#26 2021-10-30 13:23:53

triple_agent
Member

Re: Q2M - Quake 2 weapons in Quake

@'basementApe', I see you put an "autoexec.cfg" in your mod data. I suggest you to turn it into an "quake.rc" file, which does take some extra definitions to be made, but in the end, the "autoexec.cfg", is meant to represent the user tweaks and if you bring your game definitions as an "autoexec.cfg", then your options, will possibly nullify the user options; there is a collision.

My particular "autoexec.cfg", includes:

	// movement dynamics
+mlook
cl_alwaysrun "1"
cl_upspeed "350"	// resurfacing speed when submerged, value taken after "cl_sidespeed"

	// field of view
fov "105"

	// aiming assistance
sv_aim "1"	// default value is "0.93", value "1" means minimum engine assistance
crosshair "1"
scr_crosshairscale "1.5"	// escalate to increase crosshair image size

	// onscreen feedback
scr_showfps "0"
scr_conspeed "3000"	// speed of engine console manifestation
scr_printspeed "16"	// speed of final credits roll
scr_centertime "4.5"	// lasting of narrative feedback
con_notifytime "1.5"	// lasting of engine feedback

	// aesthetic, particle shape - square particles
r_particles "2"

Beyond that, the screenshot bindings, but I see you have a likewise option already. // it does not work.

I guess my way out for now, is to manually merge the "autoexec" file contents.

NEXT:

basementApe wrote:

Yeah, I went a bit overboard with the machinegun climb in earlier versions. It's been toned down for v1.12.

I would tone it down even further. In my opinion, it is not a fun gun to use. It is just not a good choice, the way I see it, in the way of design. But I think it is nice you added it as a staple gun. Even though, regular shotgun, is the best.

Since I see you have personalized the weapon rooster for different models, depending on whether the model, comes from original 'Quake' or 'Quake 2', I would speculate, that the next step, is to truly personalize the weapon rooster, between the four available models, altogether. I do not think it is very practical, though, as it puts your mod, on a rather quirky trajectory, minding 'Quake' priorities. But it could be interesting.

___CUT:

I just saw this in the changelog for version "1.12":

Player skins now come with different loadouts for the Q2 marines. Skin #1 gives a machinegun with 50 bullets, skin #2 a yellow armor, and skin #3 gives you nothing but the blaster.

Well then, the question is, balance. Unless, the character selection screen, is a crypto difficulty mode setup. If the declared, was the case; but I did notice only the machinegun option, when it comes to all the 'Quake 2' characters.

EDIT:

Dumb me, you talk about the skins, not the models. Correct: the skins, do alter the loadout. I think it is superfluous, quite unreadable to the player. The skin selection, is rather tricky, unintuitive, with the controls given. I think you need to make it more basic - more simple and accessible. Maybe just streamline it.

___/CUT

The blaster itself, is rather unsatisfying. I perfectly understand, it is not meant to be any staple weapon, but it could use some modding. Maybe it should be chargeable to a triple-power bolt, like the blaster in 'Quake 4'? I would add an overload risk, like with 'BFG' in 'Doom 3', so that running around with a charged weapon, was not very handy.

It would be good if you could suggest some comprehensible test-map for your mod; a map that would organically encourage to discover the most vital mod features, properly emphasized.

Last edited by triple_agent (2021-10-31 04:49:11)

#27 2021-11-02 18:54:43

HAL9000
Member

Re: Q2M - Quake 2 weapons in Quake

basementApe wrote:

Hey, I missed this somehow!
@HAL9000:
That looks very cool! Well done so far, I look forward to seeing more. You're using v1.12, right?

Yes I'm using 112 as a base version

#28 2021-11-03 03:15:12

basementApe
Member

Re: Q2M - Quake 2 weapons in Quake

triple_agent wrote:

@'basementApe', I see you put an "autoexec.cfg" in your mod data. I suggest you to turn it into an "quake.rc" file, which does take some extra definitions to be made, but in the end, the "autoexec.cfg", is meant to represent the user tweaks and if you bring your game definitions as an "autoexec.cfg", then your options, will possibly nullify the user options; there is a collision.

Yep, autoexec.cfg isn't a very good solution. FTEQW and Kex just seem to ignore it altogether so I'm gonna look into what I can do with quake.rc.

triple_agent wrote:

I would tone it down even further. In my opinion, it is not a fun gun to use. It is just not a good choice, the way I see it, in the way of design. But I think it is nice you added it as a staple gun. Even though, regular shotgun, is the best.

Since I see you have personalized the weapon rooster for different models, depending on whether the model, comes from original 'Quake' or 'Quake 2', I would speculate, that the next step, is to truly personalize the weapon rooster, between the four available models, altogether. I do not think it is very practical, though, as it puts your mod, on a rather quirky trajectory, minding 'Quake' priorities. But it could be interesting.

...

Dumb me, you talk about the skins, not the models. Correct: the skins, do alter the loadout. I think it is superfluous, quite unreadable to the player. The skin selection, is rather tricky, unintuitive, with the controls given. I think you need to make it more basic - more simple and accessible. Maybe just streamline it.

I'm not reeeally a fan of what I did there tbh. It seemed like a good idea at the time to give players some variety, but it probably does more harm than good for mappers who want control over what players are given and when. So maybe I'll just go back to giving everyone the standard shotgun. Only problem is the Q2 shotgun is more like the Doom shotgun in terms of power so I feel like it might be a bit much for a staple weapon. Maybe I'll nerf it just a little bit.

On mapping, I forgot to add a couple of functions to give mappers full control over what weapons they can place in a level. Right now thunderbolts and sshotguns get converted to whatever weapon Q2 players *don't* have in their inventory, which is good for old maps, but not so good for new maps. So that's gonna get added in the next release for sure.

triple_agent wrote:

The blaster itself, is rather unsatisfying. I perfectly understand, it is not meant to be any staple weapon, but it could use some modding. Maybe it should be chargeable to a triple-power bolt, like the blaster in 'Quake 4'? I would add an overload risk, like with 'BFG' in 'Doom 3', so that running around with a charged weapon, was not very handy.

It would be good if you could suggest some comprehensible test-map for your mod; a map that would organically encourage to discover the most vital mod features, properly emphasized.

Yeah the blaster is meant to be like the axe: Better than nothing, but not by much.

The blaster actually does have some uses, like you can snipe faraway enemies with it to save on ammo. Kinda tedious but hey, it's an option.

#29 2021-11-04 07:40:21

triple_agent
Member

Re: Q2M - Quake 2 weapons in Quake

basementApe wrote:

Yeah the blaster is meant to be like the axe: Better than nothing, but not by much.

Axe, had some style to it; even though the lack of sound effect, was killing it - until "Copper".

Good choice with the "Copper", by the way.

The blaster alone, is kind of meh, but I understand, it is a ranged weapon, exactly better than nothing. I miss some satisfying close combat reaction, though, in your set. Maybe some kind of taser, would do, bound to a quick-use?

You forgot about one weapon from 'Quake 2' - the hand grenades! Yeah, it kind of double-functions the howitzer, while effectively being sub-par in comparison; but it was there, with own style.

basementApe wrote:

Q2 shotgun is more like the Doom shotgun in terms of power so I feel like it might be a bit much for a staple weapon. Maybe I'll nerf it just a little bit.

It would be good if the shotgun, killed a grunt in one hit. 'Quake' combat, is too grindy, in my opinion. Unless you want to keep it that way - it is also fine, for old timers.

Last edited by triple_agent (2021-11-04 17:18:49)

#30 2021-11-06 18:38:57

triple_agent
Member

Re: Q2M - Quake 2 weapons in Quake

Speaking of the 'Quake 2' enemy rooster, I think that the biggest disappointment, was the Tank. It was a bullet sponge, but practically speaking, in the way of attacking, it was too anemic and somehow formulaic, to be effective. In my opinion, the very notion that it could not carry out simultaneous attacks with two or more weapons - out of three it was equipped with - was a remark of great limitation.

Machinegun attack, with spread fire, was faulty at making impact against solitary opponent. Rocket fire, once initiated, was not able to change or follow target, effectively freezing the Tank in a fixed position - as far as I remember. The hyperblaster attack, was the only sensible one - or was it?

Last edited by triple_agent (2022-08-03 01:20:52)

#31 2022-08-02 18:43:56

Madfox
Member

Re: Q2M - Quake 2 weapons in Quake

"Now recreate Q2 e1m1."
Q1_Orb'sBetrayal is a Q1 e1m1q2 version.

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