Q2M - Quake 2 weapons in Quake

  • Update 3 *

Mouse-wheel weapon cycling has been fixed:

  • Update 2 *

v1.1 had a horrible bug with mouse-wheel scrolling that would crash the game. That functionality has been disabled until I can get it fixed. Sorry to all who like to switch weapons this way.

New download here:

  • Update *

Q2M v1.1 is finished! It fixes a ton of things and adds several big improvements.

New in v1.1:

Download Q2M v1.1 here:
<Removed - new download link above>


Original post:

Hey people!

I finished this mod today. It puts all the player weapons from Quake 2 into Quake. Full source code included. Download link below. Try it out, enjoy, and please let me know about any bugs you find. If you got any feedback or suggestions I’d love to hear about that as well :smiley:

Uses Lunaran’s Copper mod as a base.

Don’t forget to check out the readme for more info!

https://gifyu.com/image/XsY6https://s9.gifyu.com/images/output_q2m_menu2.md.gif

https://gifyu.com/image/Xsrwhttps://s9.gifyu.com/images/output_q2m_bfg3.md.gif

https://gifyu.com/image/Xsf1https://s9.gifyu.com/images/output_q2m_railgun4.md.gif

Download:

Brilliant! It does need some polish here and there, but for the first impression, totally nuts. Very professional job!

Having a blast playing ‘honey’ with this mod.
Many thanks for this basementApe

[quote=theFALL]Having a blast playing ‘honey’ with this mod.
Many thanks for this basementApe[/quote]

Honey has its own progs.dat which it uses for several gameplay features, which you’re replacing by using this.

[quote=h4724][quote=theFALL]Having a blast playing ‘honey’ with this mod.
Many thanks for this basementApe[/quote]

Honey has its own progs.dat which it uses for several gameplay features, which you’re replacing by using this.[/quote]

Absolutely. I did wonder which elements of the honey maps would malfunction without
its progs.dat.
Soon discovered that the rocket launcher in Q2M didn’t trigger the rocket buttons.

Thanks for the feedback! I’m glad you like it :slight_smile:

Just finished update v1.01 - changes here:


  • Added DOTA end text (thanks AMQ team)
  • Fixed railgun particle offset and yaw rotation.
  • Q2M now remembers your marine class across episodes.

Underdark Overbright:

  • Falling into the void in Chthon’s level - Added female marine falling sound.
  • Now displays the correct weaponmodel after falling and reappearing in Chthon’s level.

Modding guidelines:

  • Made instructions and code changes a bit easier to follow for modders.

v1.01 Download link:
https://drive.google.com/file/d/1i0jRBALupbb9NqjYtVsWeCbyCxDCT5x-/view?usp=sharing

[quote=theFALL]Absolutely. I did wonder which elements of the honey maps would malfunction without
its progs.dat.
Soon discovered that the rocket launcher in Q2M didn’t trigger the rocket buttons.[/quote]
Yeah the rocket projectile code is unchanged so you’d probably have that issue with base copper as well.

Thanks basementApe - great mod and I’m replaying lots of maps with these new weapons.

This mod is waaaaaaay more fun, than I expected :D! Great work, basementApe!!!
It fits Q1 perfectly. Can’t get enough of Rail and SShotgun :wink:

Thanks for the kind words guys :slight_smile:

I made another update: v1.02. If there isn’t anything I’ve overlooked I think this might be the final version.

Changes here:

Download link:

On a side-note, does anyone know how to get in touch with the people who made Dwell? I was able to get Dwell working with my mod by decompiling their progs.dat, and I wanted to ask them if it’s alright to release a (closed-source) q2m progs.dat with their source code baked into it.

Working on a new HUD for v1.3. Quake is already kinda pixel-arty so I leaned into that:

https://ibb.co/djSH0ydhttps://i.ibb.co/Fm9dbtS/spasm0004.png

now just recreate quake 2’s e1m1

Impressive and fun mod, 10/10
If someone converts Q2 monsters, animations, textures and model scene names to Q1 mdl format would you try to convert monsters as well? Can’t wait for update 1.3!

It would be cool if this mod kickstarts a totally new branch of q1 maps packs and map jams.

It would be cool if this mod kickstarts a totally new branch of q1 maps packs and map jams.[/quote]
That would be interesting. Certainly a refresher.

The most fun thing about ‘Quake 2’ that I remember, is how vivid it seemed. The combat dynamics, was supreme; the pace, was not ridiculous but proper; some death animations, were true expression of viscerality. Weapons, were satisfying to use, even if they lacked proper balance. Inventory system, was kind of meh; good for an RPG, bad for a shooter. Last but not least, I did play ‘Quake 2’ with the ‘NIN’ soundtrack from original ‘Quake’.

Just a quick monster test - model/animations convert and swap without qc edit
It’s basically enforcer with infantry model “skin” with “matched” animation frames

https://i.imgur.com/0MTT0Ut.png

Hey Hal9000, that looks pretty cool! And thanks for the kind words as well :slight_smile:

I’m probably not gonna try to add Q2 monsters to Quake. It would be a fun challenge, but it would also be a whole lot of work, and I already have several other things I wanna do with Quake and limited time to do them so…

In other news, I got v1.1 pretty much finished! Just need to sort out a couple of minor bugs before I release the final version with the source code. In the meantime, here’s the almost finished beta.This is a massive update that fixes and improves a whole bunch of things so you’ll definitely wanna upgrade to this one:

Download:

Couple of problems.

1: The runes don’t show up on the HUD for some weird reason. The game itself registers what runes you’ve picked up just fine. It’ll also save and load the runes so you can progress to Shub’s level no problem. It’s just the HUD won’t display them. Not sure what’s going on there or how to fix it, so this one might never get fixed unless anybody else has any ideas.

2: In multiplayer, all players will share the same skin index. So all players can use individual models, they just can’t use individual skins right now. If I can’t figure this one out or if it’s some kind of engine limitation that forbids different skins on different players then that’s fine. I can circumvent it by just using different player models for each skin instead.

Release Notes v1.1b:

Version v1.1 is out! Check the original post for more info.

From the two choices, I think it is better to have a fluently functioning, humble mod - than to have a rich and overflowing, but janky mod.

Even though one could expect that - who says you need to transfer all of ‘Quake 2’ weaponry into the matrix of original ‘Quake’? Functional balance, is more important, I think.

If you dare, you could experiment a bit, change priority of some guns.

What about ‘Quake 2’ artifacts, though?

I definitely agree with this. I have a lot of love for Quake 2 (I mean obviously) but in addition to the complexity and workload issues there’s another thing that makes me hesitant about including too much Q2 stuff into Quake. The strogg monsters just don’t fit into the general gothy Lovecraft-esque atmosphere of Quake all that well I think.

However, it would definitely be interesting to have more sci-fi maps with some additional strogg fellas running around. I might still do it actually. Just not now :stuck_out_tongue: Gotta get Q2M properly polished first. There’s a very nasty bug in there right now that made me have to disable mouse-wheel functionality altogether!

[quote=triple_agent]
Even though one could expect that - who says you need to transfer all of ‘Quake 2’ weaponry into the matrix of original ‘Quake’? Functional balance, is more important, I think.

If you dare, you could experiment a bit, change priority of some guns.

What about ‘Quake 2’ artifacts, though?[/quote]
Hmm… how do you mean? Re-balance the weapons? So far I’ve tried to strike a good balance between authentic Q2 behavior and balance against the Q1 arsenal.

Anyways, as mentioned I just fixed, or well circumvented, a very bad bug. Check out the original post for the new download link.

I do not believe you will “port” the experience of ‘Quake 2’ into the original ‘Quake’, unless you are willing to overdo yourself, probably for an insufficient result. What is feasible, though, is to build a new, customized experience. That is why, I am against ideological perspective on the notion of porting ‘Quake 2’ weapons into ‘Quake’. In other terms, I think it is perfectly fine to just choose what weapons you want and what weapons do port easily, simply throwing away those that do not fit well, for contextual or technological reasons.

I believe the weapons, do not necessarily have to follow even the rule of traditional ‘id’ rooster continuum; where you go from a pistol to a shotgun, then to a machinegun, then to a rocket launcher, then to a special weapon and then to a mobile version of massive guillotine. You can easily tweak that order. In the end, it is up to how the map is constructed against available resources and priorities. If we assume energy cells are common, the hyperblaster, could become a new machinegun - if to tweak the power output it gives. Notwithstanding, it is not about doing this or that, it is about maintaining flexibility in perspective.

EDIT:

The notion of making the hyperblaster, an upgraded machinegun equivalent, is not new - ‘Quake 4’, already did that. Even though ‘Quake 4’, in my opinion, is by all means a very correct game, I am rather unconvinced, that we should look up to it, for inspiration. The inspiration, essentially speaking, is what it seems to be wanting the most.

By the way, this entire thread should be moved to the “mods” forum section.

NEXT:

Having given it a better look, the hyperblaster itself, works kind of janky. I also think it is unnecessary to put a ‘Quake’ marine in the model rooster, among the ‘Quake 2’ characters. Unless, you want to mix original ‘Quake’ weaponry, into the arsenal of ‘Quake 2’ that you bring in, as well. There is difference, the way I feel about it.

What if to remove all automatic weaponry from the game, altogether - at least speaking of those weapons, wielded by the protagonist? What I believe in regards to combat in ‘Quake’, is that the combat, needs to have certain rhythm to it - combined with adequate enemy behavior patterns. It results in certain kind of dance - the dance of ‘Quake’ combat. Continuous fire weapons, somewhat break that.

Incorrect enemy behavior patterns, can also break that. In ‘Quake 2’, there was this pattern, according to which, some antagonists, being under fire from a hyperblaster, would duck. It was terrible; made no sense altogether - handicapped their combat ability, questioned their robotic appeal and ultimately made them easy targets; because they, would usually duck in the open, sitting there like some dumb birds.

What I like about your mod, is that the ‘Quake 2’ weapon rooster, is made a bit more powerful, as compared to the original, rendering the combat, simply less tedious and thus the gameplay, that bit more dynamic.

I do feel like the combat in original ‘Quake’, is a little bit grindy.