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- Title : Realistic Weapons
- Filename : relwep11.zip
- Version : 1.1
- Date : 96/08/17
- Author : Cameron Newham (W_Australia)
- Email : cam@iinet.com.au
- Credits : Vaughan de Vos for the idea of added weight.
-
-
- Type of Mod
- -----------
- Quake C : yes
- Sound : no
- MDL : no
-
- Source Included : yes
-
-
- Description of the Modification
- -------------------------------
-
- This patch does the following:
-
- * Makes the weapons unreliable - they can jam/explode if overused
- * Recoil on grenade and rocket launcher
- * Spikes, rockets & grenades slow down while in water
- * Rockets leave a bubble trail in water
- * Spikes, rockets, grenades and backpacks can travel through teleporters
- * Rockets add weight and slow down the player
- * Rockets can be dumped
- * 200 Health increases speed slightly
-
- In real life, weapons are not always reliable and can jam and
- sometimes, in the case of large projectile weapons, explode.
- In addition, water has more resistance than air and when large
- projectiles pass through it, can produce bubbles. There is also
- a large kickback from shoulder* mounted projectile weapons. Quake
- in its original form does not model these. This patch inserts
- those things.
-
- (* shoulder? one wonders where the blowback happens on the
- Quake guy! No prizes for guessing where ;)
-
- The more you use a weapon (except the nail guns and the lightning gun)
- the more likely it will cease to operate, you will cease to
- operate, or both. This jamming is caused by overheating in the mechanism.
- The nail & lightning gun don't overheat - in the case of the nail gun,
- the weapon is gas-powered so one wouldn't expect much overheating.
-
- If overused, the shotgun and super-shotgun will jam for a small amount of
- time, while the grenade and rocket launcher will most likely explode
- and kill you. In most cases you won't run into these problems, but
- if you run around *continuously* firing your weapon, you'll see what
- this patch does.
-
- This mod will be especially useful against campers who hide
- up on the top level of the Castle and lob a continuous stream
- of grenades into the room below. With this mod, they won't.
- (And I know people do this because I do it when I get the chance! :)
-
- For the careful gibster, it should be business as usual.
-
- Of course, with the recoil effects, you'll have to be a bit more careful..
- especially when standing near ledges over lava.
-
- In water you'll find the rocket & spike weapons are not as effective over
- large distances - especially the grenade launcher. Nevertheless, although
- the rockets & spikes are slowed to less than half their air velocity,
- they are still fast, so watch out! For the owner of a brand new
- rocket launcher, remember: the trail of air bubbles can give
- away your position in water.
-
- As one would expect, the more rockets you carry around the slower
- you will move. I still can't imagine anyone carrying 100 rockets
- without a small truck and support team to pass them out, but
- this mod will bring a bit of realism to things. With 100 rockets
- you will only run at half your normal speed (this affects jumping as
- well - so be warned!). The less rockets you have the faster you
- will move (up to normal speed with only a few rockets).
- One advantage with the weight increase is that the recoil effect is
- greatly reduced when using the rockets.
-
- If you feel you are at a disadvantage with your increased weight you
- can always dump rockets. "impulse 20" will dump half of your current
- stock of rockets into a backpack and eject it from your person.
- Use the bind command at the console to bind it to a key, eg:
- bind d "impulse 20".
-
- If you run over 200% health, you'll find you have a small speed
- increase. This only works if you are lugging rockets around. The
- effect is proportional to the % health above 100.
-
- This patch "corrects" teleports so that projectiles can travel
- through them. I'm not sure if I like the idea of spikes going
- through - but it's in.
-
-
- How to Install the Modification
- -------------------------------
-
- Create a directory in your Quake directory (eg:mygame) and unzip
- the archive in it. Run quake with the -game parameter, eg:
-
- quake -game mygame
-
- OR
-
- Copy the files in this archive over the standard ones in your
- <quake dir>\progs directory, and then recompile everything.
- Run quake as above.
-
- OR
-
- Apply the diffs to the files. See the howpatch.txt file for
- further information (available from ftp.cdrom.com). You'll also
- need to copy cbnmods.qc to the progs directory (and include it
- in the compilation order in progs.src).
-
-
- Technical Details
- -----------------
-
- The unreliability factor is determined by how long the weapon
- is fired plus a random factor. The time between firings is
- averaged a number of times and if it drops below a certain limit
- (different for each weapon), the weapon will jam/explode depending
- on a probability (different for each weapon). Obviously, if
- you've been firing continuously and haven't had a jam, it will
- pay to stop for half a second or so, so the average time goes
- up.
-
- In the case of the shotgun/super-ss, the weapon will jam for
- a fixed amount of time (2 seconds for the sg and 4 seconds for the ssg).
- If you try to fire them during this time they will continue to jam.
-
- In the case of the rocket and grenade launcher, you will cease to
- function and an appropriate message will be relayed to everyone.
-
- *Average* continuous firing before weapon malfunction is as follows:
-
- shotgun: 18 shots
- s-shotgun: 14 "
- g-launcher: 12 "
- r-launcher: 8 "
-
- This version is updated from my previously released version 1.0 of
- the "unreliable weapons" patch. I have changed the parameters
- so the guns are more forgiving.
-
- The next version will have a click sound for the jammed sg and ssg
- and will improve on the timings. Please send me reports on
- how this mod works in a deathmatch (weapons too unreliable or
- not unreliable enough). I might also include the lightning
- and nail guns.
-
- The water friction slows missiles to about 40% of their air velocity.
- This means that the grenade launcher is pretty lame, dropping the
- grenades near you. Too bad - a grenade launcher is a silly tool
- to use in water! Use a nail gun or rockets.
-
- Increased weight doesn't affect your turning ability (which it should)
- or the rate at which you fall (which it shouldn't). It will have an
- effect on all other motion. BTW, if you are used to carrying around
- 20 rockets or so then you won't really notice a speed decrease - it
- kicks in a great deal above 30 or 40 rockets. You'll be a sitting
- duck at 90+ rockets.
-
- I've included the code this time. In this archive you
- should get the progs.dat file, the full changed .qc files, and
- a set of diffs. Take your pick as to which you use.
-
- The code is fully documented, so you should have no problems
- in understanding it or finding where the patches are (look
- for CN_PATCH).
-
-
- Author Information
- ------------------
-
- What else should I add to this patch?
-
-
- Copyright and Distribution Permissions
- --------------------------------------
-
- Authors MAY use these modifications as a basis for other
- publically available work. Authors MAY NOT take this package
- and change a few parameters, then call it their own. I'd prefer
- it if you emailed me first.
-
-
- You may distribute this Quake modification in any electronic
- format as long as this description file remains intact and unmodified
- and is retained along with all of the files in the archive.
-
-
- Availability
- ------------
-
- This modification is available from the following places:
-
- Major Quake sites initially including the main site:
- ftp.cdrom.com in /pub/idgames2/incoming (and thence to the quakec area).
-
- also for a short time:
-
- http://www.iinet.com.au/~cam/quakec.html
-
-