Feature list (so far) for Vengeance full: Improved HUD Md3 model compatibility Shine on glass and metal Alpha Support Drastically Enhanced Particle System Fixed Chasecam bug Dynamic Colored Lighting Underwater Fogging FRIK_FILE Su
Feature list (so far) for Vengeance full: Improved HUD Md3 model compatibility Shine on glass and metal Alpha Support Drastically Enhanced Particle System Fixed Chasecam bug Dynamic Colored Lighting Underwater Fogging FRIK_FILE Su
Feature list (so far) for Vengeance full: Improved HUD Md3 model compatibility Shine on glass and metal Alpha Support Drastically Enhanced Particle System Fixed Chasecam bug Dynamic Colored Lighting Underwater Fogging FRIK_FILE Su
Feature list (so far) for Vengeance full: Improved HUD Md3 model compatibility Shine on glass and metal Alpha Support Drastically Enhanced Particle System Fixed Chasecam bug Dynamic Colored Lighting Underwater Fogging FRIK_FILE Su
Conquest is a single player mod for Quake. There are several outstanding features, some of which are done already (such as the shop, shielding, and many weapons), others aren't (such as the town, and using frik_file to transfer all this stuff between
Nine gun types including three new types over the original CyberQuake: Bio-Larvae: Homing bees Elec-Plasma: scary slow moving electricity balls Elec-Gauss: a railgun More guns with variable warheads: Bio-Toxin and Bio-Acid amalgamated into Bio-S
Ultimate Deathmatch for quake1. You'll never be bored with deathmatch again! UD can edit level items in real time. You have access to 50+ variables to change the dynamics of play. Configuration files allow easy setup of these variables from map start
Dark Places is a Quake modification I have built over the course of 6 years on and off experimenting, it got somewhat of an overhaul when the Quake engine source code was released, and I began developing a custom OpenGL-only engine for it and other m
Dark Places is a Quake modification I have built over the course of 6 years on and off experimenting, it got somewhat of an overhaul when the Quake engine source code was released, and I began developing a custom OpenGL-only engine for it and other m