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Unread 10-20-2010, 11:48 AM   #1 (permalink)
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Small Mod compilation - Quake + MP1 + MP2

Hello Quake Lovers,

The "small mod compilation" aka SMC started a few years ago with Footsteps + New fire + Nailposition-fix.
Over the years I extended it by adding new features.

Main target of the SMC is to keep the gameplay of original Quake, but bring new features / ideas to increase the playing experience and fun.

Many users also requested to add optional new monsters, because it blows new life into Quake and brings variation. In the meantime we have 12 new monster types and have thereby doubled Quake´s minions !

The biggest advantages of the SMC:
  • Almost all of its features (including the new monster types) can be enabled / disabled via cvars (please read the included readme.txt for details) so you can adjust Quake to your personal liking.
  • It works with all Quake maps (incl. mission pack 1 + 2) as well as ALL fan-made maps/episodes that do not include their own 'progs.dat'. So you can enjoy this mod in hundreds and hundreds of maps.

Here is a quick overview of the SMC features:

Visual effects:
  • 3 flame types: polygon, sprite, particle flames (incl. fire and candles)
  • All particle effects reworked and enhanced (with various options to choose from)
  • Implemented Rain + Snow effects (with rain + thunder sounds)
  • Water / Lava / Slime particle splashes + sound effects (for all projectiles and entities)
  • Particle muzzleflashes and impact effects for weapons (also for monster weapons)
  • Player + monster bleeding when wounded and leave blood puddles when killed
  • Various additional gore / blood / flesh effects when shooting/gibbing monsters/corpses
  • Many new monster animations and new visual effects to make them more impressive
  • Flies buzz around corpses, gibs and zombies
  • Many new environment effects / sounds to make Quake more "living"/realistic in general
  • Added trails to monsters projectiles
  • Statue monsters have debris + dust particles instead of blood particles in MP2
  • Various extra particle effects for player, monsters, teleporters, slipgates / gates

Original Quake / Gameplay Bugfixes:
  • Fixed Quake's original player pain sound bug in skill 3
  • Fixed Monster-count bug for swimming monsters
  • Fixed original ID1 fish model death animation bug
  • (Super)-NailGun's nail position correction
  • Fixed zombie and mummy flesh-projectile spawn-position for 2nd attack animation
  • Fixed projectiles "interact/explode on sky" bug (aka "solid sky bug")
  • Fixed tarbabies original Quake: They no longer get stuck on ledges and steps
  • Option to disable the *bleeding* of shootable buttons and secret walls/doors/explo-boxes
    Mission Pack 1:
  • Fixed hipdemo1.dem missing music bug
  • Fixed DP related bug that deals damage from rubbles even though they are lying on the floor
    Mission pack 2:
  • Fix for Darkplaces buzzsaw not moving bug
  • Fix for Darkplaces Lavaman projectile "stuck in walls" bug
  • Fix for Darkplaces Plasma Gun projectile not moving bug

Additional features:
  • Optional NEW Monsters:
    ---> Afrit, Carnivean, new Dog, demon head, Hydra, Reiver, Spider, Teneb, Torment, Warlord, Yakman, new zombie
  • Multiskin / Multimodel support for monsters. You can now use multiple monster skins/models at the same time
    ---> Added a "Starter Kit" with all necessary files, that fully supports it is included for your convenience
  • Monster sizes are adjustable
  • Pain skins for all monsters (independent to used skin or model)
  • Monsters can be inflamed with explosive weapons (running around in panic)
  • Shalrath + Spider can jump and hang on ceilings (also when starting a map to suprise the player from above)
  • Optional modify monsters frequence to go into pain animation. As well as running/shooting animation speed
  • Optional make soldiers aim better depending on played "skill" -level
  • Optional make hellknight and wizard projectiles home midly depending on played "skill" -level
  • Optional modify / edit monster skin colors and/or size randomly (for higher variation in-game)
  • Various additional weapon special-effects
    ---> Added a "Weapon Starter Kit" with all necessary files
  • Added idle weapon animation feature + freely position your weapons feature (works with all models)
  • Visible weapons (vwep's) in 3rd person mode and in 1st person mode mirrors / reflections
  • Added adjustable Gyro physics: Monsters, gibs and backpacks interact with liquids and weapon projectiles
  • "Ragdoll" for corpses
  • Weapon recoil feature (pushes the player slightly backwards when shooting)
  • Added footstep (player and monsters) and water wading sounds
  • Added switch-weapon sounds
  • Option to adjust view-weapons & monster transparency
  • 2 different flashlights to choose from (classic + cubemap): impulse 30
  • Kickable / shootable gibs and heads + all gib properties are adjustable now (duration, quantity, animation)
  • Additional animated heart gib
  • Corpses can be gibbed, burned in various ways
  • Nails stick in Walls (with adjustable lifetime)
  • Added additional cheats "kill all monsters", give all powerups, etc.
  • Crucified zombies are now shootable / killable
  • Added support for adding models + sounds + effects into maps via ent files (without edit QC)
  • Added Zombie, ogre and mumies enhanced aiming (taking z-direction into account now)
  • Monsters / corpses / gibs interaction with lava + slime (particle effects and skin changes)
  • Exploding boxes spawn burning debris chunks
  • Possibility to see transparent view-weapons during invisibility time
  • Powerup countdown on screen
  • Adjustable weapon autoswitch behaviours (when picking up new weapons)
  • Different custom backpack models (for enforcer / grunt / ogre)
  • Different custom animated health + megahealth models (adjustable for different world types)
  • Added 6 new after-death-animations (selectable via cvars for each monster + randomness options)
  • Monsters have individual impact sounds, when their corpses fall onto the floor
  • Adjustable 'earthquake shattering' when shambler and Torment dies and falls
  • Fully adjustable player and grunt shell casings
  • Monster-clone feature (multiply enemies in a map)
  • Adjustable teleport / beam feature for wizards and demons
  • Slowmotion effect (when monster die or are gibbed, etc.)
  • Lightning gun killing animation (monster are coaled and crush into pieces)
  • Random slight earthquakes to increase ambience and thrill
  • Visible player body/legs when looking down
  • New player effects when health is low, like:
    ---> Hearing his own heartbeat at low health, that starts to pump quicker and louder when health gets really low
    ---> Aiming (crosshair) starts to suffer when seriously wounded and gets worth when health gets really low
  • All monster properties are adjustable (like health and damage values)
  • All player weapon attack / damage values and max. ammo capacity are adjustable
  • Medikits + armor + ammo + backpack values contents are adjustable
  • Shalrath's missiles are optionally shootable
  • Interactive crosshair, changes crosshair / color. Choose one of these features:
    ---> aiming at monsters considering individual weapon range
    ---> aiming at monsters considering monster_health (green: full health till red: low health)
    ---> player health (green: full health till red: low health)
  • Optional: lossless crates + backpack pickups (no waste for more ammo or health anymore)
  • Adjustable tilted torches (autodetecting algorithm to adjust torches in all maps)
  • monsters with fire-like projectiles and lava can inflame the player
  • monsters with acid-like projectiles and slime can poison the player
  • Flying dust, ember and other particles in maps (fully adjustable)
  • Changing players shirt color depending on used/picked armor
  • Use Mage weapon (Hexen) instaed of lightning gun (weapon properties/damage/ammo is identical)
  • Random audio taunts when killing or gibbing an adjustable monster-count in a given time
  • Random angled ammo and health boxes in all maps
  • "personal teleporter feature" (for new gameplay twists and more strategic combat): impulse 40
  • instant melee attack feature (Push key/button to perform a single axe swing at anytime): impulse 20
  • Added custom HUD with many additional features

Find youtube sample clips about ALL the features in this dedicated SMC channel:

All source codes are included in the Download.
The SMC is developed and runs best with the DarkPlaces engine.


SMC´s additional monster types:


UPDATE 20150820

Version V5.30 Release

Download the newest SMC versions from below link:
(Please READ the included readme.txt !)

Quake / Mission Pack 1 / Mission Pack 2

Have fun !

Last edited by Seven; 08-20-2015 at 02:46 PM.. Reason: Updated to v5.30
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Unread 10-25-2010, 01:09 AM   #2 (permalink)
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Interesting, I'll try to check it out soon!
Check out my awesome Deviant art page!
Quake fanart (obviously included)!
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Unread 10-25-2010, 01:53 AM   #3 (permalink)
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edit: direct link removed on request

Last edited by Spirit; 10-25-2010 at 01:11 PM..
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Unread 11-06-2010, 06:20 PM   #4 (permalink)
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Dear all,

Thanks to Baker, who showed me the link to Hipnotic and Rogue Source Codes.

I implemented my 4 Mini-Mods into Mission Pack 1 + 2 now.
So now we have all above described enhancements available in MP 1+2 as well.
Please see readme.txt for more details.

I also made it easier for you to use these mods.
I packed each into a simple .pk3.
So now you dont have to bother with different/many files.

Please feel free to use the included source code for your own mods.

Screenshots as evidence:


Mission pack 1 (Hip1M1):

Mission pack 2 (R1M1):

Updated Download Links in first post.

Kind Regards,
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Unread 11-08-2010, 03:26 AM   #5 (permalink)
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Hi Seven,
there seems to be a problem with your latest release of the mod for Quake (ID1, I haven't tested the expansions rogue and hipnotic). When I shoot I get weird/wrong effects. This won't happen with your previous release.
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Unread 11-08-2010, 06:19 AM   #6 (permalink)
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Hello kingennio,

My previous release was not a pk3.

What you see in your screenshots, are the missing model for shell casing.
DarkPlaces creates these dummy models in order to avoid crashing.
So you MUST use dpmod somehow.
Maybe you use a shortcut "darkplaces.exe -game dpmod" ?
If so, dont do it. Start darkplaces.exe without anything.
Put my new pk3 in your Quake\ID1 folder.

I will doublecheck it, when I come home this evening
and come back to you if I find something.

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Unread 11-08-2010, 07:32 AM   #7 (permalink)
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Hi Seven,
that's odd because I'm not using dpmod. And in fact your previous release worked form me. I don't understand...
BTW, I'm using all the mods mentioned here:
Can some of these cause the problem? I've also found another issue: this is with the previous release:
With the current I get this:

Last edited by kingennio; 11-08-2010 at 09:03 AM..
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Unread 11-08-2010, 09:54 AM   #8 (permalink)
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same problem here!
The MPs are OK!

Last edited by webangel; 11-08-2010 at 10:05 AM..
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Unread 11-08-2010, 01:15 PM   #9 (permalink)
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Ok, I found it....

I put the Hipnotic progs.dat into the Quake-Version as well.

I am sorry for the confusion.
I corrected the zip and reuploaded it (see first post).

Now ALL Versions work as they should.


PS: I recommend using this DP build (if you cant hear the footsteps correctly)

Last edited by Seven; 11-08-2010 at 01:35 PM..
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Unread 11-09-2010, 04:21 AM   #10 (permalink)
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I still get this weird behavior: ammo packs instead of the torches. What might cause this?
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