Quake's stuff - Code and placeholders for inspiration

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Ac!d
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Joined: Tue Apr 02, 2019 5:13 am

Quake's stuff - Code and placeholders for inspiration

Post by Ac!d »

Years ago, I had the idea of recreating Quake in Doom like "Quake 1 Stuff Ultra", "Quake 1 Stuff Ultra Reloaded", "QUAKE: Descent into Heresy", "Quaker's DOOM"; but with the lack of motivation and prioritizing personnal stuff, I've decided to scrap that.

I'm giving it away for anyone wanting to improve the existing mods, or creating your own. If you do, please credit me.


Early version
Made this one in 2022.

Last version
Improved the last version, added weapons and powerups of the Quake's extensions.
Spoiler: Credits. If someone's missing, please tell and I'll add the name(s)
Can also be played with Heretic. (support not complete)
Last edited by Ac!d on Mon Oct 13, 2025 12:21 pm, edited 3 times in total.
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Enjay
 
 
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Re: Quake's stuff - Code and placeholders for inspiration

Post by Enjay »

Oh, I like what you've done with this. I was expecting either models or model rips, but the sprites that you have done are a nice "what if id made Quake in 1993" kind of spriting style.

BTW, I can only see the "early version". Google docs says "Access denied: You need access" for the last version.
Ac!d
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Re: Quake's stuff - Code and placeholders for inspiration

Post by Ac!d »

Enjay wrote: Mon Oct 13, 2025 8:32 am Oh, I like what you've done with this. I was expecting either models or model rips, but the sprites that you have done are a nice "what if id made Quake in 1993" kind of spriting style.

BTW, I can only see the "early version". Google docs says "Access denied: You need access" for the last version.
Thank you. I'd like model rips and models in general when they're done correctly.

I've fixed the problem for the last version download. Google screwed up or something.
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Enjay
 
 
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Re: Quake's stuff - Code and placeholders for inspiration

Post by Enjay »

I've certainly no objections to models or model rips (provided the latter is done well, quality varies), but they have both been done before (to a greater or lesser extent). Your sprites brought something a bit different to the table I thought.

The link is working now, thanks. I'll check the file later.
[edit]OK, I tried to give it a quick run.
For information: The latest version doesn't start with the current GZDoom (official or Devbuilds).
Given that you have stopped working on the project, you might not be interested but here's the console output from GZDoom for anyone who wants to know.

Code: Select all

Script warning, "ac!d_QStuff - dev use.pk3:zscript/zslightninggun.txt" line 152:
Truncation of floating point value
Script warning, "ac!d_QStuff - dev use.pk3:zscript/zslightninggun.txt" line 203:
Truncation of floating point value
Script warning, "ac!d_QStuff - dev use.pk3:zscript/items/powerups - soa.txt" line 96:
Truncation of floating point value
Script error, "ac!d_QStuff - dev use.pk3:zscript/weapons/mjolnir.txt" line 30:
Missing return statement in QuakeMjolnir.StateFunction.7
The error at the end will be the thing stopping the game from running.
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MartinHowe
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Re: Quake's stuff - Code and placeholders for inspiration

Post by MartinHowe »

I tried it with the latest official GZDoom (4.14.2) and the only error was the Mjolnir one, which is easily fixed. That sort of error is always because in an anonymous function, if you return anything from a branch, the function as a whole has to return something of the same type, even if it's just null, 0, "", or whatever. Plus inside an AF, some types of returns need explicit casting to that type (especially null).

To fix it, go to line 50 and change this:

Code: Select all

			If(WaterLevel > 2)
			{
				return ResolveState("Discharge");
			}
into this:

Code: Select all

			If(WaterLevel > 2)
			{
				return ResolveState("Discharge");
			}
            // M426 20261014
            return state(null)
It compiled fine then.

Image
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Enjay
 
 
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Re: Quake's stuff - Code and placeholders for inspiration

Post by Enjay »

Thank you kindly. That did it.

BTW, I probably get the warnings as well as the error message because I have the developer cvar set higher than the default (I think I have it at 2). So, I see a few more messages. I find it useful when working on stuff.
Ac!d
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Re: Quake's stuff - Code and placeholders for inspiration

Post by Ac!d »

I've fixed some of the errors shown here and added some fixes on powerups.

About zslightninggun.txt, this code belongs to Agent_Ash and was used a placeholder.
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