Quake Champions Classic

RhapsodyInGeek updated Quake Champions Classic with a new update entry:

Quake Champions Classic v5

  • Added Railgun. Multiple DM maps either had rocket launchers replaced or a railgun added. Every id1 episode has 1 railgun to find. Recommended bind: bind r impulse 109
  • Added Bot Support. Bots will randomize Champion picks and skins. They will also use the new Railgun and their Abilities when they feel appropriate. They may still have some bugs, but seemed to test fine as of version 5's release.
  • Added alternate skins for Death Knight.
  • Ranger and Duke Nukem now have...

Read the rest of this update entry...
 
Dude, this is AWESOME! :D I've been playing it all morning. :)

Thanks so much for adding a railgun and bot support, this is amazing! :D You made my day! :p

Also, I found a possible bug (and work-around) in the Re-release. When you're setting up a multiplayer server, after you type "game qcc" and select "Quake Champions Classic", the game keeps changing it back to normal Quake, and won't accept the input.

However, if you add 3 bots to the server menu BEFORE changing to QC game-mode (but after typing "game qcc"), and then LOWER down to 0 bots AFTER changing it to "Quake Champions Classic" in the drop-down menu, then back out to previous menu, then load back into bot selection menu and add bots in at this point, then it WILL accept the new game-mode.

I assume this is due to the different bot routines/programming you've added, needing to be implemented after changing the game-mode (so it might not be a bug). But I just thought I'd mention it, as it may confuse some people who want to play a game vs bots. So it might be worth adding a note about this into the "Read me".

Thanks again, dude! This is now up there in my favourite mods list, with the likes of Arcane Dimensions. :D
 
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For Dwell we basically just used stuffcmd'ed cshifts to achieve the screentints, are those off the table for the rerelease?
 
An excellent update, I had a blast in Deathmatch.

Some audio feedback that I have:

Duke probably shouldn't talk underwater.
Nyx and any other potential future female characters could use a dedicated female gibbing death sound.
Railgun shot sound needs to be more audible - it's too quiet and since Quake 1 doesn't show what weapon your opponents have, louder sfx would help discern the threat.

Also, giving Nyx her Ruby color scheme from QC when you get to her skins would be really nifty 😉
 
For Dwell we basically just used stuffcmd'ed cshifts to achieve the screentints, are those off the table for the rerelease?
I know the Rerelease actually ignores certain stuffcmds (safety + security concerns IIRC). Can't remember if I tried this or not, but it's worth looking into in case I didn't. I'll give it a shot.
Dude, this is AWESOME! :D I've been playing it all morning. :)

Thanks so much for adding a railgun and bot support, this is amazing! :D You made my day! :p

Also, I found a possible bug (and work-around) in the Re-release. When you're setting up a multiplayer server, after you type "game qcc" and select "Quake Champions Classic", the game keeps changing it back to normal Quake, and won't accept the input.

However, if you add 3 bots to the server menu BEFORE changing to QC game-mode (but after typing "game qcc"), and then LOWER down to 0 bots AFTER changing it to "Quake Champions Classic" in the drop-down menu, then back out to previous menu, then load back into bot selection menu and add bots in at this point, then it WILL accept the new game-mode.

I assume this is due to the different bot routines/programming you've added, needing to be implemented after changing the game-mode (so it might not be a bug). But I just thought I'd mention it, as it may confuse some people who want to play a game vs bots. So it might be worth adding a note about this into the "Read me".

Thanks again, dude! This is now up there in my favourite mods list, with the likes of Arcane Dimensions. :D
So the "game mode" should be just referring to the map pool. Basically, going into the Local Game Menu, console command "game qcc", and then selecting the map you want and adding bots should do it. That's how I do it anyway. Glad you're having fun!

An excellent update, I had a blast in Deathmatch.

Some audio feedback that I have:

Duke probably shouldn't talk underwater.
Nyx and any other potential future female characters could use a dedicated female gibbing death sound.
Railgun shot sound needs to be more audible - it's too quiet and since Quake 1 doesn't show what weapon your opponents have, louder sfx would help discern the threat.

Also, giving Nyx her Ruby color scheme from QC when you get to her skins would be really nifty 😉
I had thought about the water thing with Duke, and I know how to pull it off. Not sure why I didn't.

I'll look into the railgun volume.

Ruby Nyx is best Nyx.
 
RhapsodyInGeek updated Quake Champions Classic with a new update entry:

Quake Champions Classic v6

Who he was before is insignificant... Who he is now is inconceivable... The Intruder from beneath DUSK has entered the Arena Eternal! Reap your enemies with the twin sickles and hold tight to your Fast Fire Totem as you unleash an onslaught against those in your way.

New horrors await: Dimension of the Past, Dimension of the Machine, and Horde Mode are now supported!

View attachment 2645

CHANGE LOG:
  • Added the Intruder from DUSK. Don't tell...

Read the rest of this update entry...
 
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Whenever I try to launch maps that aren't from original Quake (Horde mode, Dimension of the Past/Machine campaigns and DM maps), I get this error:

kexSocialTelemetryBNet::LogEvent: Sent ui_transition script

Those maps/gamemodes work just fine on their own, original Quake campaign/DM work fine with QCC. Hopefully this can be fixed, I was really looking forward to trying more campaigns with this mod.

EDIT: On a second thought, it might be unrelated error. Still, I'm not able to launch anything with QCC besides vanilla Quake levels.
 
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That's bizarre. Did you run the xpax.bat file? Do you have pak0, pak1, and pak2 in the QCC directory? The batch file should copy the dopa and mg1 pak files into the qcc directory and rename the qcc pak file to "pak2".

Also, are you using the console to play the DOPA and DOMA levels? Currently that's the only way to play them in SP. You'll need to use "map e5m1" for DOPA and "map hub" for DOMA.
 
Dusk Dude feels super mighty, I had blast with him going through Dimension of the Past.

Some feedback:

Death Knight flames can damage players even after they already died from them and respawned in DM.
I get the intent behind new champion select menu, but pressing three button to do it feels too cumbersome. Maybe confirm button can be M1 instead of Enter? That could save some time.

I'm also curious about what ability BJ would have in QCC now (if he's planned), considering Fast Fire Totem serves roughly the same function as dual wield. I also want to leave a suggestion, that Return to Castle Wolfenstein would be the right place to get retro-ish sound effects for him. He has enough of them here and they work the same way as in Quake 3 (gasping, drown, etc).

P.S: Now that QCC not only supports coop, but a Horde mode too, some sort of healer champion could be really beneficial for PVE with friends. Be it Galena or someone else.
 
* Players staying on fire after death is a bug that I thought I fixed. I'll see if I can figure it out for next update.

* New Champ select menu uses the built in Prompt they added for the CTF update to pick teams. I have no way of changing these inputs myself via QC.

* I am also curious about what ability I'll be giving BJ, as you have come to the same conclusion that I had in that assessment. Haven't given him a ton of thought admittedly, but I do plan on adding him at some point. Thanks for the RtCW suggestion, I'll keep it in mind.

* Galena and her totems are planned, just no idea when. Should be pretty easy though.

Next update is gonna be a new light champion, SoA support, armor rebalancing, and speed differentiation.
 
I really like that Dusk Dude is now added too :) Also his abilities to throw objects is fun.
However I couldn't run this mod for FTEQW engine - it crashes.
 
I really like that Dusk Dude is now added too :) Also his abilities to throw objects is fun.
However I couldn't run this mod for FTEQW engine - it crashes.
Do you have the crashlog? I currently only test in Quakespasm and Rerelease (though I may swap out Quakespasm for Ironwail). I don't use FTEQW.
 
RhapsodyInGeek updated Quake Champions Classic with a new update entry:

Quake Champions Classic v7

QUAKE CHAMPIONS CLASSIC VERSION 7
View attachment 2784
  • Added Commander Keen.
  • Added Scourge of Armagon support / requirement. Use xpax.bat for ease of copying over the required data.
  • Added Class Speed Differences. This is the start of adding different movement options for certain champions.
  • New console background.
  • Added Ruby Nyx and Trans Ally Duke skins.
  • Some gibs now have...

Read the rest of this update entry...
 
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Just tried Keen, an interesting take on Overbounce mechanic for sure. SoA support is also most welcome.

Feedback time:

Not a fan of fall damage at all. Q1 levels, both SP and MP, were never meant to accommodate this mechanic, this is something QCC could've gone without, imo.
Quake crashes, when you run out of ammo as Keen and game tries to autoselect his Pogo Stick (I've sent you Crashlog).
Keen is also prone to getting stuck on key doors due to his size, which results in him getting squashed.
Some more skin ideas, now that Ruby Nyx has been added: how about Quake 3 Phobos skin for Doom Slayer and young pre-corrupted Intruder, with black hair and normal eyes?

Curious to see what comes next. I know Kyle Katarn has been teased by you on Twitter, but I would've personally loved to see more Quake/Id Software characters down the line, especially aforementioned Galena. Healer in Coop/Horde mode will always be of help. Her melee weapon can be a chain, mace or both (chainmace).

I also wonder if you'll go back to your Elder Gods bosses, they were super cool. I imagine they can be used as new bosses for the end of each episode in SP campaign, with The Lurching King (from QC's Exile map) being an opponent for Dimensions of the Past.

EDIT:
And a bit more feedback, now that I've also played Horde mode:

Armor Shards could use a dedicated message when you pick them up, like "Picked an Armor Shard". This is to avoid confusion with regular armor pickup messages.
For some reason, I could not pick up yellow armor after it respawned, at least in Horde Mode, see screenshot:
 

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Fallback damage is staying. I like the crunch sounds.

I looked into the runaway loop error and I think I found the culprit. Uploading a hot fix in a bit. Turns out it's not that it's trying to autoselect the Pogo Stick, but rather it either keeps autoselecting the Neural Stunner when it has no ammo or weapon 0 when it has no ammo (not sure which), thus continuing to return a weapon with no ammo and searching for a weapon with. Hope the fix works!

Keen getting stuck is interesting because only his hitbox is shorter than everyone while maintaining the same width. His navigation hull is the same exact size as everyone elses. I can't seem to replicate it. Do you happen to remember where you experienced this?

Kyle Katarn was just a thought experiment and a fun little exploration of getting his model into Blender, but he's not planned next, so no ETA on him. The next update will have a focus on introducing heavy champions. Most champions will use the gauntlet, which will make its return in that update. The custom melee weapons so far have only been due to honoring their original games or because there is a lore specific melee weapon that fits them.

I do plan on going back to them. Admittedly, the main reason I haven't finished Ithagnal is because I haven't been able to think of what attacks they'd use and the collision system suggested by Bmfbr felt a bit more daunting than most of the things I've done in QCC. Ithagnal has idle and walk animations. I'd eventually like to do a Quake Champions Classic SP campaign, theming each episode the same way they're themed in the live game.
 
Do you happen to remember where you experienced this?
The very first locked door on Tur Torment (on the lower floor in the starting area), as well as the one near the end of the level.

If The Lurching King is going happen, I'd go for Dark Souls knight-esque bosses for the inspiration (afaik no concept art of him was released). A big armored husk of a knight; slow, but deadly, ruler of the frozen domain.
 
Just checked and the locked doors in Tur Torment (and the ones modeled like them in other levels) actually have that issue in the original Scourge as well. It's because the key emblems on them are actually extended out from the door, creating a lip you can get stuck on. Basically a mapping oversight from Hipnotic. There's no way for me to fix this without decompiling, editing, and recompiling the levels which is something that is out of scope for this project.

Lurching King does have concept art actually!

I don't really plan that far ahead for the Elder God bosses. They're largely doc-less design exercises in and of themselves and mostly improvised, but I do want to at least get Ithagnal and Cthalha done. Lurching King is really popular in the community though, so I am more inclined to do something with him than not.

Edit: Just caught your edit.

Thought I solved that bug with the Light Armor spawns. I'll look into it for sure. Horde mode is a very strange add-on, does a lot of things differently.

I'd thought about switching up the messages for the armors. I may do that in the next update.
 
Basically a mapping oversight from Hipnotic.
Oh, my bad then. It didn't happen to me the first time I played it, so I thought it was a bug with QCC. Apologies.

As for the Elder Gods - I don't think there were any after The Lurching King? Just five in total in Quake Champions.