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  • Gore mod

    V 0.6 -

    QORE v0.6

    Changes in QORE v0.6
    - added a new attack for the Shalrath
    - enemies now drop fleshbits when shot
    - added doublejump ability
    - added a blueish trace to the teleporter projectile, so the player can see its distance and trajectory
    - increased kick strength
    - gibs have now a resonable low mass, so they fly further when a force influences them
    - Now every monster can drop extra-ammo, not only soldiers
    - reworked all monster painloop duration before death
    - monsters randomly make painsounds when in painloop
    - your kick makes significantly more damage if an enemy is in painloop
    - gibs don't burn underwater
    - enemies and yourself don't burn underwater
    - dead rangers don't disappear anymore if you take their weapons
    - dead rangers now bleed onto the ground if you take their armor or weapon
    - added more gib models
    - 1 new bloody death variation for the shambler
    - the monsters can more easily loose an arm again
    - Scrags now drift aimless in the air when dead and explode after 2 seconds
    (dead Scrags cause HEAVY Damage, so you best kick them near other enemies)
    - added particles to the teleporter effect
    - added basic physics to all projectiles:
    projectiles will behave different when in liquids, can be driven off course by other forces
    - wizards now can teleport and leave an illusion on their former position
    - Grunts and Enforcers drop Extra-ammo items corresponding to their normal ammo drops, not backpacks anymore
    - corrected the bunnyhopping-bug when enemies are influenced by forces
    - increased the sliding range
    - ironed out some minor qc errors i made
    - reduced the unreasonable high chance to send enforcers into a painloop
    - sped up the shotguns attack speed again. My mistake.
    - added parts of Patrick Martins cranked mod (cool monster AI modifications)
    - more gibs per frag
    - added cvars for:
    gib amount
    amount of ammo or health per extra-item drop
    footsteps on / off
    slide distance
    kick force power

    Hot to start QORE

    - Buy and install Quake -
    - Download Darkplaces -
    - Put the Darkplaces files into your Quake 1 Folder, right where the Quake.exe is.
    - extract this mod into your Quake folder, so you have ...\Quake\Qore\

    Mind that you can only have 1 single mod with progs.dat file active.
    Other mods like HD textures or model replacements should be dropped to the ID1
    From here on out there are 3 ways how you start a Quake mod.

    - Make a new .txt file in your Quake folder.
    - Open it.
    - Write into it: darkplaces.exe -game "name of the modfolder"
    without the quotes of course.
    - Save the file. Close the file.
    - Rename the file into Startqore.bat
    - Click away eventually upcoming windows warnings.
    - Double click the .bat file.

    - Rightclick the darkplaces.exe
    - From the context menu choose "new -> shortcut"
    - Rightclick the shortcut and go to properties.
    - In the line "Target" add -game "name of the modfolder" without the quotes.
    - Save the changes. Close the shortcut window.
    - Doubleclick the shortcut.

    - Start Quake with darkplaces.exe
    - Go to options menu
    - scroll down to "Browse Mods"
    - activate QORE with the arrow key on your keyboard.

    That file is autoloaded by darkplaces every time you start quake and contains important information
    for the mod. See "Configurability" in the section below.

    How to update

    Delete the files in your Qore folder
    Copy the new fils into your Qore folder
    Start a new game.
    Savegames from old versions may still contain old information and can produce unwanted behaviour of... things.


    - help from the Community

    - Sounds - Splatter & Cracking & falling sounds -
    HaelDB - HaelDB - Armor walking Sounds -
    mikhog - Acid Burn sound -
    adrix89 - Sounds -
    TankersleyFX - Splat sound Effect -
    Gumichan01 - Teleporter sound -

    - Models
    Per Kristian Risvik - for the chainsaw model - [email protected]
    Atmostatic - Demonic Eye model -
    oparaskos - Brain model -
    ceriux - for his Kick models -
    Preach - for his weapon models -
    Ulrich Galbraith - for the gib models -

    - .qc Tutorials / sources
    Matthew Lawrence - for Gyro 2.20 -
    Spike - for the align to ground code -
    Cobalt & PrimalLove for their Punching-vector-hit-codes:
    Dr. Shadowborg For the new weapons tutorial -
    Smoke2Much - For the Clusterbomb tutorial on InsideQC
    DarkSide - For the Autoaim Thunderbolt tutorial on InseideQC
    Kryten - for the exploding shotgun & the gibbable corpses tutorial on InsideQC
    Errorabove[ScI] - for the accelerating rockets tutorial on InsideQC
    bart2o - for the kickback tutorial at moddb
    Tux - for the splash tutorial on InsideQC
    Ze0 - for the footsteps tutorial on InsideQC
    Piercing Shotgun mod - Patrick Martin -

    TheJosh - for the explosion particle atlas


    - particle effects
    Instead of red dots. Blood clouds, blood trails, blood decals on walls. Bloody gib trails.
    Blood rain. Blood streams. BloodSmokey blood. Brain Blood. Bloody bones. Bloody trousers. Blood on weapons.
    Blood on ceilings. In masses. And red. And particles for everything else, like projectiles and explosions.

    - Dismemberment
    The most monsters can now loose a limb while they are alive. Some enemy types will get new attacks by this,
    others will loose the ability to make a certain attack or can't attack at all. Ogres who lost an arm will
    go into a grenade or chainsaw rampage. Zombies can even attack without a head.

    - extra bloody monster death animation variations
    Every monster can randomly loose bodyparts on death. Or their whole body ;-) All monsters have 2-4
    new or mixed death animations

    - painloops
    If a monster is hurt enough, it gets unable to fight, stays down and dies after a few seconds. You
    can now approach the monster to finish it of.

    - Physics
    Many objects are influenced by physical forces. Gibs can float in water, rockets can be driven off course by
    explosions, nails also. You can shoot at the corpses of Scrags (if you killed one, he floats now in the air) to send them
    in the direction of other enemies before they explode.

    - Some of the monster AI behavior changes:

    - Scrags can now teleport away from danger and attacks by enemies.
    - If Scrags die, they float dead in the air for a few seconds and explode into an acid cloud afterwards.
    Shooting at dead scrags will push them into the shots direction.
    - The Ogre can now aim like hell and makes a random chainsaw pull animation
    - Enforcers can now charge and fire a fast cascade of lasers.
    - Demons can now reach you with their jump nearly every time, even on ledges.

    - a few new gore sounds
    I suggest you to play with -snd_channels 2 (or more if you have better than stereo), for higher sound quality.

    - new weapons

    : Chainsaw : select axe twice
    Much more powerful than your regular axe. Swings from side to side when used, like the axe. The difference is:
    It will deal damage with every frame. And if an enemy is low enough on health, the chainsaw will trap itself
    in his body, sending him into a painloop until he dies. In a bloody way. But i assume you guessed that already :-)
    For now, the player does have this weapon from the start.

    - TECHNICALLY fully compatible with all available monster replacement models
    You can use every replacement model or skin, but because this mod uses replacement models for
    dismemberment, the dismemberment models are all based on the standard models. So you won't have
    much fun.

    - Fancy misc stuff:
    Liquid splashes, footsteps, falling sounds.
    If you frag an enemy, you randomly get extra-ammo and health pickups.
    Explosions can set things on fire. If that thing is you, extinguish yourself in water.

    - New abilities

    impulse 125 : Slide-kick / Slide-shot
    impulse 126 : Kick
    impulse 127 : Fire Short Range Teleporter
    Double jump

    About the extra-attacks:

    Slide forward, kick back the target in your way & cause damage.

    If you slide into an enemy and your current equipped weapon can kill your target with one shot, you will fire your
    weapon instead of kicking him. Explosives are excluded. Except if you have the Pentagram.

    You can finish your enemy off, when they are in pain and get some health for the right timing.
    If your enemy is not killed by the kick attack, it will just cause damage. If you kick a dead corpse,
    you may get some extra-ammo or health.

    Both attacks will bring you into game-over situations, if you use them wrong. They are not really meant for fighting :-)

    Short Range Teleporter:
    You can fire your SRT at an enemy. If you hit you will change places with your target. Enemies in painloops won't
    teleport to your former location, they will be telefragged instead. The teleporter works only if it hits a living
    being, i.e. a monster or another player. Still have to think for about a delay, so the player can't teleport that often.

    Double jump:
    Like in many other games you can now perform a double-jump by tapping the jump key 2 times.
    With this you can reach ledges and jump over the most monsters.

    - Configurability

    You can configure some of this mods parameters by editing the qore.cfg file. Have a look at it and play around
    with the settings. But make sure, you make a backup file before. If you delete the qore.cfg file, all values will switch
    back to their default.

    Current possibilities of configuration through cvars:
    - chance of extra-items on enemy death
    - amount of extra-items on enemy death
    - how much ammo/health gives each dropped extra-item
    - switch slowmotion effects on / off
    - amount of corpse hitpoints for each monster
    - instagib chance on death of monster for each monster
    - slide range
    - kick strength
    - footsteps on/off
    - chance for slowmotion on frag
    - slowmotion after teleporting


    All parts that i contributed to this mod are free to reuse and reupload for your own purpose.
    Just include this readme file and credit me. For everything else you have to credit the respective modder.

    Last edited by TheKillingJoke; 10-26-2017, 07:17 PM.
    I once was a Ranger like you. But then i took a rocket to the knee.
    My little gore mod :

  • #2
    "I would really like to post some screenshots, but i think this is an american site where i shouldn't post gory screenshots like we can in other forums."

    Here in america, we love gore. Screenshots please!

    I have done a lot of what you stated in previous projects, if you have any questions I'd be happy to share. My advice: use sprites for the blood splats. They're easier all around to make and code for, and don't look out of place in against the lightmap if you use darker shades of red.
    'Replacement Player Models' Project


    • #3
      Here in america, we love gore. Screenshots please!
      Starting to take them in a few minutes

      Edit: Screenshots are boring. Video links following after video upload.
      Last edited by TheKillingJoke; 08-17-2017, 07:17 AM.
      I once was a Ranger like you. But then i took a rocket to the knee.
      My little gore mod :


      • #4

        Two shorts of what this mod looks like with grunts and dogs. There's still a lot to do.
        I once was a Ranger like you. But then i took a rocket to the knee.
        My little gore mod :


        • #5
          Hello TheKillingJoke,

          Good to see more people interested in writing gameplay mods for Quake. Welcome.
          One thing you should know about Quake mods: There is not much that has not been coded/done already.
          People mod for this game since more than 20 years and there are uncountable mods available.

          Good that you already found coding tutorials. They are perfect to learn quickly. Do more of them if needed.
          There are many many tutorials available at click me. You could also read open source mods to see how things can be done.
          You already seem to have a very clear view of how your mod should look like. That is good and will you keep focused.

          One thing you should be clear upfront:
          Do you focus on vanilla Quake and its features or on more advanced engines and its extended features for your mod ?
          While this was a more important question some time ago, it has become a minor important question nowadays.
          Reason: Because people used to use many different engines some time ago, but now focus on only 2 or 3 engines nowadays.
          And most of these engines are supporting advanced features. They blend more and more into each other feature-wise, so that they tend to look similar in some time.
          If your vision can be achieved by vanilla gamecode and features, fine. If you need some more advanced things you should make yourself a picture of the engine situation today.
          Anyway, it is of course best to reach your target with vanilla features. Which will be harder in some situations of course.

          Your feature list is fairly easy and should be within scope for you as a beginner. I am sure you will be successful.
          Have fun tinkering with Quakes gamecode and dive into a new world.
          Just be careful that you do not create too much gore that you can no longer sleep at night, hehe.

          Best wishes,


          • #6
            I'm using Darkplaces but not yet its features. All i did until now was copy & paste existing code from the source. 1998 i already played a lot of Quake after a friend of my mother showed me this game. Since then it always was one of my favourites. Back then there were ftp servers with hundreds of categorized mods, i loved to browse through the folders and to try everything new. They still are around somewhere, last time i saw them, they where hosted by the technical university of berlin ( <- here you go. Also Planetquake was a real nice thing. Sad that they closed their doors. The same counts for the geocities sites, where a lot of Quake enthusiasts hung out. InsideQC is already an invaluable source of code and exaples of how-to-do-what for me, i patched several tutorials together and used bits from here and there in different combinations.

            Unti i am a little more sure how to code i keep it simple :-) But when i have more knowledge i really want to use sprites for splats, like Dutch said. The models are somewhat too low poly for that.

            I am careful, don't want to spoil my sleep.

            Have a nice day.
            I once was a Ranger like you. But then i took a rocket to the knee.
            My little gore mod :


            • #7
              First download available in the first post
              Have fun with it, if you are interested. I inserted the code too, if you want to take a look at those ugly lines.
              I once was a Ranger like you. But then i took a rocket to the knee.
              My little gore mod :


              • #8
                Today i managed to get my first bloodmist sprite to work :-) The Effect is pretty nice.

                I once was a Ranger like you. But then i took a rocket to the knee.
                My little gore mod :


                • #9
                  Hello TheKillingJoke,

                  You can do so much more with particles...
                  Using an advanced engine like Darkplaces for your mod (even showing screenshots with particle effects all over the place).

                  Your mod will look completely different in other engines. Why developing a mod with Darkplaces when you want to it to be vanilla ?!
                  You will be very disappointed in the end.
                  Please read my post above from 17th august again.

                  There will be no blood stains / decals like you see it in your video and screenshots in vanilla engines for example.
                  All your bloody gore will be present for a second and then vanish into thin air.
                  Blood trails with textured particles ? No, I am sorry.

                  Please, first be sure what your mod shall look like in the end. Then see what features you need to achieve it.
                  After that you will see what you need and walk that path.
                  Developing a mod with one of the most advanced engines while always using/seeing its features might be not ideal.
                  In the end you are stuck with a limited list of engines to support your mod. That is not a bad thing, but you have to be aware of it.

                  And remember, a sprite will always look the same. Everytime you spawn it, from every view angle.
                  While a random particle effect will always look different. Everytime. Using multiple random particle textures...

                  Anyway, it is good to see you progress.
                  Have fun tinkering with Quake.

                  Best wishes,


                  • #10
                    Hello Seven, i don't necessarily want it to be vanilla. I use Darkplaces and made the screenshots with it, but i also test the look and feel of this mod with standard quake particles on. When i found out how to make a .spr32 file and get it to work i was very exited and decided to use it for an entertaining hour of bloody gameplay :-)

                    Maybe i kick it out again, if i can't manage to make it fit into the quake particle system. I'm well aware of the fact that the sprite doesn't look good with the particle system. I'm still eperimenting a lot. by that i mean learning by trial and error, tutorials and source code. I don't want to ask every time i don't know something, only if i am absolutely stuck for more than a day, which mostly is not the case..

                    As for particles / sprites, i think that is a matter of taste. You are absolutely right that you can do more with particles (randomising direction/density/color), but i lack the skill yet. For example i tried to spawn particles of low density with random origins, matching the boundaries of the soldiers bbox. I ended up with 3 very dense clouds in nearly always the same location, flying nearly always into the same direction. I have to particle a lot until i can get that to work.

                    When i'm not experimenting, i'm writing and working on the list i posted before. And i'm happy everytime something works as intended.

                    Using multiple random particle textures...
                    I have not even the slightest clue of how to do that :-) Texturing particles?! Would you mind to tell me more or point me to a corner where i can read about it?!

                    Have a nice day,
                    I once was a Ranger like you. But then i took a rocket to the knee.
                    My little gore mod :


                    • #11
                      If you use the program fimg (yes, spelled just like that), you can create both spr32 and spr sprites. In the properties, you can change the way they are viewed by the player. I think Oriented always maintains the same angle to the player (like rocket explosions). There are other options that will disable this, meaning you can use .spr sprites for blood and stick them on the walls and floor. Actually looks pretty good in vanilla engines if done right.
                      'Replacement Player Models' Project


                      • #12
                        Hello Dutch, i used fimg to make the sprite. Worked on it while drinking the first coffee today and now the sprite fits more to the blood particles, both vanilla and dp/spasm. I had to darken the .spr, because it was displayed brighter than the .spr32. I didn't figure out yet how to patch sprites to a surface. I think it has something to do with not removing them for some time.
                        Another concern of me is, that they won't wrap around corners of the architecture, am i right with this assumption? In that case they need to be relative small, i think, so it doesn't occur to the eye so much.
                        And have thanks for the tip with the orientation options in fimg!
                        I once was a Ranger like you. But then i took a rocket to the knee.
                        My little gore mod :


                        • #13
                          you bet! And yes you are right, smaller is better. They won't wrap around corners, that's an engine particle thing.

                          If the mod is mostly for single player, then you could spawn a ton of the sprites. I found that QuakeSpasm will handle well over 1000 in a given frame before packet overflow. Modern PCs should handle it fine. DM is another story, I hear that large volumes of sprites are killer on the server.
                          Last edited by Dutch; 08-31-2017, 07:37 AM.
                          'Replacement Player Models' Project


                          • #14
                            Hello TheKillingJoke,

                            Hopefully I can bring some light into this topic.
                            Be aware, wall of text ahead...

                            Do not be confused with DarkPlaces "Quake-style particles" setting option. It is not what it sounds to be.
                            If you want to test your mod with vanilla particles you have to use another engine. There are several available, you already mentioned some of them.
                            Be sure to remember. Darkplaces particle system is different to vanilla Quake. You already see the difference when playing default DP.

                            Working and experimenting with sprites is always a good thing and you will learn a lot. Many of it can be adapted to regular models afterwards !
                            There are already Sprite based mods and total convertions available for Quake. Retroblazer comes to my mind.
                            If you are interested and want to learn more about them and how to do it, just say a word.
                            KillPixel is currently working on such a project. When you go through this forum with open eyes you will find it.

                            Main decision for your vision of your mod is:
                            Do you want to use custom textures for your particles or not.
                            Due to the fact that your mod is heavily focused on blood, gore and decals. And it looks like that you want to present them in a realistic way,
                            I recommend to use texture particles instead of vanilla dots/squares. It is hardly possible (in a sane way) to emulate blood splats/decals with sprites.
                            Each blood particle can spawn a random blood texture decal after touching floor/wall/ceiling which is not possible with sprites as you do not have a touch function.
                            And to get one you would have to spawn a huge amount of entities. Which is again not sane for blood trails for example, which produce blood continuously when they fly.
                            Wouldnt it look weird when your gib spits out dots and squares when flying and when those dots hit the ground a detailed sprite appears ? Bleeding half way into walls and all kind of map geometries ?
                            And looking at your screenshots that is exactly what you want in your blood/gore mod: Flying & bleeding gibs. Many of them !
                            An advanced particle system will create what you need for your mod automatically without a hustle, while a sprite solution doesnt.
                            The wrapping around edges is just one more feature a sprite cannot do and a decal does. Orientation and bleeding into all kind of map geometries. There are many others...

                            Depending on your decision you might have to focus on DP & FTE derivates. Those engines support a texture particle system.
                            Both use a different way of particle system/syntax. While FTE aims to support both, its main system is different to DP.

                            So, once you decided which path to go, you should develop your mod accordingly.
                            I only tell you this to prevent bad suprises later on

                            I like your attitude to make your own hands dirty and do not want to ask each and everytime if you step onto new ground. That is great !

                            Regarding the advanced particle system/syntax from DP & FTE:
                            There are 2 mods that you cannot afford to miss when talking about it:
                            For FTE: Haze the Greats particle replacement/addon
                            For DP: The SMC
                            Both will give you hundreds of examples and a huge variety/range of different particle effects for each engine. Ready to be used.
                            Depending which path you want to go you should study them and you will already have half your work done.

                            Regarding documentation:
                            DPs particle system is explained here
                            FTEs particle system is explained mostly by Spike himself. He is never tired to repeat himself in forums
                            I am almost sure that an online FTE documentation exists because I do not use FTEs system/syntax as I am a DP only guy, but there should be one.

                            Once you read those documentations, you will understand what random particle textures mean. As you can use custom textures for all your particles shape/look/visual.
                            Which is common in todays games (not sprites). And textures are again almost like sprites, so using sprites has really not a benefit coding and feature wise.
                            The only benefit of sprites I am aware of is the possibility of its animation. When you look at old sprite games you will know what beautiful animations are possible.
                            Particle animation is still possible with some QC (the SMC has many examples) though.
                            Performance impact only counts when you have quite a lot of particles at once. Otherwise particles should not have a bigger impact compared to sprites.

                            Think about it and tell us your decision. So we will be able to help you further if you need support.

                            Best wishes,


                            • #15
                              QSS contains a copy of FTE's particle system, but there's a few specific limitations as some things didn't quite make it over.
                              FTE's particle system is able to import DP's effects, which should help demonstrate that FTE's particle system has greater capabilities for things. Not that anyone cares. Frankly most people find more capabilities means more work for them. People are lazy.
                              Anyway, you can get all three engines working with particleeffectfornum("effectinfo.forceload"); as the firstish line of worldspawn or whatever. You should also be sure to call particleeffectnum ahead of time (treat it like a precache) in order to avoid reliable/unreliable races the first time a particle is used.
                              You'll probably end up with puffy particles and absurd numbers of extra network messages, but (except for csqc) DP gives no other way. Targeting the lowest common denominator means you get the capabilities of the worst.

                              As a general rule, you should try to keep particle counts low. High numbers of particles just results in a blurry mush, while fewer particles allows your artwork to shine. Less is more and all that nonsensical gibberish.
                              Some Game Thing