see any new blood effect in the game.
make sure "cl_particles_quake" is set to 0 in the console
I tried but nothing happens
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.
Π‘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.
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
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?
For that you'd need to edit the particlefont.tga file in the pk3 and replace the circular texture in the alpha mask
Still doesn't work
Great ma, I've been waiting for it since the beginning.
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?
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?
Nice!
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
darkplaces.exe +vid_width 1680 +vid_height 1050 -game quake15
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
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.
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
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. :)
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?
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.
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.
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.
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
So I've been playing for a few levels, this is a really awesome mod, it does make the game quite a lot harder though.
But the only issue I keep seeing is the water transparency not working right. I can get you some screenshots if you need me to, but basically sometimes the water surface looks like a light blue and other times murky brown, in a way that's clearly not intended.
The instructions in the following link solved the problem of water transparency for me. Fps.maros.pri.ee
I needed to tinker around to finally get it working. Here are my steps to success:
1a. download 'vispatch-1.4.6.tgz'
1b. right-click it --> Z-Zip --> open archive
1c. double-click 'vispatch-1.4.6.tar'
1d. double-click 'vispatch-1.4.6 folder' to open it
1e. double-click 'bin'
1f. double-click 'win64' (since I use Windows 10)
1g. select 'vispatch.exe' and extract it
2a. download 'id1_vis.tgz'
2b. right-click it --> Z-Zip --> open archive
2c. double-click 'id1_vis.tar'
2d. extract 'id1.vis'
2e. Rename the 'id1.vis' file to the 'vispatch.dat'
3a. Copy or cut both 'vispatch.exe' and 'vispatch.dat' and paste them into your Quake/id1 folder
3b. run 'vispatch.exe' - it takes less than a second to complete on my computer apparently
Now the water should be transparent and less glitchy.
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.
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?...
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.
Hi! where textures on my shoutgun(black model :()? With other guns all is well...
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.
Beat it and enjoyed most of it, but Shub-Niggurath's pit is a glitchy, broken mess that melted my CPU. Oh, and I had to beat the level twice because a portal wouldn't spawn. Sincerely hope it's addressed in the future.
And no, I don't have a super-computer, but it isn't a hunk of junk either. Can run games new-ish games like the Witcher 3 in a smooth 60 fps for most of the game.
how to install
How can I not play with "CTF" element? I get "Red Flag captured" when I start a level.but I just wanna play the normal SP :)
how to kick and throw grnade
I have a problem with 64x system, it doesn't run the game! what should i do???
Is it possible to play Quake 1.5 co-op online 2 player? Thanks.
hello. i made an account just to tell you this... so, enemies tend to hide in corners, which is fine. like if you exit a room, it seems like enemies will just get into a corner instead of following you... which is fine for ogres and guys like that who wanna try and do something sneaky...
but what i do have a big issue with the shambler doing it. the shambler is a mountain of flesh and should NEVER hide or try to ambush, it should just run you down and try and shoot you.
so, id really love it if you changed the enemy ai to take this into account. i got really kinda mad when i was having my first shambler fight, and i get scared and run into thee corridor behind me... and instead of following me the moronic shambler just hides in a corner and waits for mee to enter the room again.
like, it should be chasing me down. its got a billion health, why isnt it running me down.
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This mod is the best. I've never been this happy cuz of this mod the devs did a great job on this Quake mod ππ