Malice Definitive Edition Mod
First Person ShooterMalice from Team Epochalypse... revisited! Thanks to Quiver333 & Elfor for making this possible
Rage through 32 single player levels and 6 deathmatch levels of sheer terror and fully immersive sound and lighting. Arm yourself against the cannibalistic Ogre, fiendish Vore and indestructible Schambler using lethal nails, fierce Thunderbolts and abominable Rocket and Grenade Launchers.
Malice from Team Epochalypse... revisited! Thanks to Quiver333 & Elfor for making this possible
The open source Zircon engine ("DarkPlaces Mark V Project") is a modification DarkPlaces engine with a mouse driven menu everywhere, ALT-ENTER fullscreen/windowed...
Run through the Quake campaign as Doomguy! Featuring his full arsenal of weapons, rebalanced maps with colored lighting, and more!
Work In Progress Mod that replaces vanilla quake stuff with demonic stuff. P.S the BFG 10k is only obtainable thru impulse 13. oh and credit to Copper...
This is a Quake game on DarkPlaces engine with many general changes, includes best HD Textures, HD Models, upgraded gameplay and weapons and many other...
Have most of everything I wanted to do for Zircon User-Interface QuakeC API Phase 1 done ... and it does more than initially planned.
Right-clicking on things brings up context menus that allow a more fine-tuned action on something.
Case in point, in the File Open Dialog ... I want to be able to delete junk files I don't want any more.
Finished 95% of it, but walking through how I want it to interact with QuakeC took some meditation. The final 5% is positioning and sizing and then getting a nice example to show = no pics just yet.
Pictured: Phase 1 won't have a silver bullet to dramatically simplify inventory system user-interfaces. That is in a very likely Phase 2. It is possible Phase 2 happens and completes in February, but considerations for Phase 2 need to happen after Phase 1 is done.
Pictured above: A very comprehensive CSQC inventory system -- the supporting code is an absolute behemoth. The pictured inventory system encodes and decodes inventory from a string, transports across levels and save games and works in multiplayer and is exclusively controlled by the server -- supports drag dropping of items, some items like coins will stack, and extra storage (remove the backpack, storage slots = less). I do not like large and complex code, but even now haven't quite had the "Eureka" moment to figure out how to get it to collapse into simplicity, but I want to do such.
Have a system in place that stores lists, but values are quoted and there is a list separator delimiter that is usually a comma. Then you have the issue, how to put quotes and commas into a list and have it encode if those have special meaning.
So I detect that case and encode the list using base64 resulting in no commas or quotes ... MSxzdHVmZiAsMiwCICwzLHN0dWZmIA==
Not sure if there isn't a "better" way to do it, but it works. Now on to actually important stuff I want to be working on, because NO ===> I do not want to working on the inner mysteries of text parsing.
Take a stake, jam it into Dracula and move on ...
Continuing refinement of User Interface API -- excellent is simply not good enough and re-wrote a redesign of some of the interface aiming for as close to perfect as possible.
The reason "excellent" is not good enough ==> will permanently have this interface as "how to do things easy" and will have code using it.
"Form Systems" take the complex and make it easy -- hiding the complexity behind a veil of simplicity.
Reworked the API to reduce the number of lines of QuakeC by about half in some cases -- and from several lines to a single line in some other cases.
The goal is that by the end of February to have a full-fledged "Dungeon Experience" mod completed.
Supporting this is the Zircon User-Interface API for Client Side QuakeC ... which is still in progress but closing in to the goal.
Zircon User-Interface API makes -- otherwise impossible -- largely text based user-interfaces available to QuakeC that can be heavily customized and in the future should allow some fun otherwise impossible mods to exist.
Meanwhile .. don't forget to enjoy Q.U.A.L.K.E.R. 0.4:
Dungeons and "Shambler Invaders" are on the way before Christmas. But first, CSQC Flashlight with Radar/Compass/Secret Finder.
New Zircon version with "eq 2 + 2" or "eq cos(1)", "traceline" command, improved console pasting.
I went and released that mod that put Doomguy in Quake! I'm going to talk more about it here.
Work in progress for a future release. Primary feature in progress a QuakeC API for displaying and interacting with user interfaces.
Work in progress for a future release. Primary feature in progress a QuakeC API for displaying and interacting with user interfaces.
Work in progress for a future release. Primary feature in progress a QuakeC API for displaying and interacting with user interfaces.
SMC Add-On HUD for Mission Packs 1 and 2 with QuakeC source code by Nahuel with work by Kleshik and a version with refinements by Seven. Needs SMC to...
Work in progress for a future release. Primary feature in progress a QuakeC API for displaying and interacting with user interfaces.
This is my first quake mod i use slade 3 to make this crap soon i will upload more mods ;)
Quake is one of my all-time most favorite games. It’s amazing to see new mods and tech being released after all these years! Games like Wrath and new mods / expansions like QDoom fill me with newfound excitement for all-things Quake. I hope I can dig up and release some more ancient Quake gems from the vault.
After many years I returned to Quake and have been playing both the main game and the expansions on Nightmare, I'm almost finished. Great experience, pretty fair too, whatever you shoot stays down unlike DooM.
Извените что тревожу но подскажите как устанавливать ети моды на игру Quake?? Бо на игру half life както проще????
Закинь в корневую папку игры мод (не ID1, а корневую), например "Copper". Запусти игру и в консоли "~" (или Ё) набери "game copper". Игра переключится на мод. А можно сделать bat-файл и в нем прописать, например "quakespasm-spiked-win64.exe -game copper" и игра запустится сразу с модом.
OMG! The Creators of Arcane Dimensions are making a commercial FPS Game rrunning on the Quake Engine/idTech 1 Engine! 😺
And it's being published by 3D Realms! 😻
This has nothing to do with Arcane Dimensions.
Uhh yes it does, BloodShot is one of the level designers for this.
Hello, i am a level designer on Wrath and I wanna second what dumptruck said above. BloodShot was not on the AD team and we only ever had one(1) AD dev on the team. That individual has since taken a leave on the project so as it stands, no AD devs are working on Wrath. Hope this clears up some confusion.
DAMN! You're right my mistake, I dunno why I said BloodShot was involved with Wrath since he had no involvement on AD as you said.
Sorry for the misinformation, I must've been tired as hell when I wrote that. >.>
Aaaand it's out! 😺
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no it isn't.
Yes it is it just has ****** reviews because its bad
Awesome!