Quake Champions: Doom Edition. A single player, coop and deathmatch mod for GZdoom and Zandronum, fully compatible with D-Touch.
Some people were waiting for them ... and now you will be able to gib them in pieces.
DISCLAMER: JUST LIKE Q2 3D MODELS, YOU SHOULD NOT BE PLAYING THIS WITH QUAKE 1 THEME ENABLE FROM QC:DE OPTIONS.
Please, disable Quake 1 theme from the QC:DE options before you play with this theme.
This is my second attempt at porting 3D models into QC:DE, and this time around, you will be able to fight against the Quake 1 enemies and the expansion enemies for it. Some were partially reworked so don't expect them to behave just like in Quake (such as the Gremlin), while others remain partially accurate.
- Credits
This theme has been created by using Quake Stuff Ultra - Reloaded as most of
the base, and some few other resources from Samsara EX Mixer (Dragon and Hell Spawn).
A few things were reworked and the file was further organized.
All main credits go to HorrorMovieGuy for the development of Quake Stuff Ultra and
Arche Kruz for the development Quake Stuff Ultra - Reloaded, and of course, Id Software for
developing Doom and Quake.
Some code for Bitterman was borrowed from Quake 2 Stuff / Another Quake 2 Mod. Credits go to
TheCamaleonMaligno and TheUndeadSoldier.
New skin for the Nailgun Enforcer taken from Quoth: Quoth - Quaddicted
SPECIAL THANKS TO MICHAELIS
For the script to make the Gremlin able to steal your weapon.
-- Original credits from Doomworld forum of Quake Stuff Ultra --
Mod Originally Created by
HorrorMovieGuy
"Quake Stuff Ultra - Reloaded" Code Rework and Tweaks by
Valerie "Lady Fuzztail" Valens aka Arche Kruz
Doom and Quake by
Id software
HECU soldier from
Half-Life by
Valve
- Changelog
v1.0
- Initial release
v1.1
- Added Lost Spirit from QC:DE as a Lost Soul replacement.
- Added dynamic lights to Armagon's missile.
- Added dynamic lights to the Spike Mine.
- Added particle effects to the lighting attacks.
- Added particle effects to Guardian's projectiles.
- Added particle effects to Scrag's projectiles.
- Added proper 3D projectile to Shambler.
- Added new attack pattern to the Enforcer.
- Added Ogre as a Hell Knight replacement (I don't know how I forgot him).
- Added a rocket and standard grenade attack to the Multi Grenade Ogre.
- New skin for the Nailgun Enforcer from Qouth, sligthy edited by me.
- Cleaned up the Gremlin's code a bit more.
- Gremlin will become a bit more agressive after using a weapon.
- Overlord has been completely reworked, he can summon enemies and have new attack's patterns.
- Enemies now have proper mass instead of going till the max limit.
- Enemies now drop backpacks with ammo and weapons from their respective spots.
- Dogs no longer drop ammo, but they are more rare because of that.
- Reworked Shambler's damage.
- Nerfed Multi Grenade's damage.
- Nerfed Tarbabies's explosion damage.
- Nerfed Wrath's damage a bit.
- Buffed Overlord's projectiles.
- Buffed Armagon's laser.
- Buffed Dragon's projectiles.
- Buffed Nail Enforcer's speed a bit.
- Buffed Mummy's a bit, reduced its pain chance quite a lot.
- Fixed enemies not entering into their pain states after being resurrected.
(if by any chance you are playing with another theme, that is).
- Fixed Phantom Swordsman's incorrect sounds.
- Fixed Dragon not bleeding the correct type of blood.
- Fixed Scrag's pain animation not playing properly.
- Fixed Mummy's XDeath sound not being the correct one.
- Fixed Zombie's XDeath sound not being the correct one.
- Fixed Zombie's raise animation showing his standard color momentarily.
- Fixed Zombie's raise state being ommited if player was standing above him.
- Fixed Centroid's walking sound looping after death.
- Fixed Vore's not doing anything after throwing two projectiles.
- Increased Vore's speed so waiting for her to comes out from a spawning spot doesn't feel like an eternity.
- Increased Zombie and Mummy's speed so waiting for theme to come out from a spawning spot doesn't feel like an eternity.
- Scaled down a bit the Boss Guardians and also reduced their hitboxes so they don't get stuck.
- Renamed Boss Guardians to High Priests.
- Reduced Boss Guardian's health a bit.
- HECU Soldier has a higher chance to use grenades.
- Other fixes, rebalances and comestic stuffs.
v1.1.1
- Added new backpacks for the specific type of ammo / weapon.
- Enemies with homing projectiles (except the Overlord), will have a cooldown when throwing their projectiles.
- Some enemies may become a bit more agressive if you have any powerup.
- Fixed Nailgun Enforcer spawning his old gibs whenever he was crushed.
- Hopefully fixed random crashes with GZDoom about the Vore's projectile.
- Nerfed Centroid's nails.
- Reworked the gore system for a better performance.
- Spike Mine will actually float instead of hugging the floor most of the time.
- Raise Zombie has a new skin instead of being a recolor.
- Zombie will be always gibbed if you have a Quad Damage.
- Other small balances and few fixes.
v1.1.2
- Fixed Rottweiler inheritance from main QC:DE actors.
- Reworked gore system.
- Hopefully fixed issue with heads and gibs spinning indefinitely on MP
- Fixed Ogres's grenades not producing their bouncing sound correctly
- Fixed Lost Spirit bleeding sparks
- Buffed Wrath minion's health to 300
Average
103 votes submitted.
finally have 2 Quake 1 and 2 3d pack there
This mod doesn't need another hero.
It needs more monsters!
Funnily, Bitterman is an exclusive enemy in this theme, just like Ranger was in Q2 3D models, so there you have another hero.
Thank you very much!
I like this addon, I like Q1-style HUD. Well, only thing I'm missing now is classic sound of Quad Damage. Brought me goosebumps.
if do make a Q1 player model for quake stuff
make QCDE 3d weapon model,Quake 1 and 2 player 3d model not monster theme pack came 2 version one without quick weapon switch another one with QWS
About the weapons in 3D, if you can rip the models, the textures, convert the models to any format supported by Zandronum and also do the definition of the models, I COULD think about that, otherwise DON'T tell the others to make the things you want.
And the last part ... I don't and probably won't care to understand what you mean in the last sentence, judging that your first request isn't that smart, so probably the second isn't smart or meaningful for this thread either.
there some issue 1. the Zombie Gibbing sound are wrong and sonud had Q1 zombie gibbing sound instead Q1 standard Gibbing sound 2. Scarg health should be 80HP
I appreaciate for pointing out first bug, as for Scrag's health, not a bug, it does replace Cacodemons, therefore, their health should be around 400. Otherwise, you will be most likely gunning them down as if they were mere flies. This is obviously for balance reasons regarding Doom's maps, not towards Quake's 1:1 maps if there were some out of there.
Just an small update, mostly regarding performance, cosmetic stuffs and few balances. Enjoy.
Hi,
Is this addon still compatible with the latest QC:DE version (2.7)?
I am not managing to load it, it always gives the same error:
#######################
Execution could not continue.
Script error, "QCDE--Q1--3DModelsv1.1.2.pk3:actors/wrath/wrath.txt" line 186:
Expected '{', got 'SeeSound'.
#######################
Source port tested: GZDoom 4.5.0, 4.4.2 and Zandronum 3.01 dev.
Load order: right after the main QC:DE file.
Edit: I tried the previous version (1.1.1) and it seems to run fine, both on gzdoom 4.5.0 & Zandro 3.01 dev.
Hi JD513. First of all, thanks for the great work!
I think you have a problem with version 1.1.2, where i get this:
-------------------
Script error, "QCDE--Q1--3DModelsv1.1.2.pk3:actors/wrath/wrath.txt" line 186:
Expected '{', got 'SeeSound'.
-------------------
In the Actors\Wrath\Wrath.txt you have a portion of code that should not be there (probably a wrong copy-paste)
To everyone with this issue, just edit that file and remove the lines from 185 to 216.
I really appreaciate the comment and so sorry that I didn't check it properly. Will try to fix it as soon as possible. Maybe this weekend.
You made tons of mods, thanks for that.
If you find some time could you try to get this to work for the latest QCDE again pretty please?
eld@rion's fix does work well