Author Topic: Quake 2 Mod *UPDATE* V1.0b  (Read 5567 times)

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Offline mxyzptlk

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Quake 2 Mod *UPDATE* V1.0b
« on: December 18, 2006, 10:38:31 pm »
This quake 2 mod is no ordinary quake 2 mod.

I have tried to painstakenly capture the addictiveness of the weapons, while also faithfully recreating them.

This is a MAJOR UPDATE from the previously released version.


list of weapons:

Eagles : Dual Blasters - fires two blaster shots. Inf. ammo.
MP5 : Machine Gun - fires rapidly, reloads fast.
AK74 : Dual Machine Guns - Yes, it's overkill, but it seems to balance rather nicely.
Steyer Aug : Super Shotgun - fires two  shotgun blasts in rapid succession, each slug does exactly the same as normal shotgun, but reloads slower. Single shot, reloads both at the same time.(completely changed).
Spaz : Shotgun - Fires shotgun blasts fairly rapidly, per-shell reloading.
Ruger : Rocket launcher - fires a fast moving rocket. Has a short fire delay for fairness. (completely changed)
m79 : Grenade launcher - Launches a hand grenade farther. Takes longer to detonate.
Barrett : Railgun - Sweet weapon that fires a bolt that will kill anyone, no matter where it hits. if you miss, it is plain where the shot came from. No pre-fire delay.
Minimi : Hyperblaster - The first weapon I modded. Has 0 bink, but has inherent inaccuracy. Shots are powerful (only takes about 6 to kill someone.)
XM241 : Chaingun - Fast firing but inaccurate chaingun. Longer delay.

Colt : Blaster - Infinite ammo sidearm.
Knife : unchanged
Chainsaw : Made into an expiramental laser drill. Not my best weapon.
Law : BFG 10k - The Big One. Fires a large ball of plasma. Has a slow reload.

Flamer: Plasma Exaust Cannon - New flamer replacement that shoot superheated plasma. Included because I needed to find something that would fit into the quake 2 style weaponset.


Graphics made in Gimp.

Sounds from Quake 2.

This is my first mod, as well as my first post here. Be brutal.

Download links:
only files needed [no sounds or ini](315 KB)
All files needed [includes sounds and ini]
NEW MAJOR UPDATE!(about 7 megs) ***NEW***



This is in progress. Any constructive criticism is welcome.

Note: Sorry if anyone else was working on a Q2 mod, I am just doing this for my own enjoyment.
« Last Edit: March 02, 2007, 06:06:05 pm by mxyzptlk »

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking

Offline ultraman

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Re: Quake 2 Mod (WIP) [unreg]
« Reply #1 on: December 19, 2006, 12:18:26 am »
Most of the guns looks pretty good, but 7-9 look out of place and wierd because of the bright shades of yellow/red, maybe darken/change/get rid of these. They could also use more a bit more detail. All the other weapons look great for a first mod, hope to see a release soon :)

Offline Slayer DZ

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Re: Quake 2 Mod (WIP) [unreg]
« Reply #2 on: December 19, 2006, 05:54:19 am »
I played it a long time ago and i dont remeber anything (ecpt. when they killed me and the organs were flying around) The problem is that i don't have the game! On the first look anyone can see that you aren't so experienced in modding (shading, shapes) as you wrote, if you ask me it looks OK for the first try. I must see some weap pics on the net... You know I wanted to make alive the UT mod. And yes why did you put the whole soldat folder in download??? All original files are not the part of your mod and not your art they should be erased from the zip you made (the simpliest way)!!!
« Last Edit: December 19, 2006, 06:10:57 am by Slayer DZ »

Offline mxyzptlk

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Re: Quake 2 Mod (WIP) [unreg]
« Reply #3 on: December 19, 2006, 07:25:07 am »
And yes why did you put the whole soldat folder in download??? All original files are not the part of your mod and not your art they should be erased from the zip you made (the simpliest way)!!!
Yes, I figured that much, but how would I get it to work? I know that soldat has a built in mod loading think, but how do I get it to work?

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking

Offline Slayer DZ

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Re: Quake 2 Mod (WIP) [unreg]
« Reply #4 on: December 19, 2006, 03:28:25 pm »
I'm not so sure what you ask?? just do like in suggestion man, and when you copy the things from zip in soldat directory they will replace all the files with the same name but not the whole folders! Get it?
« Last Edit: December 19, 2006, 03:35:27 pm by Slayer DZ »

Offline mxyzptlk

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Re: Quake 2 Mod (WIP) [unreg]
« Reply #5 on: December 19, 2006, 06:00:40 pm »
New DL links added, as well as Quake 2 weapon pictures, for comparison. These are the real weapons, unedited by me.

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking

Offline Valorman

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Re: Quake 2 Mod (WIP) [unreg]
« Reply #6 on: December 20, 2006, 02:07:32 pm »
The interface guns are horrible. No Shading At All.
.

Offline mxyzptlk

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Re: Quake 2 Mod (WIP) [unreg]
« Reply #7 on: December 20, 2006, 04:12:27 pm »
The interface guns are horrible. No Shading At All.
This is still in progress, nowhere near final. Shading will be done.

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking

Offline xtishereb

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Re: Quake 2 Mod (WIP) [unreg]
« Reply #8 on: December 20, 2006, 04:36:22 pm »
The reference image has a dark, gritty, postindustrial feeling. Your images are too bright and cheery to be Quake 2.
Solutions:
  • Less saturation on the guns.
  • Darken the images slightly.
  • Add some "grit" to colored parts of the guns by decreasing the saturation on a few random pixels.

What did you put in the download that made it 13 MB?
<3*xwd
love conquers all

Offline mxyzptlk

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Re: Quake 2 Mod (WIP) [unreg]
« Reply #9 on: December 20, 2006, 05:08:36 pm »
The reference image has a dark, gritty, postindustrial feeling. Your images are too bright and cheery to be Quake 2.
Solutions:
  • Less saturation on the guns.
  • Darken the images slightly.
  • Add some "grit" to colored parts of the guns by decreasing the saturation on a few random pixels.

What did you put in the download that made it 13 MB?

Thank you for the tips. I will use them in my next update.

The large download has a full soldat install. I wasn't sure how I was going to do it. I was hoping to have it be able to be placed in the mods folder, instead of having to have them replace the normal soldat files.

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking

Offline edak

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Re: Quake 2 Mod (WIP) [unreg]
« Reply #10 on: December 20, 2006, 05:32:26 pm »
o...k... I am not downloading soldat again just to get this mod, you should only need the folders where you changed the files.

UPDATED 12-Aug-2010 FIXED LINKS!!!!! - 18 Apr 2007 - NOW WITH FULLLY MODDABLE MAP TEXTURES! Modders, further customise your soldat!

Offline mxyzptlk

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Re: Quake 2 Mod (WIP) [unreg]
« Reply #11 on: December 20, 2006, 05:54:08 pm »
o...k... I am not downloading soldat again just to get this mod, you should only need the folders where you changed the files.
I did, the smaller of the two downloads. They are the same thing. Don't worry. I guess I might as well take the large one down.

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking

Offline Brock

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Re: Quake 2 Mod (WIP) [unreg]
« Reply #12 on: December 20, 2006, 06:53:49 pm »
Ummm, heya.  How the hell did you get Quake 2 Sounds?  I looked everywhere and tried everything when I tried to make me Quake 2 mod, like a year ago. ???


PWEASE TELL ME.  :O
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Offline mxyzptlk

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Re: Quake 2 Mod (WIP) [unreg]
« Reply #13 on: March 02, 2007, 06:05:14 pm »
Ummm, heya. How the hell did you get Quake 2 Sounds? I looked everywhere and tried everything when I tried to make me Quake 2 mod, like a year ago. ???


PWEASE TELL ME. :O
Actually, I took them straight out of Quake 2. I used a tool called QuArK to look into the .PAKs in th baseQ2 folder. I got the sounds there.

Date Posted: December 20, 2006, 07:07:06 PM
NEW VERSION RELEASED!

Version 1.0b!

Still needs work, but enough is done to warrant the 1.0b title.

Link:
Here
Please CC.

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking

Offline Anubis

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Re: Quake 2 Mod *UPDATE* V1.0b
« Reply #14 on: March 03, 2007, 01:31:21 am »
6-9 need more detail they look kinda blurred....more shadin, detail, contrast, etc, etc, (you know the same ol' thing everyone mentions)

Offline mxyzptlk

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Re: Quake 2 Mod *UPDATE* V1.0b
« Reply #15 on: March 03, 2007, 11:23:20 am »
What is funny is 6, 8, and 9 are actually cut from the game. I am suprised that they were mentioned.
I will try to update them in 1.1.

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking

Offline edak

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Re: Quake 2 Mod *UPDATE* V1.0b
« Reply #16 on: March 03, 2007, 05:03:20 pm »
I agree with anubis, 6-9 are too blurred.  I do however like the fact that you reduced the bright colours. keep working.

UPDATED 12-Aug-2010 FIXED LINKS!!!!! - 18 Apr 2007 - NOW WITH FULLLY MODDABLE MAP TEXTURES! Modders, further customise your soldat!

Offline wolfbr

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Re: Quake 2 Mod *UPDATE* V1.0b
« Reply #17 on: March 03, 2007, 08:12:36 pm »
the weapons-gfx and sounds is great
8\10
good job

Offline mxyzptlk

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Re: Quake 2 Mod *UPDATE* V1.0b
« Reply #18 on: March 03, 2007, 09:21:33 pm »
the weapons-gfx and sounds is great
8\10
good job
Wow.
That's fair praise coming from someone who is making one himself.

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Quake, it can lead to problems if attempted at work." -- C Hacking

Offline Dairy

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Re: Quake 2 Mod *UPDATE* V1.0b
« Reply #19 on: March 05, 2007, 10:15:44 am »
A rocket launcher for ya. ::)

Machine gun...

...and grenate Launcer


And teh pistol, but it looks like u already got that one :