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Quake ii railgun
Quake ii railgun










  1. #Quake ii railgun mod#
  2. #Quake ii railgun mods#

Some of the textures and symbols that appear in the game are very similar to some of those found in Quake. There is also a hub system that allows the player to travel back and forth between levels, which is necessary to complete certain objectives. The game features much larger levels than Quake, with many more wide open areas. It is not possible to interact with these characters, however, as they have all been driven insane by their Strogg captors. Another addition is the inclusion of a non-hostile character type: the player character's captured comrades.

quake ii railgun

CGI cutscenes are used to illustrate the player's progress through the main objectives, although they are all essentially the same short piece of video, showing a computerized image of the player character as he moves through game's levels. First, the player is given mission-based objectives that correspond to the storyline, including stealing a Tank Commander's head to open a door and calling down an air-strike on a bunker. The single player game features a number of changes from Quake. The Quad Damage power up from Quake is present in Quake II, and new power-ups include the Ammo Pack, Invulnerability, Bandolier, Enviro-Suit, Rebreather, and Silencer. The six newly introduced weapons are the Blaster, Machine Gun, Chain Gun, Hyperblaster, Railgun, and BFG10K. The remainder of Quake 's eight weapons (the Axe, Nailgun, Super Nailgun, and Thunderbolt) are not present in Quake II. The game retains four of the eight weapons from Quake (the Shotgun, Super Shotgun, Grenade Launcher, and Rocket Launcher), although they have been redesigned visually and made to function in slightly different ways. The gameplay is very similar to that featured in Quake, in terms of movement and controls, although the player's movement speed has been slowed down, and the player now has the ability to crouch. Quake II is a first-person shooter, in which the player shoots enemies from the perspective of the main character. This was part of my better weapons addition pack to the 6DOF Quake I did awhile backĪnyone know of a good way to make it continue through to hit multiple targets in a row? I suppose running multiple tracelines, each one starting behind each target you hit continuing forward.The single-player mode in Quake II involves gun-battles often with multiple enemies in large, outdoor areas. Then just replace playernail1 in the weapons file WriteCoord (MSG_BROADCAST, trace_endpos_z) WriteCoord (MSG_BROADCAST, trace_endpos_y) WriteCoord (MSG_BROADCAST, trace_endpos_x) WriteByte (MSG_BROADCAST, TE_LIGHTNING2) Self.currentammo = self.ammo_nails = self.ammo_nails - 15 Sound (self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM) WriteByte (MSG_BROADCAST, SVC_TEMPENTITY) Sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM)

quake ii railgun

Traceline (source, source + v_forward*64000, FALSE, self) Well here's the railgun function (modified from axe) just add it near the axe function (doesn't matter where really.) I was thinking of making the axe function a generalized function that both axe and railgun use since most of it is basically the same code. I had trouble running it on a few modern source ports, seemed to work on Darkplaces but the res was messed up.

#Quake ii railgun mods#

I hope you will find exciting mods for your compilation and tests. A 3ds is something my daughter uses from time to time and I can only hardly imagine to play Quake on such devices. The only thing that suprises me is the device you play Quake on. You can visit quaddicted for both or the quakewiki to find most of them. So, WinQuake should be fine for all older maps/mods. As the enhanced Quake engines raised about that time (maybe a little earlier but that doesnt matter) and people started using their extensions in their mods.

#Quake ii railgun mod#

I would say every mod that has been made around 10+ years ago is WinQuake compatible. You can add any other mod you like INTO your frikbots progs.dat.īoth mods (frikbots & p128rail) include the source code, so you can combine them.

quake ii railgun

You do not need to worry about your frikbots progs.dat though. It needs a custom progs.dat for this of course. The linked "p128rail" mod basically adds 2 additional weapons.












Quake ii railgun