W-O-R: Weapons of Rampage v1.4a for Quake II PRO client.
W-O-R: Weapons of Rampage v1.4a for Quake II PRO client
Stage 9
Producer: Nick Kehoe
Developer: MichaĆ "Woju" Steinborn
Original idea: Decino
Moddb.com
Locational damage by Paril:
Designed to run on (32bit for now) Q2PRO client by Skuller:
Skuller.net
You can buy me a beer or so here: Boosty.to
To run the mod, unpack the rampage folder into main Q2 dir (where the exe is) - so you would have for example C:/Quake II/rampage/
The run q2pro.exe, open console (~) type: game rampage. The background will change.
Gameplay changes:
* pick up - ('+pickup', default "f") - pick up barrels or guards by holding the pick up key and then throw them
at your enemies by releasing it!
Barrels explode into many fragments. Lethal.
* kick - ('kick2', default "g") - kick your enemies and also throw them across the room!
* secondary attack ('+attack2', default "mouse2"):
-Blaster - charged shot. Hold to charge and release to fire.
-Shotgun - grenade launcher.
-Super Shotgun - triple shot with reload.
-Machinegun - EMP burst that stuns monsters(Strogg) and eats away Cell ammo from enemies. Costs 10 Cell ammo.
-Chaingun - toggle prespin.
-Grenades - Gravity Grenades mode.
1.Big radius/low damage mode, 2. Small radius/big damage - right after pressing/holding the right mouse button hold the first mouse button.
It can attach to metal surfaces once they activate.
This is one of the most fun weapons of the mod and the rotating of monsters affected by gravity field will be extended to players sometime in the future.
-Grenade Launcher - toggle Cluster Grenades.
-Rocket Launcher - charged up Super Rocket.
-Hyperblaster - switch between 3 modes of fire: 1. Standard, 2. Rapid-fire. 3. Slow/High Power.
-Railgun - ala Flak Cannon shot.
-BFG10K - Toggle fast fire mode.
* third attack ('+attack2', default "v") - this is currently for Hyperblaster only, used to switch the fire modes of the second weapon.
* Dual Wielding ('+dual', default "h") for Blaster, Shotgun, Machinegun, Hyperblaster.
* Grappling hook ('+grapple', default "c"). Shoot a grappling hook from your utility belt. Weapon independent.
* Super jump with fall dampeners. To activate the jump module hold crouch and then press the jump button. This is current speed-dependent, so you can super jump in any direction, however, sideways jumps have 1/2 penality.
Fall dampeners work on the same energy source which is rechargeable. When fully charged, you get normal quake II fall damage, when not it's increased based on the current charge level.
Notice: players must use +duck (default "e") and +jump (default "space") commands for this feature to work.
* Dead earth soldiers spawn sometimes items on map load, such as additional Blaster.
* Dead players drop Blasters. Also can drop them from their inventory with a standard drop command.
* Added unused player head hud icon from Quake 2 Test.
* Advanced gib spawn system with a blood pool.
* Players spawn with a Power Screen power armor(which works only in front) and additional 50 Cell ammo.
* Blaster/Hyperblaster bolts do drop over time due to gravity.
Control via: rampage_blaster_drop cvar. Default: 1, reasonable values 1-10.
* AI upscaled Sky for unit 1.
* Dead Earth soldiers sometimes spawn random items on map load.
///Added in v1.1a:
* AI upgrade. Monsters better check for friendly fire when shooting. Prediction to the aim of the monsters
is added currently to Soldier. Random aggression factor on spawn that affects different behavior checks.
Soldiers fight a lot harder, they use all their available attacks.
* Four additional difficulty modes: cerberon, cerberon+, cerberon++, and cerberon+++. This affects some
monster checks and their accuracy.
* View punch on damage upgrade. This is scalable with difficulty level.
* Some tweaks and bugfixes.
* Item mod, that makes power-ups work on degrading and cell usage rather than time.
Rebreather and enviro suit makes the screen appear as viewed by a visor/goggles.
When activated, on every breath in water player spawns air bubbles. This whole item thing is controllable by
"rampage_item_mod" cvar which defaults to 1.
* All splash damage is divided to high damage in the center and additional shockwave blast.
///Added in v1.2a:
* Shotgun Guards and Machinegun Guards occasionally shoot grenades(alt fire from shotgun), Guardian can use flak canon, enemies attack faster(on cerberon difficulty), Infantry can fire a rocket, Blaster Soldiers can
use charged shots, Iron Maiden can fire super rockets, Tanks can fire all 3 weapons at once.
* Infantry's chaingun/machinegun rotates.
* Cell generator item. When used it generates 1 cell every 10 seconds, produce a sound and alerts enemies.
* Guards don't try to shoot you while dying when they don't see you. When shooting they try to rotate to your location before their last shot. Sometimes they don't die immediately and try to shoot you. They provide cover fire.
* Added a score system for single player and coop. At each end of the unit, players go to intermission screen.
* Finally being able to save the game.
* Higher hp for Soldiers, scalable with skill. They also have power screen armor, scalable with skill. Cerberon difficulty.
* As always - some tweaks and bugfixes :-).
///Added in v1.3a:
* Monsters sidestep.
* Monsters jump around, they also jump away from grenades and stuff.
* Monsters randomly change facing direction, prefering open areas.
* A hidden easter egg.
* Gibs spawned from damage.
* Added berserker duck and hurt run with "hand" up animation.
* Added Soldiers animations to make him change leg direction when running.
* Added locational damage by Paril.
* Some new AI upscaled textures.
* Tweaked some bounding boxes of monsters, so they represent model size.
* As always - some tweaks and bugfixes :-).
You can help to fund the mod by privately messaging to our Facebook page:
Facebook.com
///Added in v1.4a:
* Corpses move away from walls(so they are not half stuck in a wall).
* Gunner is aiming correctly with grenade launcher up and down.
* Railgun sec fire fixed/improved.
* Monsters get an angle punch on damage.
* Machinegun Soldiers fire in bursts more the farther they are, full auto when close.
* New* Soldier sounds. *(Actually parts of originals played backwards and made into new sounds).
* Gravity grenades and Super rocket emit black light, can be disabled by paranoia mode: rampage_paranoia_mode 1.
* Monsters temporarely loose accuracy when being shot at.
* Soldier sometimes shoots upwards when dying on his knees.
* Monsters are aware of current blaster drop set: rampage_blaster_drop.
* Monsters semi predict pattern strafing.
* 1 more death animation for player (taken from insade dudes).
* Blasters show up it's trail properly in close range.
* Chests and skulls are shootable.
* Projectiles are shootable, so one can shoot the rocket down (very hard though), and blaster bolts bounce of one another when they cross paths.
* Sun blinds the player (test version).
* There is a slight red tint when outdoors, and a very small red tint to screen when inside.
* Better jump animation for Soldiers.
* Improved Unit1 AI upscaled sky, and also low res.
* Some new AI upscaled textures.
* As always - some tweaks and bugfixes (and more bugs :-)).
Restore Page
Restore Page
r_override_textures 1
If you want the high res textures. Forgot about that :p
so this is a replacement for redux?
Consider redux as abandoned (for now) mod. I MAY get back to it once we have custom q2pro client capable of doing properly stuff like iron sights etc. I may merge redux and rampage, IDK.
how to install this?
Just unpack rampage into your main Quake II dir - Quake II/rampage/gamex86.dll
Get Q2PRO client, launch it, type: game rampage
If your console has change to rampage, but you can't use for example secondary attacks and enemies behave the same way as vanilla, then it could be AV (like norton) doing false positives and removing the gamex86.dll from the rampage dir.
How can i fix that?
Can this work in Quake II RTX?
I will port this and use a special selfmade RTX-R client soon. RTX mode will not actually be supported(but it may somewhat work), because I don't even have RTX card.
Be cool if it were possible to get this working with Yamagi Quake.
It will not be working with yamagi, because of additional functions specific to Rampage. Why you need yamagi so much?
The Soundtrack for one thing
Ok. The RTX-R client will be supporting soundtrack and videos. Happy? ;)
Will you be able to provide entity definitions for map making? Provided that I would like to make a map that is compatible for this mod.
Sure!
What exactly would you like to use?
I'm trying to figure out how to get rib of green squares when hit enemies. Maybe a inconpatibility on hardware or something. Is that normal? And I notice green channel in crosshair did not work, looks like black. I really like the green dot. Dropdown terminal show a libpng error about incorrect srgb profile.
Hey, thanks for feedback! Try clean Quake II, Q2PRO and then newest Rampage. If not, then msg our Facebook page.
I got a problem, doesn't matter what I do, if I try to load a game, it just crashes, I dunno what I may be doing wrong, but im sure I followed the steps as you wrote them
Well, the saving thing isn't really finished. Use autosaves, they should be safe, but don't be mad if you can't complete the game because of a game-breaking bug! Remember the mod is WIP, and I'm not in the position to work on it right now (however I would really love to, like reaaaly really)!
Actually as how the game is rn, runs pretty well, its not like its unplayable, take the time you need, I'll be waiting to see what else you got in mind for the mod
How can I stop it from showing a green box when I hit the enemy?
This is power screen armor activating. I added them to Guards, as they look much more advanced than other monsters, making them tougher, as they look pretty nice and iconic. It's hilarious that they now from almost the weakest and full retarded monster came up so much. They deserve it, let's give em a break.
Info on power screen here:
Quake.fandom.com
Yeah no kidding, they move and fight almost like Skaarj from Unreal, and there's so many of them everywhere. Thankfully they're still pretty fragile.
Ello there. I have a steam version of Quake 2. Does it work there? Also i won't get banned for using this mod somehow?
Hi. Will work, nah, no ban :)
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downloaded the quake2pro client version and when i try to kick it only shows "kick2" on the console and there is no cool new stuff
Hey, when you run the mod, does the console change to rampage? Leave me your contact, I'll help you out.
for some reason, after i run "game rampage" on q2pro, only the texture change, none of the game mechanics were added in, gamex86.dll is still in the rampage folder
Leave me your contact. Can help you with teamviewer.
Be advised that you need x32 version of Quake Pro for this mod to work, not x64!
The default config uses low quality sounds for some reason (s_khz).
Also not sure why, but I get some kind of green dots on the side of the screen when playing, they disappear if I open the menu. They don't appear with clean q2pro, so I have no idea.
After playing it for a bit, here's my feedback:
Basic guards are so aggressive that the peeking playstyle becomes viable now (and necessary on higher difficulties where you get oneshot from a single blaster shot). You can pick up still living guards for an instakill, not sure if it's intended. Kick is so slow and weak that it's rather useless, not even as a finisher for half-dead enemies. Also for some reason the elevator trigger from the first level can sometimes move on its own, preventing you from finishing the level.
Alt fire for machinegun is frankly awful, the effect is disappointing. Prespin for chaingun is cool, but quite overpowered, I know TF2 solved it by making first shots deal less damage and be less accurate. Shotgun is finally good, its grenade launcher is godsend, but the lack of visible ammo count often leaves you guessing (plus you don't know if the grenade is loaded or not), though I guess that's an engine limitation.
SSG's alt fire is very hard to land, but it's fine, with some skill and recoil compensation it's doable up close. Grenades are fun to mess around, that's true. Rockets travel very slowly now, probably to make them dodgeable when enemies use it? The rest of weapons are okay.
Green dots is power for leg armor enhancement. With full power it gives normal fall damage, and you can long jump like in Half-Life, that depletes all the power.
Guards have a lot of animations, I made them that way, because they deserve it and just can be a good challenging enemy. I would the same with other enemies if I had additional animations. From my perspective, they are a new standard in their forces, and will be replaced slowly with tactical transfers - will use cyborg male models for an enemy wielding human like weapons.
Yes picking up guards was intentional. Although it could use a rework, because it's too cumbersome.
The mod is full of bugs, yes.
Alt fire machine gun - what would you like then? I think it's quite fun - emp shot. Something maybe useful, yet not overpowered.
I think rockets have a tiny bit slower speed, but they do accelerate.
Thanks for some feedback!
Btw if pre spin on chaingun is overpowered, try chaingun double wield mode which has 3 chainguns you can pre spin ;).
Thanks for pointing out that for now the mod is 32 bit only!
Cheers man! I hope the development will proceed smoothly in the near future, times are pretty harsh out there right now, I can relate.
As for MG's alt fire - maybe just increase the stun effect by a lot? By creating an area where enemies would enter the pain state every frame for about 3 seconds, then I imagine it'd be more useful.
Well AFAIR it works that way somehow, but I'll take into account it might be too weak.
Thanks JC ;-)