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Topic: Sandbox Q2 (Read 2493 times)
pootisgumball256
Newbie
Posts: 2
Rated:
Sandbox Q2
«
on:
February 22, 2015, 10:42:48 AM »
Dear Tastyspleen,
Paril's Bullet ragdoll physics implementation, the creation of Qreate Mod (
www.moddb.com/mods/qreate
), and Quake DeveLS' Multi DLL Support tutorial inspired me to make a Quake 2 mod inspired by GMod. Qreate Mod was based on Quake 1, but the Weapons of Destruction Xtreme developers ported the Shambler monster and the Lightning Gun/Super Nailgun weapons into their Quake 2 mod. The Doom mod AEons of Death also inspired me. Here is a list ranging from Already Completed to Very Hard.
Already Complete
-Quake 2 Evolved engine
-Get Quake 2 Evolved, Mission Pack, and KMQ2 source codes.
Very Easy (no need for forum help)
-Implement CTF, Bots, and Mission Packs
-Add Sonic Railgun
-Add new weapons
-Add Super Blaster
-Add new monsters (Rocket Guard, Rottweiler, etc.)
-Add Jetpack, Flashlight, Shocksphere, and BLU-86 from KMQuake2
-Activate the Disruptor weapon
Easy (no need for forum help)
-Add KMQuake2 bug fixes
-Copy stuff from Quake 1 source code
-Homing Missile Launcher
-Some WoD weapons
-Sniper Gun
-Machine Rocket Gun
-Sweepers
-Plasma Rifle
Medium
-Bazooka
-IR Laser
Hard
-DarKMajicK Grenades
-Qreate (eukos knows about this)
-Bullet physics (Paril knows about this)
-Physgun and Toolgun (eukos may know about this)
-Multi DLL Support (I can get help from the Quke DeveLS tutorial)
That's all I can think of right now.
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r1
Full Member
Posts: 238
Rated:
Re: Sandbox Q2
«
Reply #1 on:
February 25, 2015, 05:50:19 PM »
Hey pootisgumball,
That's really cool! You might be interested to know that WODX also supports similar operations as Qreate/GMOD, like in-game spawn, rotate and move for a huge list of entities. You can also output the results as an ent file that can be turned into a permanent override for that map. We sometimes use it to place trees and other objects in our maps. Currently it only works in debug mode and is largely experimental & undocumented. There's no neat menu for it only binds for the various commands. If you join this thread, Kitsune might be able to explain more how it works:
http://leray.proboards.com/thread/3458/introducing-ultimate-quake-weapons-multi
Good work on your mod, and I'm looking forward to seeing the initial release
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Jay Dolan
Swanky Member
Posts: 644
Rated:
Re: Sandbox Q2
«
Reply #2 on:
March 03, 2015, 07:19:56 PM »
You should start by studying the Quake2 game module code and making some small changes. Or join an existing team that has veteran members and see how you can contribute.
«
Last Edit: March 03, 2015, 07:35:01 PM by Jay Dolan
»
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