The weapon classes and their fire rates are controlled by the game code, so yes, you'd have to mod the source and recompile.
The N.I.Q. mod will let you adjust weapon damage, among other things, if you want a quick and easy way to do it.https://www.angelfire.com/mt2/quakebots/NIQ.zipYou can also download the mod in its unaltered state from the downloads section of Tastyspleen site.
The number of errors you get in Visual Studio builds depends on the age of the mod and whether you are getting the old sources or something more recent. The original idSoftware code was written for an older version of C and upgrading that code in VS2019 isn't trivial. It also doesn't help when VS wants to bitch about "unsafe" functions and does so by throwing an error instead of just a warning. Look around on GitHub if you're interested in pursuing mod source code as there is lots of good work being done there that might save you some time.Extracting from older source zips and expecting to build in VS is not going to work very often.
You right-click quake2.exe and select create shortcut. Then you right click the shortcut and select properties. Then you add +set game MY_MOD_NAME to the end of the target string that's already there, so it should read -quake2.exe +set game niq +exec niqeb.cfg- as an example for starting the NIQ mod. NIQ stands for "No Items Quake" and it may be more than you're looking for here, but there are some .cfg files within the NIQ folder that you can alter to whatever you want. Weapon damage being among them, and bots if you're alone and just want to practice up a bit.You can also change the game while already playing by bringing down the console and typing game my_mod_name then loading a map. There are many ways to adjust Quake2 and you don't necessarily need programming creds, but that would definitely be helpful. OSP Tourney may also have an option for weapon damage, I'm not sure right now, and you could use it for straight up Deathmatch as well. So many mods...
Quote from: QwazyWabbit on May 06, 2021, 06:18:53 PMThe number of errors you get in Visual Studio builds depends on the age of the mod and whether you are getting the old sources or something more recent. The original idSoftware code was written for an older version of C and upgrading that code in VS2019 isn't trivial. It also doesn't help when VS wants to bitch about "unsafe" functions and does so by throwing an error instead of just a warning. Look around on GitHub if you're interested in pursuing mod source code as there is lots of good work being done there that might save you some time.Extracting from older source zips and expecting to build in VS is not going to work very often.Yes Visual Studios likely isn't ideal for older source code come to think of it, I was hoping for some shortcuts but something as specific as "changing weapon attributes in Quake 2 (24 year old game) with C/C++" isn't going to yield much with a search engine. Oh well. I'll swing around GitHub at some point to see if some of the work's been done.