====================================================================================================================== ====================================================================================================================== ||Quake 2: REDUX v0.25 by Woju ====================================================================================================================== ||contact: https://fb.me/voipns ====================================================================================================================== ====================================================================================================================== ||Single/Multiplayer mod. Aim for this mod is to make the game more dynamic, alive, a bit more realistic and fresh. || There are definitely Half-Life and Counter-Strike influences. Original game is really stiff and I want to change that. ||This includes Major and many minor changes, like AI behavior - enemy will react when they hear your footsteps, ||so this kinda makes sense to walk by default and run when the run key(+speed) is pressed. Damage, damage radius ||revamp, weapon recoil(even reloading of BFG xd), damage knockback. Enemies deal realistic damage etc. This is work in ||progress. Feel free to send me any tips what would you like to change/add. I'm a beginner in C++, but have major Pawn || experience. ====================================================================================================================== ====================================================================================================================== ||Whats new since first(lame) version? || ||Well everything is really polished now and pretty much done (for now at least). ||All weapons have recoil and inaccuracy based on current speed. You can now climb over obstacles by holding jump key. ||I've expanded and hardcoded head and weapon bobing. It kinda feels like q3, but that wasn't intentional. ||Added locational damage by Paril: https://www.moddb.com/members/paril . Added Gladiator bot support. To use the bots ||copy all files from gladiator folder to redux folder except gamex86.dll. ||It's time now for testing, tweaking and balancing. ||Included moded shotgun model cause I didn't like the silent cocking after switching to it, so now it ||just switches normally. I forgot to put the model in previous version. ||Some bugfixes and fine tuning. ||Fixed grenade model not precaching on some clients. ||Fixed some monsters(hornet) shooting backwards. ||Added dynamic death cam. ||Further accuracy tweaks(when crouched). ||Fixed(?) that you couldn't pickup items that ware displaced by explosions and which later respawned. ====================================================================================================================== ||What's next ? || ||BUGFIXES :X. ||Further improving AI. ||I would like to mess around with player speeds, but the engine kinda forbids that. ||Switching to Q2PRO source code base. ||If someone would do animations and detail the v_models I could implement iron sights for some weapons. ^^ ||IMAGINE IRON SIGHTS IN QUAKE2 XD ====================================================================================================================== ||Features (as far as I remember): || ||Improved AI, they duck/dodge alot and anticipate shots. Soldiers now are really powerful and have powerscreen. ||Gunners can now accurately shoot upward and downwards with grenades. ||Start with easy mode, as it is really hard. Nightmare("skill 3" in console) is theoretically unbeatable. ||Skill 0 (i can win): you receive only 5% damage ||Skill 1 (medium): you receive only 10% damage ||Skill 2 (hard): you receive only 50% damage ||Skill 3 (nightmare): you receive 100% damage ---------------------------------------------------------------------------------------------------------------------- |Damage list(few algorithms applied after that). | |Blaster: 30 dmg, fires faster. |Shotgun: 12dmg/pellet/12pellets, fires faster. |Super Shotgun: 14dmg/pellet/12pellets, fires faster. |Machinegun: 20dmg. |Chaingun: 25dmg, much slower acceleration, but accelerates to 50 shots/s instead of 30/s. |Grenade Launcher: 120dmg, fires faster, grenades are 2x smaller so they match the view model, no smoke trail, shoots farther. |Rocket Launcher: 100+20random direct + 100+20random radius, fires faster, slow and accelerating to high speeds. |Hyperblaster: 20dmg. |Railgun: 200dmg, about a second of charging before firing(like gladiator in single player), additional "reload" effects. :) |BFG: 500/300dmg sp/mp, 35cells per shot. | |Explosions bounce off items(which respawn at their original position), grenades and rockets. They also provide concussion |effect, including railgun. |Neck shot = 2x dmg, headshot = 3x dmg, stomach = 1x dmg, legs and arms = 0.66x dmg, chest = 1.2x dmg. Falling damage is |about 2x higher. | |Items: |Megaheath now depletes 1hp every 3 seconds instead of 1 every 1. 250/300/350 max bullets. All ammo pickups give 2x more |ammo to balance the weapon inaccuracy. Armor shards give 4 basic armor/2 gold/1 red. ====================================================================================================================== ====================================================================================================================== |If you like the mod consider donating to: paypal.me/WOJU666 (or any other way) |This will ensure future updates. ======================================================================================================================