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 \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