Ace12GA Quake 1; Alpha/Beta release
Posted: Wed Apr 25, 2012 3:25 pm
I have not been active in modding in some time, years really. After seeing some of the indie games being built on Quake engine tech, it brought me back, and I ended up here. I have put a bunch of time resurrecting an old mod of mine, and here it is, in a state I feel is beta quality. Its not a serious ground breaking mod, it doesn't really do anything new, but it is fun I think. And more importantly, I have had a really good time rebuilding this old mod, and putting some more modern game assets into it.


This is a weapons and game play mod. It replaces all of the original weapons with my own. The usual stuff, pistols, sub machine guns, etc... The game play changes are in how monsters are balanced against the new weapons. More importantly, certain monsters will spawn in random locations in random numbers. This makes many of the original single player levels fresh again, as each time the monsters spawn in different locations and numbers. This is only applied to Soldiers, Enforcers, and Dogs currently. When I extended it to Ogres, etc.. it broke some single player maps that have scripted trigger events related to the monsters. The "Base" maps show this best.


It is a mod, not a stand alone, so you need original Q1 data files. It is built with several Darkplaces features, specifically around the models, so it requires Darkplaces engine to run.
http://evan.action-web.ca/misc/darkplac ... 120425.zip
It extracts to a folder, "action", that should be placed in your Quake directory, and launched like any other mod. This was originally an Action Quake 1 project in the late 90's that never got finished. I just kept the directory. Try to ignore that fact.


The new models are all mine. Some of the model textures are mine, others (the good ones) are made by a gentleman I have worked with for years. I have included Romi's rtlights file in the zip. I have included a highres conchars from a 3rd party, that I want to credit, but can't find the authors name. I have included several open source sound files. I also included the source code in the spirit of contributing; I don't expect to spin off a commercial game here, so I would rather people can see how I have done things, regardless of how poorly, if they want to know how.

Constructive feedback welcome.


This is a weapons and game play mod. It replaces all of the original weapons with my own. The usual stuff, pistols, sub machine guns, etc... The game play changes are in how monsters are balanced against the new weapons. More importantly, certain monsters will spawn in random locations in random numbers. This makes many of the original single player levels fresh again, as each time the monsters spawn in different locations and numbers. This is only applied to Soldiers, Enforcers, and Dogs currently. When I extended it to Ogres, etc.. it broke some single player maps that have scripted trigger events related to the monsters. The "Base" maps show this best.


It is a mod, not a stand alone, so you need original Q1 data files. It is built with several Darkplaces features, specifically around the models, so it requires Darkplaces engine to run.
http://evan.action-web.ca/misc/darkplac ... 120425.zip
It extracts to a folder, "action", that should be placed in your Quake directory, and launched like any other mod. This was originally an Action Quake 1 project in the late 90's that never got finished. I just kept the directory. Try to ignore that fact.


The new models are all mine. Some of the model textures are mine, others (the good ones) are made by a gentleman I have worked with for years. I have included Romi's rtlights file in the zip. I have included a highres conchars from a 3rd party, that I want to credit, but can't find the authors name. I have included several open source sound files. I also included the source code in the spirit of contributing; I don't expect to spin off a commercial game here, so I would rather people can see how I have done things, regardless of how poorly, if they want to know how.

Constructive feedback welcome.