Hi. My son saw me playing Quake and now he wants to play to. Is there a mod or set of monsters that make the game more G rated? I'm using darkplaces on Linux. I'm really not yet familiar with all the options and terminology around mods, skins, monster files, etc. Any help is appreciated.
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Is there a monster file or mod that makes quake more G rated?
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If its bloods and guts your concerned about, I think you should really understand how Quake is a classic,and really I dont see nightmares or any loss of sleep occuring from Quake's graphicness,which by todays standards, seems quite comical.
Maybe its just me,but your son seen you playing Quake, not some watered down version. Skill level on easy, and turn him loose on the Quake baddies!Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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I don't know if it will help, but I recall the CRMod mod having a GIB setting which could be altered to originally reduce network traffic. Gibs are the bits of dead bodies you'll find scattered around the level following the various bouts of carnage. It doesn't do all you wanted but it might be a start in reducing the gore for your young 'un
From the manual...
Code:12.6 Gibs Three gibs settings are provided: high, low and disabled. 'High' gibs is the default quake gibbing, and is meant for servers where most players have good connections. 'Low' gibs reduces network traffic significantly by using fewer gibs which disappear sooner; it maintains the gibbing effect in a more HPB-friendly way. Players are not gibbed if gibs are disabled; this setting has the lowest network traffic and should be used if the gibs are lagging some of the players.
MontyLast edited by Mr.Burns; 10-15-2010, 07:00 AM.Mr.Burns
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I think the original site may have died but the ever helpful MegaZoid is hosting a copy at QuakeTerminus.com: Download, Manual, More info
Hope this helps
MontyMr.Burns
"Helping to keep this community friendly, helpful, and clean of spammers since 2006"
WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
Servers: Quake.shmack.net, damage.servequake.com
News: JCR's excellent ctsj_jcr map is being ported to OOT
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I suppose if you look at it another way, I wonder what sort of reaction you would get if a youngster saw a teletubby skinned marine blasting a hole in a fairy princess skinned enforcer.
Last edited by Mr.Burns; 10-15-2010, 01:28 PM.Mr.Burns
"Helping to keep this community friendly, helpful, and clean of spammers since 2006"
WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
Servers: Quake.shmack.net, damage.servequake.com
News: JCR's excellent ctsj_jcr map is being ported to OOT
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Originally posted by Mr.Burns View Post
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Well, there's no real reason to download CRMOD if playing Quake locally.
Unless you just want to 1 on 1 with your son via deathmatch.
Qrack or JoeQuake will allow you to set cl_gibfilter and cl_deadbodyfilter which will suppress exploding enemies and remove corpse from the game field, from multiplayer and singleplayer. There may be a small blood pool if decals are enabled, (gl_decals 0 to turn off). And without gibs there will be no blood flying midair either.
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Originally posted by R00k View PostWell, there's no real reason to download CRMOD if playing Quake locally.
Unless you just want to 1 on 1 with your son via deathmatch.
Qrack or JoeQuake will allow you to set cl_gibfilter and cl_deadbodyfilter which will suppress exploding enemies and remove corpse from the game field, from multiplayer and singleplayer. There may be a small blood pool if decals are enabled, (gl_decals 0 to turn off). And without gibs there will be no blood flying midair either.
There's just no real way to get around the gore in Quake unless you put a lot of work into it. Zombies have rotten flesh, shamblers are covered in blood, vores still make my stomach turn. quake isn't meant to be G-Rated but maybe theres a brighter side to this.
there should be a "GORE" option in Quake that allows you to choose the level of GORE from NONE to EXTREMELY GORY.
How do you make it so whenever you kill a enemy/monster it will never gib them but only play their death animation? I figure this along with no blood and possibly clean skins could pass as a "not-so-g-rated-quake" but in the end its still a gory game.
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Gib filter and deadbody filter are really your best bet, with those enabled monsters will vanish immediately when killed.
There is blood on some monster skins; in theory, you could simply edit those to remove the red. That requires some knowledge though.
The general atmosphere of the game might be more disturbing than a bloody shambler, though. For example the sounds, and the soundtrack.
It isn't a game for little kids, really. If you remove all the threatening parts, you remove the game.
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This is really the reason (and this discussion has been debated heavily) that they removed the blood effects that Q3Arena had in favor of the sparks effect in Quake Live.
Although I believe it should be selectable, I understand the necessity of discretion in online gaming (although I don't happen to personally agree with it being forced).
That being said; As others have mentioned - in Quake, your only resort for single player would be a replacement of offending skins, maybe changing the gib models to something simpler, and since you mentioned that you use DarkPlaces, there is something else you can do that might cut back on some of the gore:
If you don't already have an effectinfo.txt file in your Id1 directory, (and you should, it's how to make things look just smashing in DP), you can write one that will eliminate the blood, blood trails, and zombie gib toss blood splatter respectively. Try changing your current effectinfo.txt file entries to these for the blood effects (or just copy these and write your own).
effect TE_BLOOD
type blood
count 0
size 0 0
effect TR_BLOOD
type blood
size 0 0
effect TR_SLIGHTBLOOD
type blood
size 0 0
Seven wrote a great explanation for these somewhere (I'm pretty sure you can find that post in these forums) that has more detail on their usage.
Good luck!
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Thx. Exactly how do I use this effectinfo.txt? I downloaded dpmod and expanded into the main quale dir then put the effectinfo.txt file into the id1 dir under that. Is that right?
[[email protected] quake]$ pwd
/usr/local/games/quake
[[email protected] quake]$ ls
darkplaces-glx dpmod id1
quake[[email protected] quake]$ cd id1
[[email protected] id1]$ ls
autoexec.cfg autoexec.cfg.ok config.cfg dpwater.pk3 effectinfo.txt glquake monster-skins-ogro.pk3 pak0.pak pak1.pak
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Originally posted by rollingglue View PostThx. Exactly how do I use this effectinfo.txt? I downloaded dpmod and expanded into the main quale dir then put the effectinfo.txt file into the id1 dir under that. Is that right?
[[email protected] quake]$ pwd
/usr/local/games/quake
[[email protected] quake]$ ls
darkplaces-glx dpmod id1
quake[[email protected] quake]$ cd id1
[[email protected] id1]$ ls
autoexec.cfg autoexec.cfg.ok config.cfg dpwater.pk3 effectinfo.txt glquake monster-skins-ogro.pk3 pak0.pak pak1.pak
It can go in the mod's directory (in this case, /id1/) and should work globally for all maps. It looks like you've got that right.
The other use is a per-map basis, in which case it has to be renamed and put in the maps folder to work properly. This is how you'd change the effects on a map by map basis, which is a nice feature for mod makers (kind of what I'm doing with the mod I'm currently working on).
I would say it should work the way you have it, if you are running the game out of your /id1/ directory. If you're running your commandline out of the dpmod directory, you may have to move it there.
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