Mod "Play_Q_14.2" for QSS+vkQ and "Play_Q_Rem_1.0" for QRem2021

Changes in version "Play_Q_14.2":

(A list of all changes and additions is located inside the archive in a text file.)

  • the ability to tear corpses into pieces has been activated for all types of weapons;

- the shadows of monsters' projectiles have been removed from the code;

- minor changes have been made to the code, and some errors have been removed during file compilation;

- some music tracks have been replaced;

- now triggers are activated even if there are keys in the inventory (this is especially useful when using a cheat code).

Knight:

- the monster's code has been modified to activate the last frame of the attack animation due to a frame name error, starting from the game's creation date, and the animation now looks smoother;

- the animation has been modified in some frames with a "Z" axis offset;

Boss Chthon:

- the animation of the limbs has been changed (their twisting has been detected once again);

Wizard:

- the skin and head texture of the third model has been changed;

Items:

- MDL models have been fixed and replaced: "armor", "flame2", "g_light", "g_rock", "gib_heart", "gib_heart-big", "grenade", "invisibl", "invulner", "lavaball", "quaddama";

- MD5 models have been fixed and added: "v_light", "v_rock", "v_rock2".

Download link:

After much suffering, I have adapted my mod "Play_Q" for "Quake Remaster 2021"! Now it's called "Play_Q_Remaster_rev.1.0" ("PRQ_1.0"). However, since the "KEX engine" has full-fledged dynamic lighting and does not have improved particles, the effects are simpler and slightly worse. However, due to the improved dynamic lighting, the lantern now works terribly. It now illuminates surfaces that are unclear, and they cast terrible shadows! The lantern works best on the "QSS" engine.

Now my mod is not only part of the TribalFX mod, but also of the Blood&Iron v1.01 mod, and the improvements made to the code by many people over a long period. It is very strange that these improvements were not included in the official version of "Quake R emaster 2021" .

In the "quake.rc" file, the "P" button is forcefully assigned to replace the transparency level of liquids and the teleportator, as they are always semi-transparent after starting the game, even the lava and th e teleportat or .

More information can be found in the "Play_Q_rev.14.2 READM E ENG+RUS" fil e.

Download link:

this is really nice stuff I was wondering if you happen to have the new kex style models both in md5 and in animations, and if you happened to have stuff from my following todo list

Quake:
*Flames 1 and 2 bone riggin (blender is a pain to understand)
*maybe a better scrag w_spike model

Scourge of Armagon:
*proxy mine needs a rework atleast the top design (1st person model)
*need to reangle the lasergun
*hammer pickup and 1st person model
*the centroid, armagon, gremlins, spike mine, and armagon remodel

Dissolution of Eternity:
*power shield
*mummy lmp skin model for the zombie md5mesh model
*remodels for the following
-statueKnight (kinght and Dknight)
-Guardian(Quake, Egyptian, High Priest)
-Egyptian Guardian
-Dragon
-Quake's High Priest
-Lava Man(Hephaestus)
-Phantom Swordsman
-Wrath
-Overlord
-Electric Eel

My username should be similar to my discords otherwise any additional info or fixes would be appreciated and add it onto the RME mod. Thank you for the reply.