Author Topic: A quake 2 mod  (Read 9120 times)

Offline sirgalahadwizard

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A quake 2 mod
« on: November 19, 2011, 08:37:59 PM »
Okay here's that mod I keep talking about on chat. Not only am I not a programmer I don't even know where to find the stats for the weapons and stuff in the code. But maybe it'll give someone ideas or something. If anything its just a good place to brainstorm.

Spawn Protection: For 2 seconds after spawning all opponent weapons deal 1/2 damage to you (rounded down).

Weapon Stay: If you come across a spawned weapon it gives you ammo, and the weapon (if you don't have it) and then becomes unavailable for 30 seconds (it becomes translucent). If you die all the weapons become available to you again.

This would be a per-player kind of thing, the weapon may be available to someone else but not you, in which case it will not be translucent to them.

This also makes it feasible to Drop weapons, since you cant just go grab the same weapon again.


Extra Ammo: 
Some spawned weapons give more ammunition. The shotgun, SSG, Chaingun, and Rocket Launcher start with double ammo.
Weapons dropped by opponents, or picked up from refreshed weapon spawns only give normal ammo.


Weapon Changes:
-- All blaster projectiles travel 2x as fast.
-- Shotgun skips reloading frames (it only recoils a little). Thus its faster and not necessarily a subpar weapon.
-- Machinegun has staged accuracy degredation. The cone of potential trajectories starts out quite small, and jumps to its normal size after the first 3 consecutive shots.

-- Rocket Launcher has alot of changes:
Rocket goes 50% faster. Fire Rate reduced to 1 shot every 1.25 seconds.
75 impact damage and 75 splash damage, with a total splash radius of 120. Explosion has 2x knockback force.
...makes rocket whoring more difficult, and a direct hit more rewarding. And rocket jumps should still work the same.

-- Railgun does 90 damage against someone who has No Armor, otherwise it does 100 normally.
Basically its going to take 2+ shots to kill someone unless they're already wounded. This makes the railgun slightly less effective.

-- Slugs are now replaced with Cell Packs and the Railgun uses 5 Cells per shot.
This puts a crimp on the Hyperblaster and BFG by forcing the Railgun to share the same ammunition.
And likewise leaves you with less ammo for the Railgun if you use those weapons.
And yet at the same time produces more Cells on the map. Its a tradeoff.

-- BFG loses its spray damage attack, and instead the Lasers either do 2x damage... or hurt people 2x as often.
So the lasers are more lethal but otherwise the weapon is not as effective.
Total splash radius is increased to 300, to make it more dangerous for the shooter and reward hitting closer to the target.
And it still chews up 50 cells per shot.


Weapon Slot Options
For more discerning gameplay, this variety of the mod also limits the number of weapons you can carry, requiring more strategic planning over which weapons you will use. You'll inevitably have to Drop weapons to pick up ones you want to use.

Weapon Slots: You now have three weapon slots (plus the blaster, and grenades).
-- Weapon #2 can hold a Shotgun or Machinegun.
-- Weapon #3 can hold a Super Shotgun, Grenade Launcher, or Hyperblaster.
-- Weapon #4 can hold any weapon (and is the only slot for the Chaingun, Rocket Launcher, Railgun, or BFG).

If a slot doesnt have a weapon in it (not picked up yet, or weapon was dropped) it defaults to the Blaster... but that Weapon# is still considered selected.

If you Select Weapon #4 and it is empty - and you pick up a weapon you already have in Slot 1 - it becomes an Akimbo weapon (two shotguns, or two machineguns).


Alt-Fire Options
For an alternate version of the mod that also enables Alt-Fire modes.
If combined with the Weapon Slot, mode an Akimbo weapon cannot alt-fire (though the single weapon can).

-- Blaster has 100 "ammo", single shots use 5.
The weapon recharges 5 "ammo" every second. It will not fire until it has at least 10 ammo in its reservoir.
Alt Fire uses 50 "ammo" and shoots a different projectile. It has a small charge-up delay of 1/2 second.
The projectile travels as fast as a traditional quake 2 blaster, and has 5 trails arranged in a "+" figure behind it.
It does 20 damage plus 50 splash damage over a 100 radius. Causes rocket launcher impact graphic/model.

...technically this makes it possible to do an enhanced jump with it, but not as high as a rocket jump though.


-- Shotgun fires a single Shotgun Slug on altfire, it does 40 damage and has a narrow accuracy (but not perfect).

-- SSG fires 2 separate blasts on altfire 1/5 second apart. They have 10 pellets each and the same spread angle as the shotgun.

-- Machinegun fires a 3 shot burst on altfire at a rate of 900 rds per min cyclic. It has a 1/2 sec refresh before it can fire again.

-- Chaingun altfire just shoots as fast as the Machinegun does, but the barrel must spin down completely before it will fire at Normal speed in primary fire.
Ie, you cant just hold down Alt Fire and then speed it up when you want. Basically the altfire just mimics the normal machinegun fire.

-- Grenades and Grenade Launcher have an extended fuse for altfire. If you leave grenades sitting around for 10 seconds they basically become landmines. However all of them will use the "grenade ticking" countdown sound, even the grenade launcher projectiles.

-- Rocket Launcher fires spiralling rockets on altfire that move at traditional quake2 velocity. Ie they travel in a corkscrew pattern. But they also pick up a trajectory inaccuracy. The corkscrew spin has about a 3 foot diameter to it.

-- Hyperblaster shoots semi-automatic shots on altfire without spinning the carousel. It can shoot as fast as 1/5 sec this way.

-- Railgun altfire (hehe). Turns it into a rail-shotgun. Uses a shotgun shell plus 5 cells.
You get 6 small rail trails in a narrow spread that do 15 damage each.
The rail trails are identical to the central rail trail without the exterior corkscrew.
...Is it a lamer weapon?  No, its a good way of finishing someone off.


-- BFG altfire mode (hehe). It shoots a different projectile. Fire Rate 2 per second. No chargeup or heavy recoil from altfire shots.
Projectile uses BFG ball graphics, resized to 50% size. Impact is the grenade explosion graphic/model.
Moves as fast as a traditional quake2 rocket.
Deals 90 splash damage with a radius of 120. No lasers or spray.
Chews up 10 Cells per shot.

...so basically the altfire mode for the BFG is like a Quake 3 bfg, with less ammo. Though admittedly the Phalanx isn't much different.
« Last Edit: November 19, 2011, 09:19:21 PM by sirgalahadwizard »
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Offline X7

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Re: A quake 2 mod
« Reply #1 on: November 20, 2011, 03:38:50 AM »
Some of these sounds like the LOX Mod weapons...

http://www.clanwos.org/


 :rockon:








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Offline peewee_RotA

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Re: A quake 2 mod
« Reply #2 on: November 20, 2011, 07:16:11 AM »
I scrolled through it. I've done some of those weapons changes before:


(Really old site, but enjoy the music if it still plays)
http://www.angelfire.com/ga3/rotaclan/downloads.html

This has a ton of weapons and includes the ability to run into people to cause damage
http://www.angelfire.com/ga3/rotaclan/pwmod.zip

These are simple weapons mods with only individual changes to each gun
http://www.angelfire.com/ga3/rotaclan/weemod1_61f.zip
http://www.angelfire.com/ga3/rotaclan/wm2_2.zip
http://www.angelfire.com/ga3/rotaclan/wm3_0.zip


I'll read over your ideas again. If I feel like spending a day on it this coming weekend I may just make a prototype.
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Offline fdrjk

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Re: A quake 2 mod
« Reply #3 on: November 20, 2011, 07:38:12 AM »
We need an LOX server.

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Offline X7

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Re: A quake 2 mod
« Reply #4 on: November 20, 2011, 08:10:40 AM »


Clan WOS server   74.86.171.202:27910

They just need to add the WallFly bot


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Offline QwazyWabbit

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Re: A quake 2 mod
« Reply #5 on: November 20, 2011, 12:48:10 PM »
ClanWOS's server has been in the independent zone for a long time. I don't see why Wallfly couldn't be added. I've never gotten instructions on how to do it but I have never asked for them.

From the list above, I like the Akimbo Weapon idea the best. That would be cool to see in vwep mode. We also have the Angel of Death in LOX which doubles the weapon shot and makes for awesome rocket kills.

Everyone gets upset when I turn off weapon stays and infinite ammo so we run the server that way by default.
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Offline X7

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Re: A quake 2 mod
« Reply #6 on: November 20, 2011, 02:13:12 PM »
Just ask quadz, might have the set something in Q2Admin so WallFly does not get kick for rat bot.




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Offline peewee_RotA

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Re: A quake 2 mod
« Reply #7 on: November 20, 2011, 03:10:44 PM »
From the list above, I like the Akimbo Weapon idea the best. That would be cool to see in vwep mode. We also have the Angel of Death in LOX which doubles the weapon shot and makes for awesome rocket kills.

To be clear, the Angel of Death was a part of Super Heroes q2. Lox must have "borrowed" it.  :LAME:

 :nana:
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Offline QwazyWabbit

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Re: A quake 2 mod
« Reply #8 on: November 20, 2011, 03:54:39 PM »
From the list above, I like the Akimbo Weapon idea the best. That would be cool to see in vwep mode. We also have the Angel of Death in LOX which doubles the weapon shot and makes for awesome rocket kills.

To be clear, the Angel of Death was a part of Super Heroes q2. Lox must have "borrowed" it.  :LAME:

 :nana:

Oh yes, that was done from the outset. I don't know where everything came from, I was not involved with the original conception and implementation. It's started out as a WOD mod and added from Chaos, Lithium, CTF, BoTS, all kinds of features from all the mods, as explained in the read me from when the mod first started. The whole intent of LOX was to make an insane mod with all kinds of ways to die. There were a lot of incompatibilities in the older versions, such as homing rockets failing when decoys were targeted, guided rockets hosing player POV on detonation, all my efforts on the LOX code were to make all the features compatible and to make the mod playable without crashing the server. I've never heard of Super Heros Q2 before so I can't say from experience where the angel implementations came from.
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Offline X7

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Re: A quake 2 mod
« Reply #9 on: November 20, 2011, 04:15:28 PM »
Remember looking at the Super Heroes Mod when I started playing Q2 LOX..


http://tastyspleen.net/quake/downloads/mods/superheros/




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Offline sirgalahadwizard

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Re: A quake 2 mod
« Reply #10 on: November 20, 2011, 05:35:48 PM »
Haha awesome, I basically thought people might say my ideas were crap. I do remember some weapon mod I played a looong time ago that had a streetsweeper, which used the chaingun model. But I forgot what it was.

I might check out the .zips, but im into playing multiplayer on Q2 these days so unless there's a server running something (with people actually on it) its not that helpful.

Though I commend the effort, its tough making these mods, much more than it should be. If they had modding in mind, the kinda things people are likely to mod should've been put together pretty simply (like the .DDF files in the Edge Doom source port) and then have more complicated stuff in the source code.

I remember the days... of hex editing games to change stats.
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Offline Barton

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Re: A quake 2 mod
« Reply #11 on: November 20, 2011, 09:38:55 PM »
Haha awesome, I basically thought people might say my ideas were crap. I do remember some weapon mod I played a looong time ago that had a streetsweeper, which used the chaingun model. But I forgot what it was.


Weapons of Destruction (WoD). WoDX has that weapon.
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Offline QwazyWabbit

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Re: A quake 2 mod
« Reply #12 on: November 20, 2011, 10:33:46 PM »
WODX and LOX both inherited Street Sweeper from WOD. I don't remember if Chaos had a street sweeper. I think there was a mod other than WOD that had a street sweeper but I can't remember. CRS.
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Offline peewee_RotA

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Re: A quake 2 mod
« Reply #13 on: November 21, 2011, 03:40:29 AM »
WODX and LOX both inherited Street Sweeper from WOD. I don't remember if Chaos had a street sweeper. I think there was a mod other than WOD that had a street sweeper but I can't remember. CRS.

Chaos does not. WOD was one of the very first mods to get popularized, so any other mod repeating a feature of WOD (1.4 I think was the first stable build) took it from there. I'm certain that WOD got the idea directly from Shadow Warrior's Riot Gun.


I know that I did take the idea for several mods. Great concept.
« Last Edit: November 21, 2011, 03:42:38 AM by peewee_RotA »
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Offline The Happy Friar

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Re: A quake 2 mod
« Reply #14 on: November 21, 2011, 04:32:23 AM »
From the list above, I like the Akimbo Weapon idea the best. That would be cool to see in vwep mode.

Reworking all the player models with be a PITA.   :smiley_aaua:
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l33t hacz over yonder.  ;) :)

 

El Box de Shoutamente

Last 10 Shouts:

Costigan_Q2

November 11, 2024, 06:41:06 AM
"Stay cozy folks.

Everything is gonna be fine."

There'll be no excuses for having TDS after January 20th, there'll be no excuses AT ALL!!!
 

|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.

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