Site Navigation
QuakeOne News
» Latest News
» News Archives
» QuakeOne Movies

QuakeOne Help
» File Downloads
» Quake Help
» Quake Servers

QuakeOne Community
» Forums
» Chat *new*
» Poll Booth
» Memberlist
» Member Map

Site Info
» Community Rules
» Moderator List

» Buy Quake

Visit On Facebook!Visit QuakeOne
on Facebook

Log in
User Name:


Not a member yet?
Register Now!
Online Users: 375
6 members and 369 guests
kristus, nahuel, Six-Shoota, tech4802, vibok
Most users ever online was 2,542, 06-04-2016 at 12:58 AM.
Go Back Home > Forums > Quake Talk > Single Player > Quake HD for new spawns Search Forums

Closed Thread
LinkBack Thread Tools
Unread 07-17-2011, 02:59 PM   #1 (permalink)
Enforcer Commander
Posts: 304
+/-  Reputation: _Smith_ is on a distinguished road
Join Date: Jul 2011
Currently: Offline
Quake HD Pack v1.44 BETA

Download from Google Drive, There is also an update for v1.3+ releases and alternative textures pack.
Please, read included QHD_v1.4_README.pdf ! Please, keep a backup of QHD_v1.4x.7z file, future releases are planned as a small patches to v1.4x

Quake HD Pack v1.4 supports Quake, MP1: "Scourge of Armagon" and MP2: "Dissolution of Eternity".
It delivers crisp details, optimized performance and faithful atmosphere. Screenshots available on modDB.
Shareware Episode included, you can buy full game from id software.

CREDITS: You'll find more precise info about files content and "who did what" inside .pk3 packs, or in READMES\ folder.

DarkPlaces Engine - Lord Havoc ; Quake Revitalization Project - Moon[Drunk] ; My-Key ; Quake Reforged - Alfader ; Nergal ; - Ruohis ; SMC - Seven ;
OoPpEe ; Plague ; Andy Bay ; O.Sezer ; M. Lawrence ; FCZvyozdochka ; Webangel ; Nahuel ; Dresk ; Moo ; inkub0 ; romi ; AndehX ; Jakub1 ; Spike ; Rygel ;
Smith ; MH ; Lightning_Hunter ; PrimeviL ; Urre ; Zombie ; DrLabman ; Entar ; Spinvis ; Bluntz ; Wazat ; Seanstar ; ennio ; Chip ; Ivana Gibson ; Nightfright ;
ObiWan ; OSJC ; Arioh ; Fragger ; d1554573r ; Andrew Joll ; FriederikH ; Tabun ; Teamonster ; Yellow ; Ogro ; Roy Batty ; daniocampo1992 ; Splitterface ;

Links: fteqw ; inside3d ; quaddicted ; Quake Water VIS ; Plague's Portfolio ; Tabun's Portfolio ; xonotic ; kleshik ; Shambler's Castle ; Generations Arena ; Sitters ; quakewiki ;

System requirements: Minimum: CPU: 1.6GHz, 1GB RAM; GPU: GF6600 / R9500, 256MB VRAM
Recommended: CPU : 2GHz, 1.5GB RAM; GPU: GF 8800GT / R HD4850, 512MB VRAM. Optimal: CPU: 3GHz, 2GB RAM; GPU: GF GTX460 / R HD5870, 1GB VRAM.

Last edited by _Smith_; 11-21-2013 at 04:24 PM..
Unread 07-17-2011, 03:21 PM   #2 (permalink)
Enforcer Commander
Posts: 304
+/-  Reputation: _Smith_ is on a distinguished road
Join Date: Jul 2011
Currently: Offline
Updates changelog

  • Calmed gibs physics in water ( adjustable buoyancy ), so they generate less watersplashes sounds.
  • Reduced corpses hitboxes height ( adjustable now ) and tighter weapons gyro forces cones.
  • Scraag spit trail doesn't look like a neon.
  • Workaround for Darkplaces issue with Fiends stucking sometimes after a jump, when landing on the edge of level geometry ( still happens, but for much shorter time).
  • Removed glitched dust effect from falling Scraag.
  • Added Spawn by Ruohis as a default one in MP2: DoE and recolored by splitterface skin for hellspawn.
  • Bugfix: Missing in few places water shader.
  • Multimonster: Teamonster's Ogre included.
  • Bugfix: Fixed typo in MP1 hip1m5.ent file that caused this level to crash when loading.
  • Use new darkplaces autobuild ( workaround for new builds "player model in water refraction" visual glitch enabled by default now ).
  • Better casings sounds ( recorded by Bluntz ).
  • Added features of Seven's SMCv4.24
  • Bugfix: Optional dog and zombie were not working properly. Invincible zombies in MP2.
  • New rtlights for e1m8 and ogres will aim properly in low gravity environment of e1m8 level.
  • General cleaning and polish: few minor changes ( like brighter blood particles color ), documentation updates and fix from SMCv4.25.
  • Multimonster feature is now compatible with monsters packs prepared for original SMC. Multimonster: Tabun's Enforcer included.
  • Seven's SMC v4.30.
  • Futher improvement to fiendfix, also improved original behaviour on tight staircases, etc. Should be less prone to looped continous jumping.
    Please let me know if you find any issues with fiends after this change. Altered code can be disabled by a cvar in autoexec.cfg in case of troubles.
  • Version of SNG Ruohis viewmodel with changed position by Seven and added SSG by Plauge, less noisy gloss maps for both weapons.
  • I've also added a mirror for Rygel's(ultra) textures pack. It has world textures in a separate .pk3 so it's easy to replace QRP pack used in the compilation.
    The upload is also single part and a bit smaller in size due to stronger compression than original release of Rygel's Pack.
  • Bugfix: Ther was a mistake in workaround for Dark Places issue with stucking Fiend in v1.39. It was barely noticeable and without impact on gameplay.
    The last two frames of a Fiend jump animation ( landing animation ) were not always playing properly.
  • Improved water and hipnotic blood shaders, retouched few particles effects.
  • Bugfix: Fixed final boss texture shader.
v1.44 BETADisclaimer: Fixed issues, marked as "Bugfix", were introduced by me. I am sorry.

Last edited by _Smith_; 11-21-2013 at 04:24 PM..
Unread 07-17-2011, 03:29 PM   #3 (permalink)
Quake Marine
Teflon's Avatar
Posts: 42
+/-  Reputation: Teflon is on a distinguished road
Join Date: Feb 2011
Currently: Offline
New spawns?

Oh shit.

Last edited by Teflon; 07-17-2011 at 03:36 PM..
Unread 07-17-2011, 03:34 PM   #4 (permalink)
Quake Marine
Teflon's Avatar
Posts: 42
+/-  Reputation: Teflon is on a distinguished road
Join Date: Feb 2011
Currently: Offline
Quote != edit
Unread 07-18-2011, 05:56 AM   #5 (permalink)
gdiddy62's Avatar
Posts: 1,517
+/-  Reputation: gdiddy62 is on a distinguished road
Join Date: Jan 2011
Currently: Offline
Just to let you know, there is no compilation download available yet. It's not showing anyway.
Unread 07-18-2011, 06:20 AM   #6 (permalink)
Enforcer Commander
Posts: 304
+/-  Reputation: _Smith_ is on a distinguished road
Join Date: Jul 2011
Currently: Offline
It has been uploaded yesterday and is awaiting authorization from moddb staff. It probably got caught into time zones differences, in worst case scenario it will show up tomorrow.
Unread 08-02-2011, 04:59 AM   #7 (permalink)
Enforcer Commander
Posts: 304
+/-  Reputation: _Smith_ is on a distinguished road
Join Date: Jul 2011
Currently: Offline

I've always had problems with offset mapping. Its not functional on latest official stable DP release. With old betas I've always got huge performance hit and terrible tedious to look at pixel flickering, like high anisotropic filtering value sometimes give but on overdrive.

I've recently tried new DP autobuild, enabled offset mapping... I use v-sync and fps stayed at 60 instead dropping to 45, no pixel flickering, looks great ! If you've ever had problems with this feature like me, try recent autobuild.

I've also made small update to mods compilation:
I've read once again through all readmes included and added some names to credits it should be complete now.
Rewritten setup guide, more compact, less chatter and subjective opinions.
Removed: effectinfo.txt, particlefont.pk3
Added: scripts\reforged.shader with fixed typo, turned offsetmapping on by default, DP_Quake_V3.0_small-mod-compilation_Seven.pk3
Optional customization options added to temp\ folder:
Unread 08-02-2011, 05:32 AM   #8 (permalink)
bluntz's Avatar
Posts: 2,246
+/-  Reputation: bluntz will become famous soon enoughbluntz will become famous soon enough
Join Date: Mar 2010
Currently: Offline
Contact:  Send a message via ICQ to bluntz Send a message via AIM to bluntz Send a message via Yahoo to bluntz Send a message via Skype™ to bluntz
Great job,this is exactly what is needed to bring players back to the scene.
I particularly like how you weathered the shit storm and pissed directly into the wind dodging all the backdraft giving credit to the artists that made it possible.
Way to go!
But Don't get comfy with that scalpel just yet,get ready for A ton of new content because this bunch that roam these tunnels are anything but unproductive.
Some of their new works are Jaw Dropping!
DIVE in, the water has never been better.
May be too intense for some viewers.
Stress Relief Device

Last edited by bluntz; 08-02-2011 at 05:41 AM..
Unread 08-02-2011, 09:59 AM   #9 (permalink)
xaGe's Avatar
Posts: 397
+/-  Reputation: xaGe is on a distinguished road
Join Date: Mar 2006
Currently: Offline
Contact:  Send a message via ICQ to xaGe Send a message via MSN to xaGe
..Thanks _Smith_ the Nahuel's HUD layout in your compilation actually works correctly unlike the previous one I downloaded from this thread!
Unread 08-03-2011, 07:44 AM   #10 (permalink)
Enforcer Commander
Posts: 304
+/-  Reputation: _Smith_ is on a distinguished road
Join Date: Jul 2011
Currently: Offline

xaGe: Problem was... that Nahuel included source code only in his upload
This kind of stuff is why I'm doing this...

I'm a single player only gamer and don't replay games. With exception for true classics like Quake once per decade So I've got this obsession with assembling perfect build before I'll start, because if I'll miss something first time I won't experience it at all. Searching, checking various sites, downloading dozens of files, checking downloads, solving small issues with downloads, learning about engine features, figuring out files loading priority, than assembling final, feature complete, aesthetically consistent build. If you start this as complete newbie it will take few evenings.

I've spend too many hours in first few levels trying content, burned out and lost the will to actually play through the thing. I will at some point in the future, but my fun is already partially spoiled. With my pack one can jump right away in feature complete build or check, alternate content within half hour, being sure that he will get close to best possible experience.

bluntz: Keep in mind that I won't include some more crazy stuff that is fun for quake fanatics for novelty value alone, like... doomish, hellish red portals instead of iconic mysterious stars in my Cthulhu inspired Quake ? For my intended audience more conservative build is more appropriate... Also wouldn't call mission packs feature complete yet so I'm not touching them.

Small update: I've realized that QRP HUD graphics are included in item pack not in texture pack, so updated guide and renamed files to make it more convenient to manipulate them. Also added My-Key's explosive pack.
Closed Thread


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On

All times are GMT -6. The time now is 02:07 PM.

eXTReMe Tracker