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Quake 1.5
#1 Posted 24 December 2015 - 04:06 PM
Weapons remodel/gore mod for quake 1.
Yah yah i know i keep making these stupid weapons mods for games
Download:
http://www.moddb.com...15-weapons-pack
Screens:
This post has been edited by Bloodshot: 24 December 2015 - 04:11 PM
#3 Posted 24 December 2015 - 04:42 PM
Kinda reminds me of the weapon packs Dox made for QWTF back in the day.
#4 Posted 24 December 2015 - 06:54 PM
I like it quite a bit. And Darkplaces is a fantastic little thing.
I'd prefer weapons on center but that's irrelevant to the mod's quality.
I'd prefer weapons on center but that's irrelevant to the mod's quality.
#5 Posted 24 December 2015 - 11:44 PM
Cool, I saw the trailer and thought "this'll give me an excuse to replay Quake soon" nice work!
#6 Posted 24 December 2015 - 11:52 PM
edit
This post has been edited by FistMarine: 09 December 2016 - 10:43 AM
#7 Posted 25 December 2015 - 06:22 PM
Your drop-in version doesn't work even with a totally clean Quake folder.
#9 Posted 26 December 2015 - 01:02 PM
Carl Winslow, on 25 December 2015 - 06:22 PM, said:
Your drop-in version doesn't work even with a totally clean Quake folder.
You may have to rename the pak depending on how many you have in your folder to be next in line.
If you have no pak2, it should be pak2, whereas it should be pak3 if you have one, pak4 if you have a pak3 etc.
I'm sorry, i did not catch this when testing as most of my installs had the pak2 in ID1
#10 Posted 27 December 2015 - 09:55 PM
I cant seem to get the mod folder version to work at all, load quakespasm with -game quake1.5 and get nothing
#11 Posted 27 December 2015 - 10:05 PM
okay I got it running. apparently my quakespasm install was too old or something.
#14 Posted 07 January 2016 - 02:34 PM
Wait, do I see some kind of full body awareness in the end of the last video?
#15 Posted 07 January 2016 - 04:45 PM
Yes, one of the features of SMC is visible legs, which im using as a code base for my new mod.
I'm basically rummaging around the code and changing things to make it so every creature has their own gibs, replacing anything that doesn't fit with standard quake with shit from mods I'm allowed to use/my own models/hexen 2, etc. to make a sort of Quakeplus/Brutal Quake lite/enhancement pack.
Most of the features are DP only though so it's not multi-port.
I'm basically rummaging around the code and changing things to make it so every creature has their own gibs, replacing anything that doesn't fit with standard quake with shit from mods I'm allowed to use/my own models/hexen 2, etc. to make a sort of Quakeplus/Brutal Quake lite/enhancement pack.
Most of the features are DP only though so it's not multi-port.
This post has been edited by Bloodshot: 07 January 2016 - 04:48 PM
#16 Posted 07 January 2016 - 04:58 PM
Bloodshot, on 07 January 2016 - 11:13 AM, said:
I think i accidentally made quake into duke
Explain to us how that is a bad thing, because we aren't getting it
#17 Posted 14 January 2016 - 12:52 AM
This post has been edited by Bloodshot: 14 January 2016 - 02:50 PM
#18 Posted 16 January 2016 - 03:11 PM
Figured out weapon specific death anims and I can use alternate models
kinda hard to see but the nailgun death has nails sticking out of the model with wounds to match
kinda hard to see but the nailgun death has nails sticking out of the model with wounds to match
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