Mod Play_Q_rev.14.1 by Ash1980 (18.04.25) for QSS+vkQ

The mod has been updated to version 14. The archive also contains the source files.

Major changes in version 14:

- all missing animations of the "hknight" monster have been restored and their movement has been fixed - now it is a very dangerous opponent;
- new shots have been added for the "hknight" monster and the name of the standard one has been changed so as not to overlap with the standard game;
- monsters "demon", "fish", "shalrath", "shamble" have gained a "second" death with a new animation – it is added at the end and does not affect the operation of models in the standard game;
- added a waiting (idle) animation for the "shalrath" monster – it is added at the end and does not affect the operation of models in the standard game.

P.S.: If someone can add liquid density to my mod so that the bodies and pieces sink smoothly to the bottom in the water column, then that would be just great. I've seen this in an "Alkaline 1.2.2" modification, but I can't figure it out because I'm not a programmer.
 

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Mod updated!

Changes in version 14.1, which adds visual variety to the game:
Enforcer:
- the repeated "SUB_Check Referer" attack for the nightmarish difficulty level has become more frequent (reduced by 6 frames for smoother shooting animation), the monster has become more dangerous;
Hell knight:
- fixed the position of launching lightning and fireballs, increased their speed;
Knight:
- added missing kneeling animation (5% chance of walking animation);
Ogre:
- added missing animation and the sound of the saw turning on when an enemy is detected (before the running animation), except when the ogre collided with the player face to face.;
- the concept of saw smoke has been changed, it appears only when the saw is turned on for the first time or when it collides with the player face to face;
- the position of the grenade launch and its trajectory have been changed, now it flies out of the barrel of the ogre gun;
Soldier:
- added missing animation and reload sound when attacking (20% chance of attack animation); - the repeated "SUB_CheckRefire" attack for the nightmarish difficulty level has become more frequent (reduced by 3 frames for smoother shooting animation), the monster has become more dangerous.
 
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Info from admin:
This conversation started in QBJ3 thread. We moved it here to avoid confusion and to keep readability clear on QBJ3 thread.


I generally like models in "MD5" format, their shape does not change when moving, as when hot air blows from a candle. Models in the "MDL" format have a rigid shape and skeleton, unlike models in the "MDL" format. And if I had models in this format, I would try to adjust their animation. Earlier, I fixed all the animations from the "Quake Remaster" and used these models in my "Play_Q" mod.

It is unlikely that anyone will fix the animation errors. These errors have been around since 1996, and even in the remaster, no one has fixed them. It feels like the game was republished in a hurry.
 
Hmm, that's interesting. Personally it never bothered me with the original Quake models. I think the reason it's much more noticeable & sticks out with these models "glitching into the floor" is because the QBJ3 models look more detailed. It's not game breaking, but the "models glitching into the floor" is very noticeable with these high detail model variants.

I understand what you're saying about MDL models vs MD5 models. I personally like the rough, rigid animation & look for Quake 1 models: for me it further adds to the cozy atmosphere of the original game.

It's interesting how I dislike the Quake 1 Remaster, but I absolutely love the Quake 2 Remaster. I actually prefer Q2 Remaster over the original Q2. But when it comes to Q1, I'd rather play it without all the Remaster's upgrades & just use a sourceport to spice up the visuals.

You mentioned "Play_Q" mod that you made. Is there somewhere to download this mod? I'm interested in trying it out.
 
I found the "Play_Q" mod. Gonna check it out when I get some free time. It sounds pretty cool.

EDIT: will the latest version of your mod work on Ironwail 0.8.0? I have Quakespasm 0.9.6 & vkQuake 1.32.2. Just thought I'd ask if it works with latest Ironwail.
 
Unfortunately, this mod does not work on the "Ironwail" engine, as this engine does not know how to work with improved particles and effects. When trying to run the mod on this engine, it crashes with a "host error" and an error with the name of the visual effect.

If you have launched my mod on the "Ironwail" engine, then it is very good!
 
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