[Finished] PSX Quake 2 deathmatch maps and weapons v2.0

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
hfc2x
Posts: 645
Joined: Mon Aug 17, 2009 11:37 am
Location: Chule

[Finished] PSX Quake 2 deathmatch maps and weapons v2.0

Post by hfc2x »

Image

This mod is currently at version 2.0. Please report any bugs you find.

Features:
-100% accurate weapon damage formulas from PC Quake 2.
-100% accurate weapon animation and timing as they are in PC Quake 2.
-Includes deathmatch levels exclusive to the PSX version of Quake 2.
-Ability to play any megawad with increased difficulty, due to lower weapon damage (Doom weapons do a lot more damage compared to Quake 2 ones). Please note that some pick ups may appear in place of others in normal levels (Railgun may appear in place of BFG, Machinegun in place of Chaingun, etc).
-Optional 3D models for pickups.
-Optional Quake 2 music tracks for deathmatch levels.
-This is NOT compatible with Zandronum, nor there are plans for it, so please don't ask.
-If you get errors at startup, or the game doesn't start, try using the latest GZDoom development build Not required anymore.
-For more information about gameplay, you can check DuvalMagic's Quake 2 Weapons and Combat FAQ. Please note that armor pick ups don't work 100% like they do in Quake 2 yet. They Hyper Blaster also does 20 damage to monsters instead of 10, because it severely hindered its usefulness.

Deathmatch levels included:
-Q2DM01: Cold Storage
-Q2DM02: Warehouse
-Q2DM03: Aquaplex
-Q2DM04: Coliseum
-Q2DM05: Mainframe
-Q2DM06: Quickfire
-Q2DM07: Captivity
-Q2DM08: The Shaft
-Q2DM09: Hydraphobia
-Q2DM10: Toxic Vats
-Q2DM11: The Forge
-Q2DM12: Badlands

Gameplay recommendations:
[spoiler]-Try playing some classic megawads (like Hell Revealed, Scythe 2, etc.) with this weapon mod to make them even more challenging.
-For single play/cooperative, try disabling the "spawn multi weapons" option to make the game harder.
-For deathmatch, try enabling "allow degeneration" to make the extra health pickups behave like Quake 2.
-If you're playing a megawad that alters the default Doom palette, make sure to include that WAD after this mod.[/spoiler]

Changelog:
[spoiler]Version 1.0:
-All levels are completed and included here. All missing textures are also included.
-Made the Railgun's core particle trail thicker as it is in PC Quake 2.
-Overhauled the BFG's beam attack, so it now fires thin lasers at opponents. Kills made with the beams are credited to the correct player as expected.
-The core file is now a lot more organized internally, so addons and modifications are easier to make.
-Players now display the weapon they are currently using in third-person cam. Used Xim's helper marines sprites with permission. Because of the implementation, skins cannot be used.
-Players holding a Quad Damage powerup now glow blue as advice to other players like in Quake games. Similarly, holding an Invlunerability powerup makes the player glow red.
-Some map changes to make them more consistent with the original PSX Quake 2 levels.
-Doors no longer make the lift sound. They now use the PC Quake 2 door sounds.
-The floating platform in Toxic Vats now works correctly and carries the player (thanks to AFADoomer for his amazing script).
-3D Models for pickups and Quake 2 music are now optional. Net games don't run out of synch if one of the players chooses not to include these packages.
-All Quake 2 deathmatch levels now feature the corresponding music playlist they have in PSX Quake 2. Music-changing script is now fixed, so tracks are no longer changed randomly at weird times.
-Weapons now bob when they are in their moving animation, like in Quake 2. They don't bob if they are in an idle possition. Since the Hyperblaster and Railgun are constantly moving, they always bob.

Version 1.1:
-Fixed a bug in Aquaplex's music playlist, where the first song wouldn't play.

Version 2.0:
-Got rid of DECORATE in favor of ZScript.
-Added custom action functions for the BFG 10K:
  • A_Quake2BFGLaser: The BFG ball shoots lasers at multiple targets whithin a 256-unit radius around it while flying. These lasers can be fired at multiple targets at once, and also damages them accordingly. These lasers ignore friendly players and monsters, but target opposing players during deathmatch. The lasers do up to 50 points of damage per second in 5 point increments. The damage done by the lasers is not boosted by the Quad Damage powerup.
  • A_Quake2BFGSpray: The BFG detonation effect, which hits targets that are in direct line of sight from the BFG's shooter and the BFG detonation point (not the shooter nor the BFG ball have to necessarily "see" the target. As long as a direct line to the shooter and the detonation point can be drawn, the target will take damage). It will damage targets for up to 500 points whithin 1000 map units from the BFG ball's detonation point (as opposed to the BFG 9000's spray which damages targets closer to the shooter). The damage this spray deals fades with distance. Contrary to the BFG lasers, the spray attack will hit friendly players and monsters, and its damage is boosted by Quad Damage.
-Got rid of the Duke Nukem 3D explosions for rockets, and added those weird mushroom-like ones from Quake 2 rockets.
-The Chaingun now randomly shakes the player's view instead of just doing it in a pre-determined way.
-Completely re-did the Hyper Blaster's definition to 100% follow the original Hyper Blaster from Quake 2. This means that its animation is 100% faithful to the source material, and the stream of projectiles it fires now loops correctly.
-Fixed a bug affecting both the Blaster and Hyper Blaster's projectiles, where they were being shot away from the crosshair instead of towards it. This means that their accuracy has been greatly improved.
-Hand Grenades now correctly adjust their initial flying speed accordingly.
-Quad Damage and Invulnerability now play their corresponding "fading" sound in the corresponding time, without bugging at random intervals.
-Reorganized the internal structure of the PK3, because it was kind of.. a mess.
-Other minor bug fixes[/spoiler]

Known bugs:
[spoiler]None at the time.[/spoiler]

To do:
Spoiler:


Latest gameplay video:


Download links:
Core file (includes all weapons and levels) - version 2.0.
Optional music file (contains music tracks exclusive to the Q2 deathmatch maps)
Optional 3D pickup models (taken from Quake 2 and Vavoom)

Note that optional extra files are auto-detected by the core file, so there's no need to include them with the -file parameter as long all files are put in the same folder.
Last edited by hfc2x on Tue May 30, 2017 2:42 pm, edited 16 times in total.

CaptainToenail
Posts: 3975
Joined: Fri Jul 06, 2007 9:16 am

Re: PSX Quake 2 project (QuakeW)

Post by CaptainToenail »

Awesome! I love PSX Quake 2, played through it at least ten times no joke. Nice work on The Forge, I've actually attempted to remake the DM levels in the past for Skulltag but the lack of 3D floors kept stopping my progress

User avatar
hfc2x
Posts: 645
Joined: Mon Aug 17, 2009 11:37 am
Location: Chule

Re: PSX Quake 2 project (QuakeW)

Post by hfc2x »

(moved to top)
Last edited by hfc2x on Fri Sep 10, 2010 11:01 am, edited 1 time in total.

User avatar
Tragos
Posts: 624
Joined: Tue Jun 02, 2009 5:59 pm
Location: [Getting frisky with Xeno's]

Re: PSX Quake 2 project (QuakeW)

Post by Tragos »

Nice work. :)

User avatar
Mr.Green
Posts: 518
Joined: Mon Jan 05, 2009 2:28 am
Location: Mexico

Re: PSX Quake 2 project (QuakeW)

Post by Mr.Green »

hfc2x wrote:I'm planning to add recoil to all the weapons (at least if they have any in original PC version Quake 2), so, anyone can explain to me how to do it?

You mean which recoil? That one what pushes the player back or other one where the screen goes up?

User avatar
Demolisher
Posts: 1749
Joined: Mon Aug 11, 2008 12:59 pm
Github ID: DemolisherOfSouls
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: Yes (Using Development/Testing Version)
Graphics Processor: nVidia with Vulkan support
Location: Winchester, VA

Re: PSX Quake 2 project (QuakeW)

Post by Demolisher »

Mr.Green wrote:
hfc2x wrote:I'm planning to add recoil to all the weapons (at least if they have any in original PC version Quake 2), so, anyone can explain to me how to do it?

You mean which recoil? That one what pushes the player back or other one where the screen goes up?


In Quake 2, the machine gun tips your view up. Maybe an ACS_Execute calling a script.

Code: Select all

Script 500 (Void)
{
   SetActorPitch(0, GetActorPitch(0) + 0.02);
}


This will need to be in an ACS Library, unless you want to define it on every map.

In Decorate, the command to execute the script is simple.

Code: Select all

ACS_ExecuteAlways(500, 0)

NeuralStunner
 
 
Posts: 12295
Joined: Tue Jul 21, 2009 12:04 pm
Discord: NeuralStunner#4201
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia (Modern GZDoom)
Location: capital N, capital S, no space

Re: PSX Quake 2 project (QuakeW)

Post by NeuralStunner »

I don't care for weapons that "climb", so I'm kinda going to hate myself for this, but here goes...
Demolisher wrote:In Quake 2, the machine gun tips your view up. Maybe an ACS_Execute calling a script.

No ACS needed. Use this in the weapon's Decorate:

A_SetPitch (Pitch - 0.02)

Yes, minus. Pitch 0 is considered straight up, 90 is straight forward, 180 is straight down.

CaptainToenail
Posts: 3975
Joined: Fri Jul 06, 2007 9:16 am

Re: PSX Quake 2 project (QuakeW)

Post by CaptainToenail »

Mmm, but the PS1 Quake 2 machinegun does not have this recoil climbing at all! :P

User avatar
Xaser
 
 
Posts: 10771
Joined: Sun Jul 20, 2003 12:15 pm

Re: PSX Quake 2 project (QuakeW)

Post by Xaser »

The PC version also had no machinegun climbing in deathmatch, so it's even less necessary unless the author really wants to. :P

User avatar
Demolisher
Posts: 1749
Joined: Mon Aug 11, 2008 12:59 pm
Github ID: DemolisherOfSouls
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: Yes (Using Development/Testing Version)
Graphics Processor: nVidia with Vulkan support
Location: Winchester, VA

Re: PSX Quake 2 project (QuakeW)

Post by Demolisher »

NeuralStunner wrote:
A_SetPitch (Pitch - 0.02)



Wow. Didn't even think of that. :shock:

Also, I enjoy the machinegun climb, as I have gotten used to it.

User avatar
Indecom
Posts: 271
Joined: Mon Jul 13, 2009 3:33 pm

Re: PSX Quake 2 project (QuakeW)

Post by Indecom »

You got no downloads? :( those levels look epic

User avatar
esselfortium
Posts: 3851
Joined: Tue Sep 19, 2006 8:43 pm

Re: PSX Quake 2 project (QuakeW)

Post by esselfortium »

Forgive me if this seems rude, but I'm not sure I understand the point of this project. You're creating a crippled/limited version of Quake2 to run in GZDoom, an engine with higher processor requirements than the actual game? What's the actual benefit in this, other than allowing people to play Quake2 without paying for it?

User avatar
Indecom
Posts: 271
Joined: Mon Jul 13, 2009 3:33 pm

Re: PSX Quake 2 project (QuakeW)

Post by Indecom »

The point is exactly the same as the point in my weapons mod, but he's taken this farther, down to the very levels themselves. It's like a personal challenge. You know how many people say they've made a q2 mod for doom that looks like crap? They use a couple screen captures, maybe some ripped textures but dont spend any time getting it right. The benefit of this is for people to play something that looks like quake 2 using something they already have, and it shows off what the engine is capable of producing, something that many mod users dont see. (not that the mods here arent good, i've seen many cool mods, including this one)

User avatar
Xaser
 
 
Posts: 10771
Joined: Sun Jul 20, 2003 12:15 pm

Re: PSX Quake 2 project (QuakeW)

Post by Xaser »

If it was me, I'd go about creating a set of solid Quake 2-inspired maps -- completely new areas with the same resources, to provide some fresh content. At that point I guess you could argue "Just make it for Quake 2!" but at least there'd be new content for some engine in either case.

Of course, this is coming from the guy who made a (really odd) port of a bunch of PSX maps for Doom 1, so... :P

CaptainToenail
Posts: 3975
Joined: Fri Jul 06, 2007 9:16 am

Re: PSX Quake 2 project (QuakeW)

Post by CaptainToenail »

What's the actual benefit in this, other than allowing people to play Quake2 without paying for it?


Well, for a start these maps are not part of PC Quake 2 at all, and by remaking them in GZDoom/Skulltag you can play them online. Also it's fun and interesting to do these kind of things

Would like to see this finished, had great fun split-screening on these maps, infact they inspired some of my SA Duel maps :P

Return to “TCs, Full Games, and Other Projects”