q2m v1.12
Full Version 1 commentAnother update! This version fixes the remaining known bugs, adds a few more tweaks and improvements, and makes the mod more mapper-friendly.
Quake 2 Marines adds the whole Quake 2 arsenal to Quake 1 with a select menu to pick different marines and weapon loadouts. Full source code included. Uses Lunaran's Copper mod as a base.
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* Final HOTFIX: Mouse-wheel weapon cycling is back in * Q2M Version 1.1c is out! This update is tremendous! If you're on an earlier version you'll definitely...
Q2M Update 1.01: - Bugfixes and some minor additions. - Made the code base a bit easier to adapt for modders. Check out the readme for more info.
Unzip to your Quake folder. Start Quake. Type game q2m in the console and you're good to go.
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aboslutely love this mod! this kind of stuff rules!
Any chance of something like that but with Quake 2 / Quake 2 Remaster?
I have the entire sourcecode of Quake 2 Generations here and it could help with that task, just implementing ranger and all.
This mod is perfect! It's exactly what I wanted when I read the title! Great work!
Would you be willing to do a Quake 3 version?
Great work. I am amazed at how well the models and colors and effects fit the quake 1 detail level. I hope some of these weapons gets used in future map packs.
Here is a video of me exploring q2m v1.12: Youtube.com
I had a missing sound file warning at 6:31 in the video (quakespasm 0.94.1)
Thanks! Wow cool video, you handle these weapons way better than me :D
Yeah I forgot to include a couple of sound files. Nothing critical but it does mean you get the occasional console warning. I'm gonna put out a new version to fix it along with a couple other omissions. Might include the ability to throw grenades as well. I've already put it in there but it's kinda useless really since it's so slow.
Any thoughts on the starting loadout? I'm thinking I might just make it the regular shotgun instead of the machinegun.
I was worried about running out of ammo starting with a machine gun. It might not happen in id levels (for e1m1 it is perfectly balanced to show off the blaster for just the right amount of time). But for custom maps you could run out of nailgun ammo and be forced to use the blaster too much to be fun at the beginning of maps.
And, if I understand q2m, the super shotgun will be inaccessible unless maps/episodes have two q1 super shotguns pickups.
Having at least one q2 loadout starting with the shotgun would avoid these situations.
Could also turn q1 nailgun into q2 super shotgun. And replace
(some) shells with nails. But this is complicated and might still mess up some custom maps.
An alternative is to add/replace specific items/weapons in the id1 maps through quakec to streamline that experience. But that sounds like a big and complex job.
Another problem is not getting railgun and bfg when playing regular quake1 maps. A simple solution could be to give rail when picking up rocket launcher and bfg when picking up shaft. Maybe support a spawnflag on weapon_rocketlauncher and weapon_lightning that suppress this behavior for custom maps specifically designed for q2m.
Great mod! Love the work you've done to include new player models/sounds too.
Its more than just a cosmetic upgrade, as well - the weapons handle differently - the shotguns have longer reload times and more damage, the machine guns are hitscans rather than projectiles, etc.
I think my only requests would be:
1. Add muzzle flashes to the shotguns and machine guns. I know they weren't present in Quake 2, but they were in Quake, and would really add some snap these guns.
2. Can you upgrade the player HUD to show the railgun and BFG?
Hey man! Thanks a lot I appreciate it :))
Muzzle flashes are definitely possible. I'm gonna try it out and see how it looks.
What gets displayed on the HUD is hard-coded into the Quake engine unfortunately, I can only change the cosmetics of it :/
I would like to add certain things and changes to this mod which are as follows:
-The Grenade Launcher and Railgun should use their own ammo (Grenades for the Grenade Launcher and Slugs for the Railgun).
-Replace the pickups and powerups with their Q2 counterparts.
-Add the weapons from the xatrix and rogue Mission Packs.
-Compatibility with SoA and DoE Mission Packs.
-An optional addon to replace the monsters with Q2 monsters and their respective mission packs.
-An optional addon where you can use the Q2 music and their respective mission packs.
-That you can gib the bodies of the monsters once dead
-Add an inventory and the ability to crouch.