V 0.7 - http://www.moddb.com/mods/qore
//////////
QORE v0.7
//////////
Changes for update v0.7
- new introduced / discovered bugs:
Gibstages sometimes only play animations when shot
Kickfunction sometimes interferes with weaponmodel update
teleporting another monster into air sometimes stucks the teleported monster in air for a few seconds
selecting and cycling through weapons is a bit buggy again
- gib stages:
Another way of fragging, restricted to nailguns. If a monster dies, you can shoot it several times, until the corpse is shredded
to pieces. With every subsequent hit, the monster loses parts of its body or what is left of it. Imagine
that you slice an apple into small pieces before you hit it with a sledgehammer. Bring an umbrella.
- added back the new weapons
Couldn't wait to add them. Weapon selection functions are still buggy.
- added cvars:
You can now switch the new monster abilities and attacks on and off
You can now choose which of the new weapons spawns and which not
You can now determine how many gibs will spawn from fragged / killed enemies
Chasecam on player death yes or not.
- Added dismemberment and different bloody deaths to the player model
Still got trouble with the player skin colors in combination with the painskins.
As long as i'm seaarching for a solution the player body has no bloodskins.
But the limbs do have bloody gibskins already.
- ADDED OPTIONS TO MAKE DARKPLACES RENDER QUAKE PIXELISED
This is the standard rendering method in the qore.cfg now. You can read about how to make
it look like a modern shooter in the qore.cfg
- Worked on the whole multiplayer section:
Added FrikbotX
Projectiles will now be teleported, so you can shoot nails into a teleporter and the appear on the other side of it.
Player and bots have different dismemberment & frag deaths.
- added new enemies and worked on the stock ones:
Hazard Enforcer : Slime shooting Enforcer in a hazard suit.
Nogre : Fires a cloud of nails.
- Dedicated some of the death animations to specific weapons:
The gib stages only have a chance to occur if you shoot something with the nailguns.
Enemies who got killed by explosive weapons always gib completely
Enemies loose limbs when hit with shotguns or energy weapons
The Lightning Gun will either completely gib an enemy or play one of the bloody death animations, no limb loss.
All that varies from enemy to enemy. Don't expect to shoot of a shamblers arm with the single barreled shotgun.
- reduced the chance for limb loss, which makes the fights harder and severing a limb more satisfying again. Reduced the chances for bloody deaths for the same reason
Less is more. With these changes it not every monster pops into a bloody paste and convolutes the screen, the gore happens around 50% less
and that's a good thing, both for atmosphere and for balance.
- added and reworked the pain & bloodskins for :
Ogre & variant, Demon, Shambler, Soldier & variants, Dog, Shalrath, Knight, Hell Knight, Wizard, Fish
With the new skins and the painskins the fights feel more satisfying and intense.
The player body itself doesn't have painskins or bloodskins, because of issues with the selectable shirt and
colours. I'm working on it.
- increased the chance for painloops again, but only a wee bit
- reworked the Nail Ogre skin
- scaled down the gib-heads of every monster
- worked on the berserker monster to get it to work some day
- worked on the hell baron monster code (a free model by Ruin) to get it to work someday
- on certain maps the extra-pickup items won't respawn anymore
- Quake uses the old rotating weapon models and armor model when you play deathmatch
- blood splats from fragging something don't fly upwards forever, so after fraggin something, the ceiling 900 meters above it won't get painted.
- the blood splats behind a shot enemy are now looking better
- explosive weapons only randomly ignite gibs
- added preset qore.cfg and particlefont.tga files for different playstyles
(faithful to the original gameplay but with gore OR with the most kinky other stuf i added so far).
- added different skins for the different soldiers (nails/shotgun)
- added the missing dismemberment bleeding effects for the Fiend/Demon
- Metal sparks added to hit effects for Knight and Hellknight
- enemies will more often get pushed back on death
- added a batch file to start qore
- found out that the footsteps cvar didn't work as it should, fixed it
- reworked the gib velocities and mass
- increased the chainsaw damage by 20 points per frame to make it actually useful
You still need a heckton of skill to use it as a weapon
- fixed the dead-dog slide bug
- hopefully fixed the knight invulnerability bug
(not entirely sure its gone, but i shot a hundred knights without seeing it happening)
//////////
Hot to start QORE
//////////
Prerequisites:
- Buy and install Quake -http://store.steampowered.com/app/2310/QUAKE/
- Download Darkplaces - Icculus.org
- 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\
- read the qore.cfg file and modify the cvars to your liking.
- Choose the particlefont.tga file that fits your choosen rendermethod and pu it into the particles folder.
- rename it to particlefont.tga
- open the qore modfolder and doubleclick qore.bat
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
folder. Maybe you have to adjust the gamme / brightness, because every monitor is different.
//////////
How to update
//////////
Delete the files in your Qore folder
Copy the new fils into your Qore folder
reconfigure your qore.cfg and particlefont.tga
Start a new game.
Savegames from old versions may still contain old information and can produce unwanted behaviour of... things.
//////////
Credits:
//////////
- help from the QuakeOne.com Community
Dutch
Seven
Ceriux
Spike
Mad_Gipsy
- Sounds
independent.nu - Splatter & Cracking & falling sounds -https://opengameart.org/content/8-wet-squish-slurp-impacts
HaelDB - HaelDB - Armor walking Sounds - https://opengameart.org/content/foot...er-cloth-armor
mikhog - Acid Burn sound - https://opengameart.org/content/acid-burn-sounds
adrix89 - Sounds - https://opengameart.org/content/rpg-...-movement-hits
TankersleyFX - Splat sound Effect - https://www.youtube.com/watch?v=Hr46imSXZv8
Gumichan01 - Teleporter sound - https://opengameart.org/users/gumichan01
- Models
Per Kristian Risvik - for the chainsaw model - [email protected]
Atmostatic - Demonic Eye model - https://opengameart.org/content/demonic-eye
oparaskos - Brain model - https://www.blendswap.com/blends/view/54299
ceriux - for his Kick models - http://forums.insideqc.com/viewtopic.php?f=13&t=2969
Preach - for his weapon models - https://tomeofpreach.wordpress.com/category/models/
Ulrich Galbraith - for the gib models - http://openquartz.sourceforge.net/index.html
- .qc Tutorials / sources
Matthew Lawrence - for Gyro 2.20 -http://forums.insideqc.com/viewtopic.php?f=2&t=351
Spike - for the align to ground code - http://forums.insideqc.com/viewtopic...&t=5585#p55093
Cobalt & PrimalLove for their Punching-vector-hit-codes: http://forums.insideqc.com/viewtopic.php?f=2&t=5660
Dr. Shadowborg For the new weapons tutorial - http://forums.insideqc.com/viewtopic.php?f=11&t=3138#
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 - ftp://ftp.fu-berlin.de/pc/games/idga...s/doomshot.txt
Ryan Smith - For the Frikbot X - http://www.moddb.com/mods/frikbot-x
Ursader - For the Teleporting Stuff tutorial - http://www.insideqc.com/qctut/lesson-24.shtml
James Layman - For the NailOgre Tutorial - http://www.insideqc.com/qctut/lesson-33.shtml
particles:
TheJosh - for the explosion particle atlas https://opengameart.org/content/expl...s-sprite-atlas
Full Description in the readme :-)
Have fun.
TKJ
//////////
QORE v0.7
//////////
Changes for update v0.7
- new introduced / discovered bugs:
Gibstages sometimes only play animations when shot
Kickfunction sometimes interferes with weaponmodel update
teleporting another monster into air sometimes stucks the teleported monster in air for a few seconds
selecting and cycling through weapons is a bit buggy again
- gib stages:
Another way of fragging, restricted to nailguns. If a monster dies, you can shoot it several times, until the corpse is shredded
to pieces. With every subsequent hit, the monster loses parts of its body or what is left of it. Imagine
that you slice an apple into small pieces before you hit it with a sledgehammer. Bring an umbrella.
- added back the new weapons
Couldn't wait to add them. Weapon selection functions are still buggy.
- added cvars:
You can now switch the new monster abilities and attacks on and off
You can now choose which of the new weapons spawns and which not
You can now determine how many gibs will spawn from fragged / killed enemies
Chasecam on player death yes or not.
- Added dismemberment and different bloody deaths to the player model
Still got trouble with the player skin colors in combination with the painskins.
As long as i'm seaarching for a solution the player body has no bloodskins.
But the limbs do have bloody gibskins already.
- ADDED OPTIONS TO MAKE DARKPLACES RENDER QUAKE PIXELISED
This is the standard rendering method in the qore.cfg now. You can read about how to make
it look like a modern shooter in the qore.cfg
- Worked on the whole multiplayer section:
Added FrikbotX
Projectiles will now be teleported, so you can shoot nails into a teleporter and the appear on the other side of it.
Player and bots have different dismemberment & frag deaths.
- added new enemies and worked on the stock ones:
Hazard Enforcer : Slime shooting Enforcer in a hazard suit.
Nogre : Fires a cloud of nails.
- Dedicated some of the death animations to specific weapons:
The gib stages only have a chance to occur if you shoot something with the nailguns.
Enemies who got killed by explosive weapons always gib completely
Enemies loose limbs when hit with shotguns or energy weapons
The Lightning Gun will either completely gib an enemy or play one of the bloody death animations, no limb loss.
All that varies from enemy to enemy. Don't expect to shoot of a shamblers arm with the single barreled shotgun.
- reduced the chance for limb loss, which makes the fights harder and severing a limb more satisfying again. Reduced the chances for bloody deaths for the same reason
Less is more. With these changes it not every monster pops into a bloody paste and convolutes the screen, the gore happens around 50% less
and that's a good thing, both for atmosphere and for balance.
- added and reworked the pain & bloodskins for :
Ogre & variant, Demon, Shambler, Soldier & variants, Dog, Shalrath, Knight, Hell Knight, Wizard, Fish
With the new skins and the painskins the fights feel more satisfying and intense.
The player body itself doesn't have painskins or bloodskins, because of issues with the selectable shirt and
colours. I'm working on it.
- increased the chance for painloops again, but only a wee bit
- reworked the Nail Ogre skin
- scaled down the gib-heads of every monster
- worked on the berserker monster to get it to work some day
- worked on the hell baron monster code (a free model by Ruin) to get it to work someday
- on certain maps the extra-pickup items won't respawn anymore
- Quake uses the old rotating weapon models and armor model when you play deathmatch
- blood splats from fragging something don't fly upwards forever, so after fraggin something, the ceiling 900 meters above it won't get painted.
- the blood splats behind a shot enemy are now looking better
- explosive weapons only randomly ignite gibs
- added preset qore.cfg and particlefont.tga files for different playstyles
(faithful to the original gameplay but with gore OR with the most kinky other stuf i added so far).
- added different skins for the different soldiers (nails/shotgun)
- added the missing dismemberment bleeding effects for the Fiend/Demon
- Metal sparks added to hit effects for Knight and Hellknight
- enemies will more often get pushed back on death
- added a batch file to start qore
- found out that the footsteps cvar didn't work as it should, fixed it
- reworked the gib velocities and mass
- increased the chainsaw damage by 20 points per frame to make it actually useful
You still need a heckton of skill to use it as a weapon
- fixed the dead-dog slide bug
- hopefully fixed the knight invulnerability bug
(not entirely sure its gone, but i shot a hundred knights without seeing it happening)
//////////
Hot to start QORE
//////////
Prerequisites:
- Buy and install Quake -http://store.steampowered.com/app/2310/QUAKE/
- Download Darkplaces - Icculus.org
- 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\
- read the qore.cfg file and modify the cvars to your liking.
- Choose the particlefont.tga file that fits your choosen rendermethod and pu it into the particles folder.
- rename it to particlefont.tga
- open the qore modfolder and doubleclick qore.bat
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
folder. Maybe you have to adjust the gamme / brightness, because every monitor is different.
//////////
How to update
//////////
Delete the files in your Qore folder
Copy the new fils into your Qore folder
reconfigure your qore.cfg and particlefont.tga
Start a new game.
Savegames from old versions may still contain old information and can produce unwanted behaviour of... things.
//////////
Credits:
//////////
- help from the QuakeOne.com Community
Dutch
Seven
Ceriux
Spike
Mad_Gipsy
- Sounds
independent.nu - Splatter & Cracking & falling sounds -https://opengameart.org/content/8-wet-squish-slurp-impacts
HaelDB - HaelDB - Armor walking Sounds - https://opengameart.org/content/foot...er-cloth-armor
mikhog - Acid Burn sound - https://opengameart.org/content/acid-burn-sounds
adrix89 - Sounds - https://opengameart.org/content/rpg-...-movement-hits
TankersleyFX - Splat sound Effect - https://www.youtube.com/watch?v=Hr46imSXZv8
Gumichan01 - Teleporter sound - https://opengameart.org/users/gumichan01
- Models
Per Kristian Risvik - for the chainsaw model - [email protected]
Atmostatic - Demonic Eye model - https://opengameart.org/content/demonic-eye
oparaskos - Brain model - https://www.blendswap.com/blends/view/54299
ceriux - for his Kick models - http://forums.insideqc.com/viewtopic.php?f=13&t=2969
Preach - for his weapon models - https://tomeofpreach.wordpress.com/category/models/
Ulrich Galbraith - for the gib models - http://openquartz.sourceforge.net/index.html
- .qc Tutorials / sources
Matthew Lawrence - for Gyro 2.20 -http://forums.insideqc.com/viewtopic.php?f=2&t=351
Spike - for the align to ground code - http://forums.insideqc.com/viewtopic...&t=5585#p55093
Cobalt & PrimalLove for their Punching-vector-hit-codes: http://forums.insideqc.com/viewtopic.php?f=2&t=5660
Dr. Shadowborg For the new weapons tutorial - http://forums.insideqc.com/viewtopic.php?f=11&t=3138#
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 - ftp://ftp.fu-berlin.de/pc/games/idga...s/doomshot.txt
Ryan Smith - For the Frikbot X - http://www.moddb.com/mods/frikbot-x
Ursader - For the Teleporting Stuff tutorial - http://www.insideqc.com/qctut/lesson-24.shtml
James Layman - For the NailOgre Tutorial - http://www.insideqc.com/qctut/lesson-33.shtml
particles:
TheJosh - for the explosion particle atlas https://opengameart.org/content/expl...s-sprite-atlas
Full Description in the readme :-)
Have fun.
TKJ
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