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Quake 1.5 Mod Beta
a.k.a. Brutal Quake (Unofficial)

This is the mod edition of the weapons pack released a few years ago. It has been forked off of seven's SMC 5.30, bringing with it many new features - This mod requires darkplaces as it makes use of engine extensions specific to DP

What is it?

Quake 1.5 is firstly a weapons overhaul, the original weapon pack's goal was to redo the quake 1 weapons to give them more feedback. Changes in the mod version include things like shell ejection, seeing rockets slide into the tube, additional frames for nailguns and a spin up/down on the SNG like Q2's chaingun.

The mod is a gameplay mod second, and branches off of SMC to include many new features (see website for feature list.)

(I did not create this mod.)
Quakespasm/Mark V Version 
As much as I used to like Darkplaces, I prefer vanilla-style ports like Mark V now. I have heard that the final version will support these. Is that correct? 
I can't speak for Bloodshot but I know from conversations with him that FTEQW support is planned. Quakespasm-Spiked "should" work according to another post from Spike (the dev of QSS).

I don't think Quakespasm support will happen because it doesn't support any of the DP extensions. 
Mod Corner 
Judging from the video, this mod is essentially what Arcane Dimensions lacks.

I'm not talking about the DP-specific vfx features, but the way this mod handles animations makes the game feel a lot more solid. Specially the shotguns. While AD focus on bringing a richer gameplay experience, Q1.5 focus on bringing a tighter gameplay experience. Combining both would be incredible. 
Judging from the video, this mod is essentially what Arcane Dimensions lacks.
Combining both would be incredible.

God no, leave AD alone 
Quake 1.5 - New info and trailer
[...] about a month ago I started working on creating a blood/gore system that would work independent of engine choice, the Arcane Dimensions mod is the base and will be the basis for the Quake 1.5 port to the classic engines.

It won't have all the customization of the darkplaces port but it will work with arcane dimensions, and it even works with the Mark V software renderer if you really want to go retro!
So it will work. Even if it's with some restrictions, main thing is it'll be possible! 
Sorry I got it wrong. Thanks @mankrip for posting that. I've seen that post on ModDB but didn't read far enough down. That's great news. 
From Spike:

FTEQW Revision 5397 CAN run that Quake1.5 mod, but you'll want to use fps_preset dp (or equivelent) to configure cvars in order to change from fte/standardish behaviours to dp-like behaviours 
Mod content doesn't fit into quake style, and even doesn't fit into some alternative mod style, looks like pirate dress. Like uncountable number of all that "hi-end quake mod compilation"

Sorry if it hurts 
The AD version will probably look like this:
screen shot

Maybe he can rename the mod to Arcane Brutality or something. That'd be awesome! 
Yes the name is at large issue for many people I think.

At a time when many new players might be attracted to Quake following the notice its excellent mapping community is getting for various reasons it would certainly tend to mislead into thinking this is some sort of community improvement patch and than 1.0 is not worth revisiting... 
Oh and this is not to shit on Bloodshot, I understand from what he says the naming was not done on purpose for this effect. 
I Agree With #14 
It was clearly not his intention to mislead people and the name was actually his second choice from what I recall.

Something to consider is that clearly the average, everyday gamer likes this sort of content. Maybe this will inspire other similar mods with more cohesive art direction.

I for one am going to start looking into Darkplaces extensions just to educate myself a bit more. Since this mod is popular and the "unannounced" Killpixel game uses the same tech. 
Very Nice 
downloaded and I'm now playing! but in my opinion, Darkplaces is still not fluid like Quakespasm or MarkV! 
those colored lights are beautiful, are they done with WinMHcolour or are manually create? They look manually created 
Something Like This Was Needed... 
as much as AD was. I think I've mentioned this before (I'll have to check), but the true potential of the Quake engine has yet to be tapped. While AD did an excellent job with pushing map creation beyond the basics and small steps taken, the actual gameplay hasn't been tooled beyond new weapons and enemies outside of TCs (I miss those.

This is the first real step taken in the direction of tightening the gameplay for a more fluid experience. Fair warning though: trying to complete Episode 1 in Nightmare with the new setup shows a couple of its limitations. Right away, the gunplay felt heavy, for lack of a better term. I was prone to miss my shots more than usual thanks to the centering of the gun changing due to its positioning. But thankfully you're able to change between the more modern scheme and the original classic setup in the mod menu.

Speaking of that, entering a new game gives you instructions unique to Q15 by pressing either the Home or Backspace buttons. While the Backspace button takes you to a Lvl Select screen, the Home buttons goes to the mod menu where you can tweak things as you please.

I'll put down more of my thoughts later, but for now this question'll be left to chew on in answer to #11:

What is Quake? 
"Something to consider is that clearly the average, everyday gamer likes this sort of content."

This is why the quake 1.5 name is all the worse.


What's this awful bleeting in #18 ? 
Fighting Looks Brutal 
this will be good, waiting for the version which can be played outside darkplaces engine 
This is the first real step taken in the direction of tightening the gameplay for a more fluid experience

What the f....

How is quake not fluid? It's just about the simplest and most immediate FPS in existence. 
I Meant Even More Fluid 
I forgot to add that when saying that and giving the example of how ogres and the rocket launcher work in Q15 compared to the original. In regular Quake, the Rocket Launcher feels like a more accurate Grenade Launcher. It kills Ogres in two hits while replacing all the rockets you fired as if it never fired. In Q15, rockets become more precious as the increased strength of the Rocket Launcher can OHKO an Ogre without dropping rocket ammo. You're forced to change weapons (I've been going SG/SSG depending on how close I am) to get the ammo if you don't gibb them on the first hit.

Should have given an example to avoid that. It's on me. 
Quake 1.5 Is Fluid 
like late-night diarrhea after eating an entire bag of Doritos and all those delicious, horrible spices wreaking havoc on your digestive tract, except Q1.5 isn't delicious at all. 
Is “fluid” The New Viral Word? 
"Gamefeel" is the absolute worst.

The games scene is absolutely full of bollocks words that have never actually been defined, yet are used all the time by assorted commentators, and you just sort of have to nod along and say things like "Yeah, I agree, I guess this does have pretty cool gamefeel, but I do think you need to tighten up the graphics on Level 3. Ok, let's talk about the gunplay..." 
First Impressions.... 
I agree, the newspeak concerning games is quite a thing now. 
I wasn't going with any bullshit terms when I used them. They were being used as I chose to use them. How the game feels and how the weapons are played with. They're actually pretty simple definitions I'm working with and not intended to be bullshit like how immersive it is or something like that.

Anyway, what's so wrong about this mod existing, especially as a Beta? It's not a final mod, and it's most certainly going to have improvements as time passes. As it is, it's a good mod as it is, and it will probably get better in the future.

Extra: Ever wanted to play with Q3 physics in a SP campaign? 
Extra: Ever Wanted To Play With Q3 Physics In A SP Campaign? 
Ever wanted to guzzle your grandma's anal leaks ? 
Anyway, what's so wrong about this mod existing, especially as a Beta?

Absolutely nothing.

The fact that there's nothing wrong with it existing doesn't make it a good mod, however. Maybe that's because of it's current reliance on Darkplaces; maybe it's the Darkplaces-isms in what we've seen of it to date that cause it to seem a lot worse than it might actually be? Maybe if/when a QS version of it emerges, it might be worth re-evaluating it?

Because let's be honest - right now it doesn't look like much of anything that we haven't seen before. Darkplaces plus some shiny effects plus some replacement weapons plus some map touch-ups. Yeah, we've all seen that multiple times before.

So sure, it can exist, but it's not actually that wonderful, you know. 
Let's Just Officially Call It "Brutal Bloom" 
And then maybe we can move past the daft "1.5" thing.

Honestly, "Brutal Bloom" tells you everything you need to know about this mod in two incredibly economical words. 
Ogres don't drop rockets if gibbed? Such fluidity, much gamefeel. 
I Had The Same Infantile... 
knee-jerk reaction to mod as some of the posters here until I tried it for myself. It's a bit more than a "weapons" mod and it's fun. Because I have very little experience with DP it's was an interesting experience to spend a bit more time in the engine. One thing to note is there are excellent new levels included in the map by Bloodshot. You can certainly turn bloom off AFAIK.

Moving forward I'll actually be trying mods before trashing them.

On a related note Bloodshot is the next guest on the Quakecast and I think people will be surprised at some of his comments re: the future of the mod, the backlash from the func community and other tidbits. 
@dumptruck Its good to try new mods and engines. Just do not be too naive. Do some research about existing DP mods first. Around 80% of that mod features are SMC features. With some additional AD monster models and content.
Yes, that mod adds new weapon models and some map edits with new episode bosses made out of AD and Quoth monsters.
As many people already posted, it is more a combination of existing DP mods with some new edits.
If you look at the mod content and are familiar with DP and Quake mods in general you will see it as well.
Using well made DP mods as base and add some features on top will of course generate enthusiasm among the people who do not know much about it. And that is exactly what you see on moddb at the moment. And that is also the reason why you do not see the same enthusiasm on the Quake forums. Except from people like 8657 who obviously do not know much about Quake at all ;) 
Are you really that naive yourself that you say someone doesn't know much about Quake because they're excited about how popular it's getting? Like they're not familiar with or have never played Qore? Or maybe the attempt to TC Blood in DarkPlaces known as Transfusion? Or maybe the fact that Bloodspot admitted that Q15 is a fork of SMC in the Intro level?

The most important thing about modding isn't just to shoot the shit and make new things. You also have to build on what's been made before and improve upon it. This is part of the achievement of Q15 on the technical level.

What Q15 has really done is potentially popularize all of those things in a time where Quake modding and mapping is coming back up after years of little activity. In that sense, AD is responsible for Q15's hype because of what it's done to bring attention back to Quake modding and mapping.

You don't have to like DP. Hell, you can wait until the QS version comes out to see if you like it or not. Just don't shit on it based off of a cursory glance and assumptions about what it is.

tl;dr This stuff's cool despite how old or new it is. The fact that things like this keep wowing people should tell you something about how rare these things actually are to people who don't frequent that part of the Quake fanbase. 
I am well aware of where the mod comes from - it even says it's based on SMC it when you first launch it. And I have certainly played AD and made a map for it. :)

Now that QuakeOne is dead there's not really a good place to bone up on DP mods is there? Please correct me if I am wrong. In any event, DP needs to die in favor of FTE. 
Gargle Gargle Gargle... 
"tl;dr This stuff's cool despite how old or new it is. The fact that things like this keep wowing people should tell you something about how rare these things actually are to people who don't frequent that part of the Quake fanbase. "

Have you seen ALL the kind of stuff around that wows people ?
You really find it ALL great ? O_o

The mod has 2 things without which I am sure it would gain greater acceptance and be all the better for it : the name and the taste in gfx effects chosen and employed by default.
Yes it may not grab the awfull attention of certain people "wowed" by very tastelessly chosen and implemented superficial gfx effects in 2019... but I mean come on, who cares ?

The mod could of gone through the effort of ESRGAN upscale if it has to be "high rez"...not used "WOW so NEW!! --> COLORED LIGHTINGGGG FOR MY 3DFX CARD!!! HOW COOL IS NEXT GEN Y2K AYE ?" crapola oversaturated overdone TASTELESS lighting...

Just turning on all the ugly FLASH WHEEEE WIZZZZZ switches to max in DP is lazy and tasteless.

The fast gameplay, doom2 style ssg action etc and some other simlar parts are a fine idea for its own kind of mod, I have nothing against at all. But then that name.... 
The SSG is from QC according to Bloodspot, if I remember properly. You can change to the classic version in the menu just like you can play with the classic centering. Most of the things people complain about aren't a serious issue. There's even an option to play with Quake/Flares if you hate the hi-res.

Hi-Res ISN'T a requirement to play the mod, though DP not being in common use is why people are reacting to seeing Q1 in that way; this is the point of the 2nd sentence. That you think something is lazy and tasteless doesn't mean someone else will have the same view of seeing Q1 who may have just been exposed to it. It's more technically impressive in how the graphics can be tinkered with than QS's more traditional-looking graphics scheme and can be messed with according to one's own preference.

The fast gameplay is more reminiscent to how the later Quakes played, so I'm not that miffed about that: id2's flexibility is something that's going to be explored as new people come to understand how the engine actually works and what they can do for their own projects. Sure this was a project that was a long time coming, but how many people who didn't know about Quake's modding and mapping still being around will it attract to try their own hand at things? And this, in turn, will increase the mapping tricks as new things come to be a part of the pool.

In the end, everyone benefits. That's the main reason other than rabid fandom that DOOM's modding has been on a near consistent expansion in the past 20 years. That's why this shit's cool: it's a chance to finally advance things from where they've been since the 2000s.

The name though is something I agree with you on, even though I see why it has the name. It should change when it leaves Beta so the wrong idea isn't taken. Maybe there'll be a new name when Q15 hits QS as Bloodspot says he plans to.
We'll see what happens.

Extra: A quick playthrough of a custom map that Q15 made more interesting: 
Now Does That Not Look Incredibly Fucking Better ? 
The tinkering mentioned above is 0 impressive.
I do believe DP patched in those effects for people wanting to build OTHER games / TC's with the engine. Not to "enhance" Quake, or, *shudder* - bring it to version 1.5!

"It's more technically impressive in how the graphics can be tinkered with than QS's more traditional-looking graphics scheme and can be messed with according to one's own preference."

The colored lighting, bloom and other cheap fx are certainly not technically impressive, those graphic fx are regular stuff found in countless other engines just added wholesale in to DP. I am not much of a dev but if I understand it is mostly a question of porting existing stuff.

Now QC implemented extra particle, gore etc stuff is certainly more interesting.

I do doubt quake modding will ever reach Doom proportions due to the obscurity of figuring out how stuff works compared to Doom.
I believe asset creation is definitely harder too 
And that youtube video makes me think all the more this would be a great "Painkiller" TC for Quake1, with the tons of mish mash weapons and enemies. Not being facetious, I mean it, would be cool in itself, dunno, call it PainQuake or somesuch, fast movement bunnyjumping around and hordes to slay. 
Graphically so it is to a new pair of eyes. You're underestimating DP's novelty in that regard. Not everyone's played QC, and we don't have access to the source code like we do everything else. DP could stand to be improved/replaced, but it's just window dressing compared to what Q15 actually does on the technical level. Think more in the way someone not so exposed to these things in Quake (not newer games) would see it, and you understand why someone might be wowed to see Quake in that way.

The main reason why things are still so hard is that Quake modding's remains obscure in comparison to the brilliant map design of Quaker mappers even though at its core Quake modding's just an expanded process of Doom modding. Much of Doom modding today is possible because of Quake's source code as the base for what modern Doom is today.

3D models in a id1 variation (VRDoom)

And here's Risen3D which allows for 3D models in the Doomsday Engine:

There's so much out there that could be taken and used if there was the will to do it.

The biggest problem for Quake isn't so much the difficulty as it is how much time and effort is needed to get everything done. To make a TC for example requires making new models for enemies and the player character, new maps, new programming etc... And the worst part is so many have to start from scratch because there's almost nothing to build on thanks to the fact so much's been lost outside of actual Quake.

It takes so much effort BECAUSE of that. How cool would it be if all of the TCs' assets were brought together into one resource and accessible in Trenchbroom or something like that? It'd be cool to see a new Fantasy Quake level after so long.

But I'm getting a little too off-topic with that.

Your Painkiller idea would be cool to see, though I'm not sure how well it would port over. 
3D models in a id1 variation (VRDoom)

Lookin' good!

Just scooped an exclusive leaked reference image from the "former human" model there:

I guess the name "1.5" is meant to be a mix of Q1 and Q2. Older versions of this mod features a super shotgun that looks much closer to Q2, and Q2 also has a hand grenade. Q1.5's super nailgun looks closer to the Q2 hyperblaster.

Wait. That's exactly the reason for the "1.5" naming:

bloodshot1 2 points · 3 years ago
Been making a Q1 weapons pack on and off with a goal to give it the heavily animated Q2 flavor, what do you guys think?

Of course, the current version evolved beyond its Quake 2 inspiration and doesn't resemble a midpoint anymore. 
The Midpoint Thing Is Interesting, But... 
If you want to evoke the idea of a midpoint between games, "Quake 1½" conveys that better. "1.5" with a decimal implies software versions, not sequels.

Also generally, we each have our own interpretation of what is the essence of quake, how it could be changed, what is sacred and what is a flaw or bug that should have been fixed long ago. Naming your mod just "Quake" plus a number is claiming a degree of authority or officialness that none of us have. 
To Be Fair, 
Bloodspot isn't likely going to think on those terms since he'd be more inclined to the software interpretation considering we're all Quake fans. The logic probably went something like this:

"I want to make the Q1 weapons animate and look more like the Q2 weapons. What can I name this mod that'd convey that? Quake 1.5 sounds good! Let's go with that!"

It's perfectly understandable why it was chosen. There's nothing intentionally cocky about that naming. He might change it, so the point'll probably be moot regardless. 
Please listen to the podcast on Thursday for the straight dope. Mankrip has it nailed but there's more to the story. 
Naming your mod just "Quake" plus a number is claiming a degree of authority or officialness that none of us have.

While this is true to a certain extent, a lot of it also depends on who you are. Put it this way: more senior/well-known community figures can (and do) get away with a lot more.

Take Bengt Jardrup, for example; naming his engine "Quake" plus a number is exactly what he has done but yet he doesn't face community backlash for it.

So this particular item does need to be teased apart a little more, because it's not the full story. 
Take Bengt Jardrup, for example; naming his engine "Quake" plus a number is exactly what he has done but yet he doesn't face community backlash for it.

That's not even on the same planet as a comparison. Unless I'm missing something, Mr. Jardrup named his executable files "winquake.exe", "glquake.exe" etc., which wasn't particularly well-thought through, but I don't think there was ever any intent to promote his thing a "the new quake version XX", it was just a thing he did and we all had to rename his .exe file ourselves, which was a micro-annoyance at best. 
Nice try to once again blame func for the RemakeQuake fiasco. 
I Mean Why? 
Literally everybody has gotten over it now. 
Aguirre's engine is really good tho, it even has full support for Nehahra. I think it is the only engine that can run everything. 
Aguirre's Engine 
I think it is the only engine that can run everything.

I didn't think it had BSP2 support added? If not, it wouldn't be able to run AD. 
Yes, I couldn't be arsed with it. 
Aguirre has beta versions with bsp2 support, runs that 37 ad base map 
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