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W-O-R: Weapons of Rampage v1.4a for Quake II PRO client.

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Quake II: W-O-R: Weapons of Rampage v1.4a [CURRENT VERSION]
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Guest
Guest - - 689,605 comments

r_override_textures 1
If you want the high res textures. Forgot about that :p

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DOOMMARINE117
DOOMMARINE117 - - 552 comments

so this is a replacement for redux?

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VoivoD Author
VoivoD - - 147 comments

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.

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DOOMMARINE117
DOOMMARINE117 - - 552 comments

how to install this?

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VoivoD Author
VoivoD - - 147 comments

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.

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Guest
Guest - - 689,605 comments

How can i fix that?

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Lespectraal
Lespectraal - - 56 comments

Can this work in Quake II RTX?

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VoivoD Author
VoivoD - - 147 comments

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.

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LoonyTitan
LoonyTitan - - 1 comments

Be cool if it were possible to get this working with Yamagi Quake.

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VoivoD Author
VoivoD - - 147 comments

It will not be working with yamagi, because of additional functions specific to Rampage. Why you need yamagi so much?

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TheOldKingCole
TheOldKingCole - - 43 comments

The Soundtrack for one thing

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VoivoD Author
VoivoD - - 147 comments

Ok. The RTX-R client will be supporting soundtrack and videos. Happy? ;)

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Guest
Guest - - 689,605 comments

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.

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VoivoD Author
VoivoD - - 147 comments

Sure!

What exactly would you like to use?

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josehfurtado
josehfurtado - - 6 comments

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.

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VoivoD Author
VoivoD - - 147 comments

Hey, thanks for feedback! Try clean Quake II, Q2PRO and then newest Rampage. If not, then msg our Facebook page.

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J-320
J-320 - - 25 comments

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

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VoivoD Author
VoivoD - - 147 comments

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)!

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Guest
Guest - - 689,605 comments

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

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Guest
Guest - - 689,605 comments

How can I stop it from showing a green box when I hit the enemy?

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VoivoD Author
VoivoD - - 147 comments

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

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the_vm
the_vm - - 109 comments

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.

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Guest
Guest - - 689,605 comments

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?

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VoivoD Author
VoivoD - - 147 comments

Hi. Will work, nah, no ban :)

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Guest
Guest - - 689,605 comments

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LuistheDoomMarine
LuistheDoomMarine - - 183 comments

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

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VoivoD Author
VoivoD - - 147 comments

Hey, when you run the mod, does the console change to rampage? Leave me your contact, I'll help you out.

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Guest
Guest - - 689,605 comments

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

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VoivoD Author
VoivoD - - 147 comments

Leave me your contact. Can help you with teamviewer.

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the_vm
the_vm - - 109 comments

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.

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VoivoD Author
VoivoD - - 147 comments

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!

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the_vm
the_vm - - 109 comments

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.

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VoivoD Author
VoivoD - - 147 comments

Well AFAIR it works that way somehow, but I'll take into account it might be too weak.

Thanks JC ;-)

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