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Quake2:REdux mod v0.24(new)
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Topic: Quake2:REdux mod v0.24(new) (Read 2438 times)
VOIVOD
Newbie
Posts: 4
Rated:
Quake2:REdux mod v0.24(new)
«
on:
December 09, 2018, 11:51:36 PM »
Hi. I just made a mod and it's full of features
https://www.moddb.com/mods/redux
=============================================================
Quake 2: REDUX v0.24 by Woju
=============================================================
contact:
https://fb.me/voipns
=============================================================
Single/Multiplayer mod
. Aim for this mod is to make the game more dynamic, alive, a bit more realistic and fresh.
There are definitely Half-Life and Counter-Strike influences. Original game is really stiff and I want to change that.
This includes Major and many minor changes, like AI behavior - enemy will react when they hear your footsteps, so this kinda makes sense to walk by default and run when the run key(+speed) is pressed. Damage, damage radius revamp, weapon recoil(even reloading of BFG xd), damage knockback. Enemies deal realistic damage etc. This is work in progress. Feel free to send me any tips what would you like to change/add. I'm a beginner in C, but have major Pawn experience.
=============================================================
W
hat's new since first(lame) version?
Well everything is really polished now and pretty much done (for now at least).
All weapons have recoil and inaccuracy based on current speed. You can now climb over obstacles by holding jump key.
I've expanded and hardcoded head and weapon bobing. It kinda feels like q3, but that wasn't intentional.
Added locational damage by Paril:
https://www.moddb.com/members/paril
. Added Gladiator bot support. To use the
bots copy all files from gladiator folder to redux folder except gamex86.dll.
It's time now for testing, tweaking and balancing.
=============================================================
What's next ?
BUGFIXES :X.
Further improving AI.
I would like to mess around with player speeds, but the engine kinda forbids that.
Switching to Q2PRO source code base.
If someone would do animations and detail the v_models I could implement iron sights for some weapons. ^^
IMAGINE IRON SIGHTS IN QUAKE2 XD
=============================================================
Features (as far as I remember):
Improved AI, they duck/dodge alot and anticipate shots. Soldiers now are really powerful and have powerscreen.
Gunners can now accurately shoot upward and downwards with grenades.
Start with easy mode, as it is really hard. Nightmare("skill 3" in console) is theoretically unbeatable.
Skill 0 (i can win):
you receive only 5% damage
Skill 1 (medium):
you receive only 10% damage
Skill 2 (hard):
you receive only 50% damage
Skill 3 (nightmare):
you receive 100% damage
--------------------------------------------------------------------------------------------------------------
Damage list(few algorithms applied after that).
Blaster:
30 dmg, fires faster.
Shotgun:
12dmg/pellet/12pellets, fires faster.
Super Shotgun:
14dmg/pellet/12pellets, fires faster.
Machinegun:
20dmg.
Chaingun:
25dmg, much slower acceleration, but accelerates to 50 shots/s instead of 30/s.
Grenade Launcher:
120dmg, fires faster, grenades are 2x smaller so they match the view model, no smoke trail, shoots farther.
Rocket Launcher:
100+20random direct + 100+20random radius, fires faster, slow and accelerating to high speeds.
Hyperblaster:
20dmg.
Railgun
: 200dmg, about a second of charging before firing(like gladiator in single player), additional "reload" effects.
BFG:
500/300dmg sp/mp, 35cells per shot.
Explosions bounce off items(which respawn at their original position), grenades and rockets. They also provide concussion effect, including railgun.
Neck shot = 2x dmg, headshot = 3x dmg, stomach = 1x dmg, legs and arms = 0.66x dmg, chest = 1.2x dmg. Falling damage is about 2x higher.
I
tems:
Megaheath now depletes 1hp every 3 seconds instead of 1 every 1. 250/300/350 max bullets. All ammo pickups give 2x more ammo to balance the weapon inaccuracy. Armor shards give 4 basic armor/2 gold/1 red.
=============================================================
=============================================================
If you like the mod consider donating to: paypal.me/WOJU666 (or any other way)
This will ensure future updates.
=============================================================
«
Last Edit: December 22, 2018, 07:02:01 PM by VOIVOD
»
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VOIVOD
Newbie
Posts: 4
Rated:
Re: Quake2:REdux mod v0.2 (new)
«
Reply #1 on:
December 11, 2018, 01:51:39 AM »
Update. Forgot to add shotgun model
.
Logged
VOIVOD
Newbie
Posts: 4
Rated:
Re: Quake2:REdux mod v0.23(new)
«
Reply #2 on:
December 13, 2018, 03:30:11 AM »
update
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VOIVOD
Newbie
Posts: 4
Rated:
Re: Quake2:REdux mod v0.24(new)
«
Reply #3 on:
December 22, 2018, 07:02:18 PM »
update
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Quake2:REdux mod v0.24(new)
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