This mod is currently at version 2.0. Please report any bugs you find.
-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.
-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
-Q2DM08: The Shaft
-Q2DM10: Toxic Vats
-Q2DM11: The Forge
[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]
-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.
-Fixed a bug in Aquaplex's music playlist, where the first song wouldn't play.
-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.
-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]
[spoiler]None at the time.[/spoiler]
Latest gameplay video:
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.