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Team Xlink
Joined: 25 Jun 2009 Posts: 320
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Posted: Sun Dec 13, 2009 6:09 pm Post subject: Good Mods for Stock Quake |
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Hello.
So many mods I find are dependent on DarkPlaces.
Are there any good ones for stock quake?
Thank you. _________________
Anonymous wrote: | if it works, it works. if it doesn't, HAHAHA! |
Last edited by Team Xlink on Mon Dec 14, 2009 3:02 am; edited 1 time in total |
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Spirit

Joined: 20 Nov 2004 Posts: 476
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Posted: Sun Dec 13, 2009 6:51 pm Post subject: |
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Nope, there were never any good mods for Quake. _________________ Quake Maps |
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Downsider

Joined: 16 Sep 2008 Posts: 478
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Posted: Sun Dec 13, 2009 6:59 pm Post subject: |
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Spirit wrote: | Nope, there were never any good mods for Quake. |
Funny guy  |
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Wazat
Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA
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Posted: Sun Dec 13, 2009 7:12 pm Post subject: |
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Archmage, Airquake, Void Mod and Best of the Void (both mine), Roids, Snowed, Custents, Void Ents (mine), Jeht (mine)...
Those are what come to mind without hooking up and booting my old computer to look at my quake folder. _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work. |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Sun Dec 13, 2009 11:01 pm Post subject: |
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/me coughs
I've heard the one in here isn't bad.
http://forums.inside3d.com/viewtopic.php?t=967
New version (Which is very much different from this) will probably come out as soon as I get some time to:
1. Finish the Cthonoid
2. Fix a myriad of small things
3. Properly tweak skill settings for the SP map in the new version
4. Enough of a time gap passes from when RMQ Deathmatch Demo was released. (Because I don't want to steal any of it's thunder. And no, I have not had any time to try either it or the SP demo either. :\) _________________ "Roboto suggests Plasma Bazooka." |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Mon Dec 14, 2009 2:48 am Post subject: Re: Good Mods for Stock Quake |
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Team Xlink wrote: | Hello.
So many mods I find our dependent on DarkPlaces.
Are there any good ones for stock quake?
Thank you. |
Depends on your definition of a "good" mod.
Open source mods that I know of that are intriguing:
New monsters, weapons, "power ups"?
Mods with new physics or new gadgets:
Multiplayer:
Others here are FAR more familiar with the great and offbeat mods that have been made. But this is a list of some great sources that I know of personally. |
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Team Xlink
Joined: 25 Jun 2009 Posts: 320
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Posted: Mon Dec 14, 2009 3:06 am Post subject: |
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I am not really after the sources.
What I am after is:
1. A mod that can run in Stock Quake/GlQuake.
2. Its fun.
If it is a multiplayer mod, does it have servers that people play on or does it have bots.
I just want something fun to play while I am at work.
I will check out some of the stuff you listed.
Thank you. _________________
Anonymous wrote: | if it works, it works. if it doesn't, HAHAHA! |
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Wazat
Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA
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Posted: Mon Dec 14, 2009 3:34 am Post subject: |
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Try Jeht then.
</shameless plug>
Also Airquake is a great option.
Most mods don't have servers these days, unfortunately. Rocket Arena and TF probably always will.
*Edit: You can always play these mods in multiplayer on a LAN, if you have others to play with. If not on the same LAN, then over a VPN or with Hamachi, etc.
Many mods also offer bots, especially thanks to Frikbot.
Another multiplayer mod with bots: my Battlemech mod. It runs in TomazQuake and I think stock/GLQuake. I don't remembe though. Sadly it hasn't run in Darkplaces for some time due to a weird camera bug that started appearing at a DP version we haven't narrowed down yet. _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work. |
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scar3crow Inside3D Staff

Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Tue Dec 15, 2009 3:09 am Post subject: |
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scar3crow wrote: | http://www.gamers.org/pub/idgames2/quakec/compilations/kqp220z.zip
http://www.gamers.org/pub/idgames2/quakec/compilations/kqp220z.txt
Killer Quake Pack. Its utterly insane, and jam packed with randomness and various juicy bits.
http://www.gamers.org/pub/idgames2/quakec/
I'll try and give you a more proper list later on.
Quote: | If it is a multiplayer mod, does it have servers that people play on or does it have bots. |
Sadly most servers don't know how to changelevel from dm3. If I had the cash, I would love to setup some Inside3d servers, running classic mods, and new mods as well. Bots and friends with a listen server are your best bet. |
Random information:
scar3crow, I know you hate ProQuake cheat-free (it only allows ProQuake client to play and no other engines) and I want you to know that it is now officially dead. There is 1 obscure server running ProQuake cheat-free that no one uses ... all the rest now have abandoned it in favor of the DarkPlaces/FTEQW derived "anti-wallhack" server.
Additional information:
This week may see the birth of the "Universal Server". These servers can run tons of [open source only] mods via vote-mod, due to information FrikaC conveyed last year about how progs.dat loads fresh upon a map change.
The reason the mods must be open source is that it requires some QuakeC modification.
There are 2 server operators that may end up hosting the pilot server of this modification this week. I expect that this will lead to a chain reaction where most servers become "Universal Servers" (why host one mod if you can host 5 or 10 or 20 mods via vote-mod).
The result of that would likely be that servers with extra ports available might be able to host a DarkPlaces dedicated port because "Universal Server" will free up server resources by not needing so many redundant ports to host mods.
This is all tentative and theoretical and may evolve somewhat slowly because the one thing that can't be tolerated on a server is a mod that can crash the server.
And most of these mods haven't had enough live road testing to know the quality of their code. |
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scar3crow Inside3D Staff

Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV
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Posted: Tue Dec 15, 2009 11:20 pm Post subject: |
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Baker; That is rather exciting news, and I do hope you open source the framework for such a "Universal Server", I just hope they don't get filled with Clan Arena variants, but rather interesting mods.
Some mods off the top of my head for the servers, though I do not know if they're open source or not:
GetRichQuake (a long long time ago it was MOTW on PQ and it was a blast)
Storm the Castle (FrikaC's medieval answer to TeamFortress, I loved playing the Thief)
Zerstorer DM
Painkeep
HeadHunters
Navy SEALS
Kleshik
Quoth co-op
Hipnotic DM
Rogue CTF _________________ ...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness. |
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LordHavoc
Joined: 05 Nov 2004 Posts: 243 Location: western Oregon, USA
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Posted: Tue Dec 15, 2009 11:34 pm Post subject: |
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How is the mod switching done? Does it use the sv_progs cvar in darkplaces to change the progs.dat filename?
Also, Quoth is not open source, though users may have a legal right to demand source code to it, as one might assume it is under the GPL v2.
Before the GPL re-release of the id1 qc source it had no license, which in the US roughly means "no license, can not distribute at all", so one could assume then that it must be based on the GPL source, or it is an even bigger legal breach if not.
Under the GPL, the user can demand source code to any specific version they have received binaries for. |
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mh

Joined: 12 Jan 2008 Posts: 909
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Posted: Tue Dec 15, 2009 11:46 pm Post subject: |
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scar3crow wrote: | Baker; That is rather exciting news, and I do hope you open source the framework for such a "Universal Server", I just hope they don't get filled with Clan Arena variants, but rather interesting mods.
Some mods off the top of my head for the servers, though I do not know if they're open source or not:
GetRichQuake (a long long time ago it was MOTW on PQ and it was a blast)
Storm the Castle (FrikaC's medieval answer to TeamFortress, I loved playing the Thief)
Zerstorer DM
Painkeep
HeadHunters
Navy SEALS
Kleshik
Quoth co-op
Hipnotic DM
Rogue CTF |
Baker is Mr Open Source, I can guarantee you he will.
Oh, and wot 'Avoc said about Quoth x 25000. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines |
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scar3crow Inside3D Staff

Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV
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Posted: Tue Dec 15, 2009 11:48 pm Post subject: |
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mh; I felt it safe to assume he would, but best to ask first just to make sure its known and in the open =) _________________ ...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness. |
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Wazat
Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA
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Posted: Wed Dec 16, 2009 1:15 am Post subject: |
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It would be cool to see one of my mods (i.e. Jeht/Ace of Nails/Best of the Void) in such a voting mod... though it would be too bad to get it in there only to have it voted down every time.
Is it QW mods only or are other mods fair game?
Rune Quake was popular, and may be a good mod to add.
I totally agree with Storm the Castle. I had fun playing that with FrikaC and others. Token Quake would also rock, especially if it had an in-game QC menu system to make it easy to throw together a character on the fly (and I think it might have). However, if it gave a clear link to the website to build the character, that would work. _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work. |
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