Welcome,
Guest
. Please
login
or
register
.
November 10, 2024, 09:18:34 AM
News:
tastyspleen.net has a new discord server:
http://discord.tastyspleen.net
Home
Forum
Help
TinyPortal
Search
Calendar
Login
Register
tastyspleen::quake 2 community
»
Forum
»
Quake Related Topics
»
Quake
(Moderator:
[BTF]DeathStalker
) »
Nightmare Mode Mod for Quake 2
« previous
next »
Print
Pages: [
1
]
Go Down
Author
Topic: Nightmare Mode Mod for Quake 2 (Read 3412 times)
Greenwood
Newbie
Posts: 30
Rated:
Nightmare Mode Mod for Quake 2
«
on:
April 29, 2009, 10:53:52 AM »
Hi,
For ages, I've had this idea for a mod for Quake 2. I was intending to learn how to program it myself, because it seems like it could be a really good laugh. However, based on some advice I've received, I think I'm just going to focus on learning C++ for the time being.
So anyway I just thought I'd throw the idea of the mod out there to see if anyone more experienced might be interested in programming it.
Basically, all the mod would do is change the entities in the single player maps, so that there are loads more monsters/ weapons etc. I think it would be pretty simple to program, because all you'd need would be a dll (I think), and a config file that has the details for the new monsters for each map (ie what they are, where they are, etc.).
With people's computers being so much more powerful than when Quake 2 was released, you could have masses of monsters in the maps. It'd be awesome- sorta like "The Courtyard" or "Suburbs" maps in Doom 2, which were absolute mayhem.
The thing is, if anyone's interested, I could come up with all the config files with the details of the new entities myself, because I've a reasonable amount of experience in mapping (I made a single-player episode for Half-Life, called Operation Nova, which is up at:
http://www.moddb.com/mods/half-life-operation-nova
). Basically I know how to look at the bsp files in Quark and find out what the appropriate origin/ angle values for the entities would be etc.
As I alluded to earlier, I don't really have time to learn how to program this myself, but it seems like it would be simple to do (for someone with the necessary programming skill/ experience). So would anyone be interested in carrying out the programming side? I'm thinking the config file could have the name of each map and then the new entities to spawn in it, something like:
map e1m1
monster_gunner
origin 120, 200, 50
etc...
So, anyone interested? I doubt there will be, but what the hell, just thought I'd ask anyway. Some of the maps in the single-player campaign are really massive- I used to love playing through them- but I just think it'd be better if there were more enemies to slaughter. It'd really breathe new life into the game.
Anyway, cheers, thanks for reading this far, if anyone has had the patience to.
Logged
R1CH
Sr. Member
Posts: 341
Rated:
Re: Nightmare Mode Mod for Quake 2
«
Reply #1 on:
April 29, 2009, 11:12:05 AM »
You can do this without a mod using R1Q2s override feature - see
http://www.r1ch.net/forum/index.php?topic=1072.0
TS uses this a lot to make maps Xatrix-ified and such.
Logged
peewee_RotA
Brobdingnagian Member
Posts: 4152
Hi, I'm from the gov'ment and I'm here to help you
Rated:
Re: Nightmare Mode Mod for Quake 2
«
Reply #2 on:
April 29, 2009, 12:28:35 PM »
This is the main feature of the COOP or Die mod. Changing the single player maps to be more challenging by placing larger and sometimes randomized monsters.
I think that it would be cool to have a Doom style nightmare mode, where monsters re-spawn at random, and there could be some kind of smart algorithm to double the number of small monsters.
(do a trace in several directions, spawn a monster above the floor, double check to see if he spawned in a solid, and remove him if he did)
Logged
GOTO ROTAMODS (rocketgib)
GOTO ROTAMAPS (fireworks)
HappyFriar- q2server.fuzzylogicinc.com
Tune in to the
Tastycast!!!!
http://dna.zeliepa.net
Greenwood
Newbie
Posts: 30
Rated:
Re: Nightmare Mode Mod for Quake 2
«
Reply #3 on:
April 29, 2009, 02:18:06 PM »
R1CH, thanks, that's bloody cool. I've just been screwing around with it, and just moved the info_player_start in base1 around, so I've got it bloody working. Awesome.
The only problem is, I can't seem to get any kind of OpenGL working with R1Q2, for some reason. If I try to put it in opengl mode, I get the following error:
Failed to load ref_gl.dll: re.Init() failed
The only gl I have in my quake 2 folder is the ref_r1gl.dll, and when I select that one in the menu, it crashes. It's weird because I tried R1Q2 a while ago, and I seem to remember that working ok in opengl mode.
Anyway thanks man, it seems like I'll totally be able to get my mod going now. BTW I like the ability to increase your max frame rate. I just read about you being able to increase cl_maxfps on your site, so I tried increasing it to 100 in R1Q2. It makes it look so much better! I never realised that was why Quake 2 didn't look as smooth as Q1.
Logged
[BTF] Reflex
Loquaciously Multiloquent Member
Posts: 5324
!
Rated:
Re: Nightmare Mode Mod for Quake 2
«
Reply #4 on:
April 30, 2009, 05:20:59 AM »
Not sure, but cl_maxfps should only make the game feel different.
Could be wrong though
probably am.
Sucks about r1gl, tried different resolutions? Re-downloading the file?
if you get it working, try "gl_coloredlightmaps 0; vid_restart"
my favorite aspect of r1gl
Logged
Sometimes I think it’s a sin when I feel like I’m winnin’ when I’m losin’ again
peewee_RotA
Brobdingnagian Member
Posts: 4152
Hi, I'm from the gov'ment and I'm here to help you
Rated:
Re: Nightmare Mode Mod for Quake 2
«
Reply #5 on:
April 30, 2009, 06:19:45 AM »
Quote from: [BTF] Reflex on April 30, 2009, 05:20:59 AM
Not sure, but cl_maxfps should only make the game feel different.
Could be wrong though
probably am.
For some reason or another, a cl_maxfps of less than 90 in r1q2 prevents players from jumping at full height. I never looked into why this was the case, I'm sure r1ch has more info and may have even fixed the problem.
Also a cl_maxfps of 0 in standard q2 essenstially freezes your game.
Logged
GOTO ROTAMODS (rocketgib)
GOTO ROTAMAPS (fireworks)
HappyFriar- q2server.fuzzylogicinc.com
Tune in to the
Tastycast!!!!
http://dna.zeliepa.net
magical pig
Swanky Member
Posts: 527
Rated:
Re: Nightmare Mode Mod for Quake 2
«
Reply #6 on:
May 12, 2009, 04:04:49 PM »
you mean something like this?
http://musashi.planetquake.gamespy.com/monsta.html
Logged
weezuschrist
Jr. Member
Posts: 58
Your Government is Controlled By Space Aliens.
Rated:
Re: Nightmare Mode Mod for Quake 2
«
Reply #7 on:
May 23, 2009, 07:02:52 AM »
also need a life limit so no infinite respawns, that ruins the experience.
Logged
Print
Pages: [
1
]
Go Up
« previous
next »
tastyspleen::quake 2 community
»
Forum
»
Quake Related Topics
»
Quake
(Moderator:
[BTF]DeathStalker
) »
Nightmare Mode Mod for Quake 2
El Box de Shoutamente
Last 10 Shouts:
|iR|Focalor
November 06, 2024, 03:28:50 AM
RailWolf
November 05, 2024, 03:13:44 PM
Nice
Tom Servo
November 04, 2024, 05:05:24 PM
The Joe Rogan Experience episode 223 that dropped a couple hours ago with Musk, they're talking about Quake lol.
Costigan_Q2
November 04, 2024, 03:37:55 PM
Stay cozy folks.
Everything is gonna be fine.
|iR|Focalor
October 31, 2024, 08:56:37 PM
Costigan_Q2
October 17, 2024, 06:31:53 PM
Not activated your account yet?
Activate it now! join in the fun!
Tom Servo
October 11, 2024, 03:35:36 PM
HAHAHAHAHAHA
|iR|Focalor
October 10, 2024, 12:19:41 PM
I don't worship the devil. Jesus is Lord, friend. He died for your sins. He will forgive you if you just ask.
rikwad
October 09, 2024, 07:57:21 PM
Sorry, I couldn't resist my inner asshole.
Costigan_Q2
October 09, 2024, 01:35:05 PM
Et tu rikwad?
Please don't feed the degenerate lies of a sexually-perverted devil-worshipping barking dog like Focalor.
Show 50 latest
User
Welcome,
Guest
. Please
login
or
register
.
November 10, 2024, 09:18:34 AM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Search
Advanced search