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Can I use Copper and Dimensions of the Machine together?

passing211 · 10 Sep 2026 at 00:16 · permalink

I have never played with Copper before. Now that I'm done with the vanilla game and original expansions, I want to dive more into using subtle mods. I just started Dimensions of the Machine (finished DotP a few days ago) and was wondering if I can play it with Copper?

Overall I don't understand how to use Copper ánd another map pack at the same time. I'm using Ironwail.

roxydzey · 10 Sep 2026 at 00:17 · permalink

No.

pascal777508 · 10 Sep 2026 at 00:17 · permalink

No

Podzaborniy_Alkash · 10 Sep 2026 at 00:17 · permalink

No, because Dimensions of the Machine has a modified Chthon that Copper doesn't have, and probably other stuff too.

In the remaster's official ports, Copper can only be used with the base campaign and Dimension of the Past.

passing211 · 10 Sep 2026 at 00:18 · permalink

ah i just finished dotp. how do you use copper with other maps then? or is it only meant to be used with the base game?

prostojr · 10 Sep 2026 at 00:18 · permalink

Copper can be used to play any map that does not use its own mod.

But not with Kexquake, Microsoft's Quake engine that (Microsoft being Microsoft) embraces, extends, and extinguishes Quake.

Dimension of the Machine is its own mod so it can't be used with Copper. Here are some maps that do not require a mod, which means you can play them with Copper.

https://www.slipseer.com/index.php?resources/categories/vanilla.3/

https://www.quaddicted.com/db/v2/?include=game%3Dquake&include=type%3Dmap

Podzaborniy_Alkash · 10 Sep 2026 at 00:18 · permalink

In general, if you want to play a map using a mod, you move the map file to the mod's directory.

e.g., into quake/coppper/maps/ from, say, quake/dopa/maps

The issue is that if it has any features that copper doesn't support, those elements will not show up. So in the case of Dimension of the Machine, Chthon will be MIA (or invulnerable) in Copper, and the dynamic lights will be no doubt missing as well.

Unlike what u/newsflashjackass says, you CAN move things to copper mod in Kexquake. Don't listen to them, they're spouting bullshit. Kex runs tons of various mods, including Arcane Dimensions (though one map, Tears of the False God, won't run due to limitation issues that has nothing to do with format as they claim), and even actively has a version of Copper in its add-ons.

prostojr · 10 Sep 2026 at 00:19 · permalink
Unlike what u/newsflashjackass says, you CAN move things to copper mod in Kexquake.
I may not be able to discern what you disagree with me about, but I am certain you're disagreeable. At any rate you are correct insofar as you agree with me and you seem do so in every respect but phrasing. "It is 100% compatible except for the parts that aren't" is, to my mind, incompatible.
Podzaborniy_Alkash · 10 Sep 2026 at 00:19 · permalink

You claimed:

>Kexquake only supports mods that have been converted to support the Kexquake format, and mods for id Software's Quake are not compatible with Kexquake.

This is objectively false. No mod needs to be "converted". Some mods may not work solely because of their size, because kex sourceport has limitations on faces or entities which other sourceports don't. But there is no conversion required, and any older sourceport will have the same issue.

And I don't think you even know what contentious means given your own post.

prostojr · 10 Sep 2026 at 00:20 · permalink
I don't think you even know what contentious means
🙄
Podzaborniy_Alkash · 10 Sep 2026 at 00:20 · permalink

I don't think you understand what you're linking, because there is no comment of conversion. The only time the word "format" is used is in reference to MD5s compared to MDLs; the word convert or conversion is never used.

Just because the playerbase prefer community sourceports because of limitations (not format) doesn't mean mods need to be converted to play on kex.

You can download the original mods to play in kex without alteration. I am part of Map-Center which makes mods for kex, and we don't do anything different than mods for Quakespasm. The only thing we look out for is limitations, i.e. making maps too large, which would be just as much an issue wit hQuakespasm as it would be for Kex. If it runs in Kex, it runs in any sourceport; if it runs in og Quake, it runs in any sourceport; if it runs in Quakespasm, it runs in any sourceport including Kex.

The mods that needed to be altered are those made part of the official add-ons, which need to be altered for consoles like the Switch, and not because of of the kex engine. You might be misremembering this fact, and how Spiritworld mod needed to split a map because of this, and thinking it was about the Kex engine and not the console ports having those issues because of the consoles themselves (particularly the Switch).

passing211 · 10 Sep 2026 at 00:20 · permalink

thanks, i use ironwail so i'm not bothered by kex limitations

kilfin · 10 Sep 2026 at 00:21 · permalink

Damn, I was looking for this too because at least in the coop play of the new addon, always the ammo and health packs respawn endlessly. It makes it much more trivial and easy even in nightmare mode due to this. Wish there was a way to disable that and once a player picks up a health or ammo, it's gone for good. Like in single player. But seems no way to do this. (other than I read in copper mod it would have been an option).