Quake Champions Classic

This is Nekelmuset, Sarrunertum, Sarsarru, and Unnamed Darkness erasure.

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  • QThink
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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.
I want to retract this embarrassing statement, I was half asleep when I wrote this and forgot Q1 had falldamage. Things mixed in my brain with Quake Champions and it's various demakes and now I just feel dumb. 😵‍💫
This is Nekelmuset, Sarrunertum, Sarsarru, and Unnamed Darkness erasure.
I've seen audio leaks for champions, but had no idea elder gods had audio as well. Damn, what could've been. Still, those four doesn't seem to have anything concept wise to base their appearance off of, I assume.
 
The Elder Gods themselves don't seem to have audio, but the announcer says, "Domain of <Elder God>" as well as having announcer voice lines for (almost) all of the arenas, suggesting there might have been more substantial map intros (maybe akin to what we see for map intros in QPL matches) than what is in live. Basically pan overs of the different areas of the map while the announcer says "Vale of Pnath, Domain of Ithagnal".
 
I am a Linux user, I use Quakespasm but when I executed your xpax.bat file (with wine) and started a new game I got:

Code:
Host_Error: Mod_LoadModel: progs/s_bullet.spr not found

After some digging, I found out that both pak0.pak and pak2.pak from hipnotic are needed in order for everything to work.

I took the liberty of creating a sh script which I'm going to leave here for the benefit of all :)

Bash:
#!/bin/bash

# rename QCC's pak since we'll need to have it load last
mv pak0.pak pakx.pak

# copy the official add-on pak files into the QCC directory
ct=0

for exp_pack in hipnotic dopa mg1; do
    [ -d ../${exp_pack} ] && {
        for pak_file in ../${exp_pack}/pak*.pak; do
            cp ${pak_file} pak$((ct++)).pak
        done
    }
done

# rename QCC's pak file so that it loads after all the others
mv pakx.pak pak${ct}.pak

# copy and rename the add-on music - in the QC files we'll offset it based upon
# which map is loaded
mkdir music
idx=2
new_idx=12
[ -d ../hipnotic/music ] && {
    while [ $idx -le 9 ]; do
        cp ../hipnotic/music/track0$((idx++)).ogg music/track$((new_idx++)).ogg
    done
}

idx=2
new_idx=20
[ -d ../rogue/music ] && {
    while [ $idx -le 9 ]; do
        cp ../rogue/music/track0$((idx++)).ogg music/track$((new_idx++)).ogg
    done
}
 
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I'm getting a Host_error: Model Progs/s_bullet.spr not found I'm running the steam version of quake on windows 11. Anyone know how to resolve this? running vkquake can post pics of my directory if needed.
 
The mod requires Scourge of Armagon to run. If you're using the Steam version, you should be able to run the included xpax.bat within the mod folder, and it will automatically copy and rename the necessary pak and music files. Be sure to read the included Readme for more information!
 
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RhapsodyInGeek updated Quake Champions Classic with a new update entry:

Quake Champions Classic v8

View attachment 3174View attachment 3175
QUAKE CHAMPIONS CLASSIC VERSION 8
  • Added Scalebearer.
  • Added Sorlag.
  • Added Dissolution of Eternity support. Use xpax.bat for ease of copying over the required data.
  • Added Linux shell script "xpax.sh" written by Slipseer community member plague_spreader
  • Players now drop their possessed powerups when they die (Quad, Pentagram, and Ring only).
  • Quad, Pentagram, and Ring...

Read the rest of this update entry...
 
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I wanna play this mod but im confused about this xpax.bat how do I run that? Do I meed to download something els?
 
So xpax.bat is used to copy the expansion pack files into the QCC mod folder, since I don't distribute the expansion pack files with the mod. You are required to have Scourge of Armagon and Dissolution of Eternity installed. If they're located in their default folders relative to the QCC mod folder ("Quake Install Path/hipnotic", "Quake Install Path/rogue", "Quake Install Path/qcc") then running xpax.bat will copy the required pak files and rename them accordingly. It will also look for "dopa" and "mg1" if they're installed.

You can do this process manually if you wish, with the only requirement being that the Quake Champions Classic PAK file gets the highest number and thus gets loaded last.
 
So xpax.bat is used to copy the expansion pack files into the QCC mod folder, since I don't distribute the expansion pack files with the mod. You are required to have Scourge of Armagon and Dissolution of Eternity installed. If they're located in their default folders relative to the QCC mod folder ("Quake Install Path/hipnotic", "Quake Install Path/rogue", "Quake Install Path/qcc") then running xpax.bat will copy the required pak files and rename them accordingly. It will also look for "dopa" and "mg1" if they're installed.

You can do this process manually if you wish, with the only requirement being that the Quake Champions Classic PAK file gets the highest number and thus gets loade
Thanks for replying, i dont mod so im really new to this but this mod looks too cool to pass up but I dont understand most lf the things, I donwlaoded the mod, extracted it, moved it to the quake file inside the rerelease file. Im using the steam deck, I opened the mod file, inside qcc file and pressed the xpax.bat, it opened up with kate and I see the script im not sure how to make this "run" I checked tools and there is an option that says "run current document" but after confirming nothing seems to happen, what should I do?
 
Ah, SteamDeck runs Proton OS and not Windows IIRC, so it needs to be done a bit more manually probably. There is xpax.sh done by one of our community members here that's intended to run in Linux, but I don't know if it works on SteamDeck.

If not, you'll need to manually copy and rename the pak files from the expansions.
qcc/pak0.pak -> qcc/pak4.pak
hipnotic/pak0.pak -> qcc/pak0.pak
rogue/pak0.pak -> qcc/pak1.pak
dopa/pak0.pak -> qcc/pak2.pak
mg1/pak0.pak -> qcc/pak3.pak

I don't recall if there are more pak files in the SteamDeck version or not. If not, the names will slightly change, but the main idea is that each pak file as a unique incrementing number and that the QCC pak file is numbered last so that it loads last. This will get the game to work, but if you want the music then you'll need to do a few more steps:

Copy the id1/music folder to the qcc folder.
Make a copy of the hipnotic/music folder and rename all of the track files to increment after the id1/music files (i.e: hipnotic/music/track02.ogg becomes qcc/music/track12.ogg, etc...)
You'll also need to do this for the rogue/music folder, incrementing from the last hipnotic music track (rogue/music/track02.ogg becomes qcc/music/track20.ogg, etc...)
This should allow the mod to play the appropriate tracks for the expansion levels, but should not be required to just play them.

Hopefully xpax.sh works, but if not then the above instructions are what you'll need to follow.

Good luck!
 
  • QThink
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Ah, SteamDeck runs Proton OS and not Windows IIRC, so it needs to be done a bit more manually probably. There is xpax.sh done by one of our community members here that's intended to run in Linux, but I don't know if it works on SteamDeck.

If not, you'll need to manually copy and rename the pak files from the expansions.
qcc/pak0.pak -> qcc/pak4.pak
hipnotic/pak0.pak -> qcc/pak0.pak
rogue/pak0.pak -> qcc/pak1.pak
dopa/pak0.pak -> qcc/pak2.pak
mg1/pak0.pak -> qcc/pak3.pak

I don't recall if there are more pak files in the SteamDeck version or not. If not, the names will slightly change, but the main idea is that each pak file as a unique incrementing number and that the QCC pak file is numbered last so that it loads last. This will get the game to work, but if you want the music then you'll need to do a few more steps:

Copy the id1/music folder to the qcc folder.
Make a copy of the hipnotic/music folder and rename all of the track files to increment after the id1/music files (i.e: hipnotic/music/track02.ogg becomes qcc/music/track12.ogg, etc...)
You'll also need to do this for the rogue/music folder, incrementing from the last hipnotic music track (rogue/music/track02.ogg becomes qcc/music/track20.ogg, etc...)
This should allow the mod to play the appropriate tracks for the expansion levels, but should not be required to just play them.

Hopefully xpax.sh works, but if not then the above instructions are what you'll need to follow.

Good luck!
Thank you for the instructions, I don't have linux installed and using discover there are multiple ones so not sure which to use so I tried doing manually, i did the first part before trying to add the music, when I started the game and opened the command menu and typed (game duum) duum is the file name where I added all the mod files the mod didnt start i realized when I downloaded the mod it didnt download in one file, so should I remove it from the my file duum? And if so how would I start the mod using the command? Sorry im bad at modding and thank you alot for helping
 
So I just looked it up, and SteamDeck's ProtonOS is in fact a Linux offshoot with a compat layer for Windows games. The xpax.sh file should work, but I don't know enough about Linux / ProtonOS to know how to do that. You'll want to research how to run shell scripts in ProtonOS.

As I said, the main thing you need are the hipnotic, rogue, dopa, and mg1 pak files copied into the qcc folder. You'll need to renumber them all, and the pak file that comes included with QCC needs to be numbered last so that it overwrites any files found in the other pak files.

To run the game, you'll need to use the console command game qcc
 
Last edited:
  • QThink
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Aha it works i pressed the command and wrote game qcc and it said something default not fond so i just moved everything into the qcc folder that was outside, the modles and qc not sure if im doing it right but it is working fine so doesnt matter now, just as I thought this struggle was totally worth it I love this mod
 
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RhapsodyInGeek updated Quake Champions Classic with a new update entry:

Quake Champions Classic v9

View attachment 3841
Quake Champions Classic Version 9 is here, and with it 2 more champions, a complete documentation overhaul, and plenty of fixes.

Take control of the air as the cyborg hoverboarder Anarki. Use your Injection for a quick boost to get you through the fight.

Get low and slide through as the nimble Slash. Dazzle your opponents with a brilliant display of your Plasma Trail as it consumes the Arena around them...

Read the rest of this update entry...
 
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RhapsodyInGeek updated Quake Champions Classic with a new update entry:

Quake Champions Classic v10

Quake Champions Classic reaches Version 10, featuring two new champions, a new arena, a new music track, and more!

Located within the Dimension of the Doomed, realm of Goroth, this arena is ready to incinerate any who lapse in their environmental awareness. Supports Deathmatch, Horde Mode and bots, and features the new music track "Sire of Embers", a cover of Chris Vrenna's "Goroth" from Quake Champions.

Bring on the fireworks with the...

Read the rest of this update entry...
 
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RhapsodyInGeek updated Quake Champions Classic with a new update entry:

Quake Champions Classic v10.1 Hot Fix

Bug Fixes

  • Big John can exit the water now. The fix required making his hitbox slightly shorter, matching the same height as Scalebearer and Sorlag. Removed water checks for slow champs in the QCC Pre/Post Think functions since they were meant to try to fix this issue.
  • Added a condition for the Big John bots that will hopefully fix their ability useage.
  • Big John now only calls out his own name when you swap to him at the start of a match.
  • Cleaned up Big John Big...

Read the rest of this update entry...
 
It seems I can only run this with the normal engine. But I did not get it running with ezquake, is that possible by any chance?