![]() ![]() Their behaviour has not been modified, and original properties have been retained. All files have been repacked to either include the latest patch, or for better compression. The following is a list of modifications and add-ons for Quake 1. Mods that add new content to the underlying game are often called partial conversions, while mods that create an entirely new game are called total conversions and mods that fix bugs are called unofficial patches. They can be single-player or multiplayer. They also usually take place in unique locations. They can include new items, weapons, characters, enemies, models, textures, levels, story lines, music, and game modes. Mods are made by the general public or a developer, and can be entirely new games in themselves, but mods are not standalone software and require the user to have the original release in order to run. qcde is great fun, but it would be nice to have a q3 version when you’re all doomed out and don’t want to wait on the gatekeeper to let you play a game of qc.Posted on December 19th, 2009 | Last modified on February 5th, 2023Īn add-on is often considered an extension that can be used to modify the behavior of existing features to the application or add entirely new features.Ī mod or modification is a term generally applied to PC games. i have a feeling that someone may actually do a qc to q3 recompile complete with menu, medals, game modes and pretty much the rest of it. I compiled all of the Demonic characters, including the alternate versions I had. i wish there was a way to convert the nade to tribolt but i don’t think it’s possible without recompiling. Crazy Find Today 1993 5.25 Floppy Discs Version 1.2 With Box and Manual. i would love it if you could make a purple gauntlet, the standard qc gauntlet if that’s on your list. currently waiting on that modder from gamebanana to get back to me about making two more health models so i can finish the green and red healths. i did add the nail ricochet sound from quake. i tried using the bullet explosion sparks, but when i copy the code form the machinegun to the plasma, it works but the sparks are huge, and i can’t figure out how to make them smaller so i just left it for now. The nailgun made by CbAqvq 191 was missing wall damage marks and projectile, so i replaced the plasma sprite with the nail sprite from qcde, and the plasma mark with the bullet mark. i made the icons as png and edited the gfx file. ![]() if i try to use it in all 3, they all will be the same color, so i need two more of them asking for two more files. so all i can do is change the color of it and use it for one health. i can’t use the same model for different healths because it’s calling one specific file. it looks super clean with the qc health model, just wish i could figure out how to use blender to load the health model then spit out two more of them. i did make custom color files for the health spheres, and am using color respective spheres. ![]() currently testing the project with spearmint though. i’ll be using quake 3 + since i can use my custom qc hud. i’m also using the q4 ammo boxes since nobody has made that model and i don’t know how to replace md3 with animated sprites.Īnyway, aside from the medals system such as adding from the grave and a few others, and the other missing qc options, i’m working on doing a visual and audio conversion drop in pk3 that will also be complete with the hud. I also made a set of hd 1024x1024 icons for both the hud and ammo boxes. I’ve used models made by another modder CbAqvq 191 for the armors, mega, yellow health, nailgun and lightning, and i’ve done a complete sound conversion using the qc announcer voice. EpiQuake is a new sound mod for Quake 1 which has replaced around 90 of Trent Reznors sound design work with new original recordings bringing quake up to date by giving the sound an overall modern vibe with some epic flare. I am actually working on a full qc conversion and have a lot of content so far. ![]()
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