Hi all,
As many other users, I have downloaded several files in order to get the best Quake experience according to my taste.
Here is the list with the files I use in my Quake pack:
Client / engine:
DarkPlaces (DP) engine autobuild 20130709 - 'cause this works best with SMC v4.55 (LordHavoc's DarkPlaces Quake Modification)
Map textures:
Quake Revitalization Project (QRP) map textures v1.00 + QRP normalmap textures add-on v1.00 - they are much, MUCH better IMO than rygel's high or even ultra! (:: Quake Revitalization Project ::)
Eye-candy and more:
Small mod compilation (SMC) v4.55 - this version is EPIC!!! (http://quakeone.com/forums/quake-mod...mpilation.html)
DP Pretty Water v0.51 + VISed maps - I like v0.51 more than v0.55 for some reason (http://quakeone.com/forums/quake-mod...er-update.html)
DP New Teleport v1.23 (http://quakeone.com/forums/quake-mod..._teleport.html)
DP New Lava v0.3 (http://quakeone.com/forums/quake-mod...va-thread.html)
Environmental effects (http://quakeone.com/forums/quake-hel...arkplaces.html)
Moving sky (http://quakeone.com/forums/quake-hel...html#post80673)
Animated reflecting overload (http://quakeone.com/forums/quake-mod...-overload.html)
Light stuff:
Inkub0 rtlights v2.0 (http://quakeone.com/forums/quake-mod...-rtlights.html)
MH's .lit lighting pack (http://www.quaketastic.com/upload/fi...h_May_2009.zip)
Healtpacks, powerups, weapons etc:
Shader animated b-boxes ID1 (http://quakeone.com/forums/quake-mod...d-b_boxes.html)
Shader animated b-boxes health packs (http://quakeone.com/forums/quake-mod...html#post83192)
Ooppee's explosive barrels (http://quakeone.com/forums/quake-mod...e-barrels.html)
Effect Enabled powerups (http://quakeone.com/forums/quake-mod...-powerups.html)
Plague's weapons DP edited (http://quakeone.com/forums/quake-mod...k-dp-edit.html)
HUD + Menu:
Fully transparent HUD + Menu (http://quakeone.com/forums/quake-mod...-hud-menu.html)
Mosters - Basic:
Quake Reforged bestiary (Quake Reforged)
Monsters - Low- and High-Poly models and skins:
High-Poly Monsters - models and skins (http://quakeone.com/forums/quake-mod...sters-smc.html)
Low-Poly Monsters - skins (http://quakeone.com/forums/quake-mod...tml#post108841)
Audio:
Mindgrid HQ Quake 1 audio (QuakeWorld GFX - Other / Sounds / Mindgrid:audio High-resolution Quake 1 sounds)
Rest:
Of course, my original Quake 1 copy (pak0.pak + pak1.pak) and the original music.
The result is in my opinion great! QRP map textures are amazing, even without normal maps are much better than Rygel's; SMC gave Quake a re-birth; weather features, moving skies, and reflecting overload add a lot to the atmosphere; new monster models and skins are awesome (even though we still miss, as far as I know, a high-poly model for knight, hellknight, and dog).
I have a couple of questions, though.
A big THANK YOU to all the persons that either created new content for Quake 1 or modified and improved existing content or shared their knowledge or even just shared a link to facilitate us in finding what we want!
As many other users, I have downloaded several files in order to get the best Quake experience according to my taste.
Here is the list with the files I use in my Quake pack:
Client / engine:
DarkPlaces (DP) engine autobuild 20130709 - 'cause this works best with SMC v4.55 (LordHavoc's DarkPlaces Quake Modification)
Map textures:
Quake Revitalization Project (QRP) map textures v1.00 + QRP normalmap textures add-on v1.00 - they are much, MUCH better IMO than rygel's high or even ultra! (:: Quake Revitalization Project ::)
Eye-candy and more:
Small mod compilation (SMC) v4.55 - this version is EPIC!!! (http://quakeone.com/forums/quake-mod...mpilation.html)
DP Pretty Water v0.51 + VISed maps - I like v0.51 more than v0.55 for some reason (http://quakeone.com/forums/quake-mod...er-update.html)
DP New Teleport v1.23 (http://quakeone.com/forums/quake-mod..._teleport.html)
DP New Lava v0.3 (http://quakeone.com/forums/quake-mod...va-thread.html)
Environmental effects (http://quakeone.com/forums/quake-hel...arkplaces.html)
Moving sky (http://quakeone.com/forums/quake-hel...html#post80673)
Animated reflecting overload (http://quakeone.com/forums/quake-mod...-overload.html)
Light stuff:
Inkub0 rtlights v2.0 (http://quakeone.com/forums/quake-mod...-rtlights.html)
MH's .lit lighting pack (http://www.quaketastic.com/upload/fi...h_May_2009.zip)
Healtpacks, powerups, weapons etc:
Shader animated b-boxes ID1 (http://quakeone.com/forums/quake-mod...d-b_boxes.html)
Shader animated b-boxes health packs (http://quakeone.com/forums/quake-mod...html#post83192)
Ooppee's explosive barrels (http://quakeone.com/forums/quake-mod...e-barrels.html)
Effect Enabled powerups (http://quakeone.com/forums/quake-mod...-powerups.html)
Plague's weapons DP edited (http://quakeone.com/forums/quake-mod...k-dp-edit.html)
HUD + Menu:
Fully transparent HUD + Menu (http://quakeone.com/forums/quake-mod...-hud-menu.html)
Mosters - Basic:
Quake Reforged bestiary (Quake Reforged)
Monsters - Low- and High-Poly models and skins:
High-Poly Monsters - models and skins (http://quakeone.com/forums/quake-mod...sters-smc.html)
Low-Poly Monsters - skins (http://quakeone.com/forums/quake-mod...tml#post108841)
Audio:
Mindgrid HQ Quake 1 audio (QuakeWorld GFX - Other / Sounds / Mindgrid:audio High-resolution Quake 1 sounds)
Rest:
Of course, my original Quake 1 copy (pak0.pak + pak1.pak) and the original music.
The result is in my opinion great! QRP map textures are amazing, even without normal maps are much better than Rygel's; SMC gave Quake a re-birth; weather features, moving skies, and reflecting overload add a lot to the atmosphere; new monster models and skins are awesome (even though we still miss, as far as I know, a high-poly model for knight, hellknight, and dog).
I have a couple of questions, though.
- Is there any change that there is some conflict between, for example, Quake reforged bestiary and my new monster models and skins? (I don't think so, since I can see the new models and skins in-game, but maybe I miss something as a newbie, you never know ...
). Or between any other .pk3?
- All the new monster models (except Shambler's Castle models which are grouped into a single .pk3) and skins are at their own .pk3 (usually with one or more z in front of their name ...). Would it be better, in terms of performance, if I pack them all into a single .pk3 (I have downloaded the tools to do that, it is really easy)? Is there any general guideline?
- Finally, I would like to ask you if you have to suggest any other extra that I might like (or a replacement for something of the above - e.g. another weapon pack), and if you can share a link.
A big THANK YOU to all the persons that either created new content for Quake 1 or modified and improved existing content or shared their knowledge or even just shared a link to facilitate us in finding what we want!
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