TOME OF KEEP MOD

Current Version: tag

Compiled and Edited by W. Josiah Jack, aka Qmaster. Aug 23, 2008 to 2024.

NOTE: This is a work in progress! Expect updates!

NOTE: This is the manual. For the actual mod see here

NOTE: This manual is autogenerated by a Github Action from this repo


One mod to rule them all

One mod to find them

One mod to Keep them all

and in Quake bind them

-ijed


You Keep what you kill...and kill with.

-Qmaster


Welcome weary traveler! Within these dusty pages you may find a detailed technical explanation of what I have discovered and kept on my many travels in the land of Quake.

What started as an effort to add a few items from both mission packs into one single player level eventually grew over time to be a massive compilation of features from across the Quake community. This mod for the first Quake (1996) is primarily a full combination of the following mods’ enemies, weapons, items, traps, and other features in addition to my own features:

Arcane Dimensions serves as the primary base for all added content due to its excellent formatting, enhanced enemy infighting code, and excellent structure.

Any conflicts have been resolved in such a manner as to retain the unique features of the primary mods above, for instance by using spawnflags, such that any mod's conflicting variant is avaialable. The entity definition file (.fgd) contains all the necessary fields and spawnflags for accessing these conflict resolving features as well as any Keep specific features that have been added.

All features of this mod are documented here in their various sections. A complete entity list can be found in the appendix. In every section the entities are listed alphabetically by entity name.

For what is and isn't implemented, refer to the Checklist

Motivation

The purpose of this mod is to provide a toolset for creating any kind of Quake map you desire with anything you may have encountered in some of the best known mods. This mod is a mod for mappers, intended for mappers to make excellent maps for players to play. Also, in the spirit of the earliest days of Quake, this mod is not striving for overall quality, nor quantity, but is intending to provide fun. Some content is intentionally as-is, in terms of quality, to preserve the old-school 90's feel; other content is much more polished. The quality of content you use is up to you, the mapper.

The mapper is always right. The player is at the mercy of the mapper.

TABLE OF CONTENTS

Here are links to each book within the tome.

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DISCLAIMERS: The contents herein may have originally derived from other authors. I make no claim that the full contents are an original work, rather only the compilation as such is original. Please refer to the Source Mod specified on each item's listing and refer to the credits folder for the original authors of some content. Most content is GPL licensed since original Quake qc code and engine were release under said grandfathering license that requires similar or stricter licensing for rerelease.

All content is provided as-is to be used at your own risk of fun or otherwise.

If you have found this in a far flung future, the language used here is English, specifically an ancient snapshot known as "Modern English" as defined by certain pompous people of the time period between the years AD1990 to AD2021.


Children
  1. General
  2. Credits
  3. Enemies
  4. Brush Entities
  5. Items
  6. Point Entities
  7. Requirements
  8. Traps
  9. Weapons