Here ya go. Please consider donating. Info in the readme.
Rampage mod v1.1a for Quake II PRO client
Stage 6
Producer: Nick Kehoe
Developer: MichaĆ "Woju" Steinborn
Original idea: Decino
Moddb.com
Designed to run on Q2PRO client by Skuller:
Skuller.net
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.
Additional info:
Saving game currently doesn't work, as it has to be ported to special Q2 PRO save format. Use coop instead.
Weapon stay on coop is disabled. It will be added in the next update.
You can help to fund the mod here:
Gofundme.com
or privately by messaging to our Facebook page:
Facebook.com
hey, love this mod, but im not able to save games in q2pro, keeps saying "game does not support enhanced savegames". Any thoughts? is there a cvar im missing?
gonna add saves in next version
Perfect! I've done a few tweaks to your mod with my clumsy q2 coding knowledge. made the enemies harder to gib, added knockback to the shotguns, and made the blaster bolt fly so fast it looks like hitscan.
if you'd like to pick apart my brew of it for anything valueable, let me know.
Nick wanted everything easely gibable, but I may convince him to add at least switchable realistic gibbing. Soldiers will have a lot more hp in v1.2.
If you do anything more complex then simple changes, then we might consider adding it as official.
added a cvar for that (available in fancy mode)
Neat! yeah, my mods aren't anything impressive, just personal tweaks for my taste. Looking forward to what's next.
Oh, i also created a better blaster/machinegun sound too
So far we are sticking to original sounds or the same, but higher quality. That's why we will not use retextures - cause they are inferior or have different style, but instead use AI upscaled textures.
that's actually real good to hear. not many q2 mods that try to remain true to the original level of detail and vibe. Good luck!