LibreQuake

An interesting modification with five episodes. But the "fish", "ogre", "h_ogre" and "oldone" models are not finished (beta :cry:), so you need to create a "progs" folder in the modifications folder and copy your favorite models there. In general, you can copy only the "gfx" and "maps" folders from the "*.pak" files and you will get a vanilla game with new episodes and ammo (without new items and monsters). Combine them as you like! Just don't forget to delete or rename these two "*.pak" files to launch a vanilla game. Be sure to install (copy) the modification from the "full" folder. Everything works great on the "QSS" engine.

P.S.: I ask the author not to be offended by my suggestion to use the modification in a lightweight form (only maps), you have done an excellent job. Thank you for that!
 
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Since this is still a beta version, I ask the author to change these lines in the source files to fix the correct projectile position for all weapons (when looking up/down). The nails will also be positioned correctly along the axis of the nailgun barrels.

FILE: player.qc (id1/hip/rog):

player_nail1
- Old: W_FireSpikes (4);
- New: W_FireSpikes (3);

player_nail2
- Old: W_FireSpikes (-4);
- New: W_FireSpikes (-3);

-------------------------------------------------------------------------------------------

FILE: weapons.qc (id1/hip/rog):

W_FireRocket
- Old: setorigin (missile, self.origin + v_forward*8 + '0 0 16');
- New: setorigin (missile, self.origin + v_forward*8 + self.view_ofs + v_up * -8);

W_FireLightning
- Old #1: org = self.origin + '0 0 16';
- New #1: org = self.origin + v_forward*8 + self.view_ofs + v_up * -6.5;
- Old #2: LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30);
- New #2: LightningDamage (org, trace_endpos + v_forward*4, self, 30);

W_FireGrenade
- Old: setorigin (missile, self.origin);
- New: setorigin (missile, self.origin + self.view_ofs + v_up * -13);

W_FireSuperSpikes
- Old: launch_spike (self.origin + '0 0 16', dir);
- New: launch_spike (self.origin + self.view_ofs + v_up * -8, dir);

W_FireSpikes
- Old: launch_spike (self.origin + '0 0 16' + v_right*ox, dir);
- New: launch_spike (self.origin + self.view_ofs + v_up * -8 + v_right*ox, dir);
 
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Since this is still a beta version, I ask the author to change these lines in the source files to fix the correct projectile position for all weapons (when looking up/down). The nails will also be positioned correctly along the axis of the nailgun barrels.

FILE: player.qc (id1/hip/rog):

player_nail1
- Old: W_FireSpikes (4);
- New: W_FireSpikes (3);

player_nail2
- Old: W_FireSpikes (-4);
- New: W_FireSpikes (-3);

-------------------------------------------------------------------------------------------

FILE: weapons.qc (id1/hip/rog):

W_FireRocket
- Old: setorigin (missile, self.origin + v_forward*8 + '0 0 16');
- New: setorigin (missile, self.origin + v_forward*8 + self.view_ofs + v_up * -8);

W_FireLightning
- Old #1: org = self.origin + '0 0 16';
- New #1: org = self.origin + v_forward*8 + self.view_ofs + v_up * -6.5;
- Old #2: LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30);
- New #2: LightningDamage (org, trace_endpos + v_forward*4, self, 30);

W_FireGrenade
- Old: setorigin (missile, self.origin);
- New: setorigin (missile, self.origin + self.view_ofs + v_up * -13);

W_FireSuperSpikes
- Old: launch_spike (self.origin + '0 0 16', dir);
- New: launch_spike (self.origin + self.view_ofs + v_up * -8, dir);

W_FireSpikes
- Old: launch_spike (self.origin + '0 0 16' + v_right*ox, dir);
- New: launch_spike (self.origin + self.view_ofs + v_up * -8 + v_right*ox, dir);
whats the reason for changing this when people are used to the default style?
 
whats the reason for changing this when people are used to the default style?

It's just that in many other modifications that you know very well, these errors have been fixed for a long time. These commands do not change weapons, but only correct mistakes.
 

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Having to replace the unfinished models with your own is one thing, but if you replace the demon and the shambler with vanilla models and give them back vanilla sounds, the game will become much scarier. I replaced half of the monsters with vanilla ones and it became even more fun to play. :)
 
Hi Andrew. I think you may be missing the point of the LibreQuake project a little bit. It's been going for a long time. The idea is to create a base of copyright free assets so that anyone using a source port can play a copyright free, different version of Quake that doesn't require any of the original assets. I imagine it was posted here in its beta state to raise awareness. It has a long way to go and is not a completed project, so perhaps it would be better to assess it on those terms, and not as if it's a completed mod.
 
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Less interesting fact: seen LibreQuake was reviewed in latest Linux Magazine #251 (in Polish edition, not sure how it looks in English one, but probably it contains same articles, never compared). // edit: went on linux-magazine com and searched for LibreQuake, found 1 match
 
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Less interesting fact: seen LibreQuake was reviewed in latest Linux Magazine #251 (in Polish edition, not sure how it looks in English one, but probably it contains same articles, never compared). // edit: went on linux-magazine com and searched for LibreQuake, found 1 match

found both of them gonna have to see if i can get my hands on these
thank u for bring this to my attention
 
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Since this is still a beta version, I ask the author to change these lines in the source files to fix the correct projectile position for all weapons (when looking up/down). The nails will also be positioned correctly along the axis of the nailgun barrels.

FILE: player.qc (id1/hip/rog):

player_nail1
- Old: W_FireSpikes (4);
- New: W_FireSpikes (3);

player_nail2
- Old: W_FireSpikes (-4);
- New: W_FireSpikes (-3);

-------------------------------------------------------------------------------------------

FILE: weapons.qc (id1/hip/rog):

W_FireRocket
- Old: setorigin (missile, self.origin + v_forward*8 + '0 0 16');
- New: setorigin (missile, self.origin + v_forward*8 + self.view_ofs + v_up * -8);

W_FireLightning
- Old #1: org = self.origin + '0 0 16';
- New #1: org = self.origin + v_forward*8 + self.view_ofs + v_up * -6.5;
- Old #2: LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30);
- New #2: LightningDamage (org, trace_endpos + v_forward*4, self, 30);

W_FireGrenade
- Old: setorigin (missile, self.origin);
- New: setorigin (missile, self.origin + self.view_ofs + v_up * -13);

W_FireSuperSpikes
- Old: launch_spike (self.origin + '0 0 16', dir);
- New: launch_spike (self.origin + self.view_ofs + v_up * -8, dir);

W_FireSpikes
- Old: launch_spike (self.origin + '0 0 16' + v_right*ox, dir);
- New: launch_spike (self.origin + self.view_ofs + v_up * -8 + v_right*ox, dir);

Does that mean I may change these lines in source code from git and compile my own version with better monsters?
This is a beginner's question, of cause. Hope you aren't annoyed.
 
Does that mean I may change these lines in source code from git and compile my own version with better monsters?
This is a beginner's question, of cause. Hope you aren't annoyed.
My friend, these lines with the changes are freely available to everyone. I just found this information and combined these edits into a single text file to make it easier to fix such minor errors when the source files are available. Do as you see fit. :)
 
It's just that in many other modifications that you know very well, these errors have been fixed for a long time. These commands do not change weapons, but only correct mistakes.
maybe make an issue for it on the librequake github within the dev chat tho the consensus mostly is that there is not much of a point to do this