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- Title : Realistic Weapons
- Filename : relwep13.zip
- Version : 1.3
- Date : 96/08/22
- Author : Cameron Newham (W_Australia)
- Email : cam@iinet.com.au
- Credits : Vaughan de Vos for the idea of added weight.
- Shaun Reemeyer (Axe) - for testing this on his server.
- Hyttinen Ari - various ideas and suggestions.
-
-
- Type of Mod
- -----------
- Quake C : yes
- Sound : no
- MDL : no
-
- Source Included : yes
-
-
- Description of the Modification
- -------------------------------
-
- This patch does the following:
-
- * Server help and predefined aliases including 'last'.
- * Makes the weapons unreliable - they can jam/explode if overused
- * Recoil on all weapons except lightning gun
- * 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 and armour add weight and slow down the player
- * Rockets can be dumped
- * Rockets/grenades do 1.5 times the original damage
- * Maximum of 20 rockets/grenades can be picked up
- * 200 Health increases speed slightly
-
- What's New
- ----------
- *Version 1.3 adds recoil to the SG/SSG/NG and SNG, increases the
- recoil on the GL and reduces the recoil on the RL. It also adds
- unreliability to the spike weapons.
-
- In addition, each person is limited to 20 rockets maximum, but each
- rocket now does 50% more damage. Armour now has a weight factor - the
- more you have the slower you run. Having run this mod on a server,
- I notice that slow connections don't seem to jam the weapons because they
- can never fire fast enough - I'm leaving this in because it makes
- it fairer! :)
-
- I've also added some server help and a features list, plus some
- predefined aliases which you can bind to keys if you so wish.
- Included is a 'last' command to find out the time that the last
- player disconnected on the server.
-
- *Version 1.2 corrects a nasty bug when the server is in
- teamplay mode and the rocket/grenade launcher attempts to kill
- the player. In teamplay, these weapons now explode as expected.
- In addition, there is now a patch printout on client spawning.
-
- --
-
- 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 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 lightning gun doesn't overheat.
-
- If overused, the shotguns and nailguns 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.
-
- 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.
-
- The maximum number of rockets you can carry is 20. With a full 20 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".
-
- Armour is another item that adds weight. If you grab the red (200%)
- armour, you can't expect to run at full tilt. In fact, you'll only
- run at about 90% of normal speed. The less armour you have (and
- this includes decreases due to damage) the faster you'll run. If
- you are carrying red armour and 20 rockets you won't be going
- anywhere in a hurry!
-
- 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 sg/ssg/ng/sng, the weapon will jam for
- a fixed amount of time (varying times - dependant on various things).
- If you try to fire them during this time they will continue to jam
- BUT there is also the possibility of unjamming them. For best results,
- wait a while or change to another weapon.
-
- 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: 11 "
- r-launcher: 7 "
-
- People who have slow Internet connections will now be more evenly
- matched with faster players because slow connections won't be
- able to fire fast enough to jam weapons. Fair, eh!
-
- 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). Hey - i've said this before :)
-
- 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
- 5 rockets or so then you won't really notice a speed decrease - it
- kicks in a great deal above 10 rockets. You'll be a sitting
- duck at 20 rockets.
-
- I've included the code. 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
- ------------------
-
- Author of the DooM WADS: daemon2, scream, and barrel2
- Author of a few other things too. :)
- http://www.iinet.com.au/~cam/
-
-
- 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
-
-