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quake/articles/1996/art-382



Path: mantis!not-for-mail


From: cam@opera.iinet.net.au (Cameron Newham)


Newsgroups: rec.games.computer.quake.announce


Subject: [UPDATE] Realistic Weapons Patch - Version 1.3


Date: 22 Aug 1996 10:48:41 +0100


Organization: iiNet Technologies


Lines: 245


Sender: tony@mantis.co.uk


Approved: quake@mantis.co.uk


Message-ID: <4vh3op$3g5@opera.iinet.net.au>




Title : Realistic Weapons


Filename : relwep13.zip


Version : 1.3


Date : 96/08/22


Author : Cameron Newham (W_Australia)


Email : cam@iinet.com.au


Credits : Vaughan de Vos for the idea of added weight.


Shaun Reemeyer (Axe) - for testing this on his server.


Hyttinen Ari - various ideas and suggestions.




Type of Mod


-----------


Quake C : yes


Sound : no


MDL : no



Source Included : yes




Description of the Modification


-------------------------------



This patch does the following:



* Server help and predefined aliases including 'last'.


* Makes the weapons unreliable - they can jam/explode if overused


* Recoil on all weapons except lightning gun


* Spikes, rockets & grenades slow down while in water


* Rockets leave a bubble trail in water


* Spikes, rockets, grenades and backpacks can travel through teleporters


* Rockets and armour add weight and slow down the player


* Rockets can be dumped


* Rockets/grenades do 1.5 times the original damage


* Maximum of 20 rockets/grenades can be picked up


* 200 Health increases speed slightly



What's New


----------


*Version 1.3 adds recoil to the SG/SSG/NG and SNG, increases the


recoil on the GL and reduces the recoil on the RL. It also adds


unreliability to the spike weapons.



In addition, each person is limited to 20 rockets maximum, but each


rocket now does 50% more damage. Armour now has a weight factor - the


more you have the slower you run. Having run this mod on a server,


I notice that slow connections don't seem to jam the weapons because they


can never fire fast enough - I'm leaving this in because it makes


it fairer! :)



I've also added some server help and a features list, plus some


predefined aliases which you can bind to keys if you so wish.


Included is a 'last' command to find out the time that the last


player disconnected on the server.



*Version 1.2 corrects a nasty bug when the server is in


teamplay mode and the rocket/grenade launcher attempts to kill


the player. In teamplay, these weapons now explode as expected.


In addition, there is now a patch printout on client spawning.



--



In real life, weapons are not always reliable and can jam and


sometimes, in the case of large projectile weapons, explode.


In addition, water has more resistance than air and when large


projectiles pass through it, can produce bubbles. There is also


a large kickback from shoulder* mounted projectile weapons. Quake


in its original form does not model these. This patch inserts


those things.



(* shoulder? one wonders where the blowback happens on the


Quake guy! No prizes for guessing where ;)



The more you use a weapon the more likely it will cease to operate, you


will cease to operate, or both. This jamming is caused by overheating in


the mechanism. The lightning gun doesn't overheat.



If overused, the shotguns and nailguns will jam for a small amount of


time, while the grenade and rocket launcher will most likely explode


and kill you. In most cases you won't run into these problems, but


if you run around *continuously* firing your weapon, you'll see what


this patch does.



For the careful gibster, it should be business as usual.



Of course, with the recoil effects, you'll have to be a bit more careful..


especially when standing near ledges over lava.



In water you'll find the rocket & spike weapons are not as effective over


large distances - especially the grenade launcher. Nevertheless, although


the rockets & spikes are slowed to less than half their air velocity,


they are still fast, so watch out! For the owner of a brand new


rocket launcher, remember: the trail of air bubbles can give


away your position in water.



As one would expect, the more rockets you carry around the slower


you will move. I still can't imagine anyone carrying 100 rockets


without a small truck and support team to pass them out, but


this mod will bring a bit of realism to things.



The maximum number of rockets you can carry is 20. With a full 20 rockets


you will only run at half your normal speed (this affects jumping as


well - so be warned!). The less rockets you have the faster you


will move (up to normal speed with only a few rockets).


One advantage with the weight increase is that the recoil effect is


greatly reduced when using the rockets.



If you feel you are at a disadvantage with your increased weight you


can always dump rockets. "impulse 20" will dump half of your current


stock of rockets into a backpack and eject it from your person.


Use the bind command at the console to bind it to a key, eg:


bind d "impulse 20".



Armour is another item that adds weight. If you grab the red (200%)


armour, you can't expect to run at full tilt. In fact, you'll only


run at about 90% of normal speed. The less armour you have (and


this includes decreases due to damage) the faster you'll run. If


you are carrying red armour and 20 rockets you won't be going


anywhere in a hurry!



If you run over 200% health, you'll find you have a small speed


increase. This only works if you are lugging rockets around. The


effect is proportional to the % health above 100.



This patch "corrects" teleports so that projectiles can travel


through them. I'm not sure if I like the idea of spikes going


through - but it's in.




How to Install the Modification


-------------------------------



Create a directory in your Quake directory (eg:mygame) and unzip


the archive in it. Run quake with the -game parameter, eg:



quake -game mygame



OR



Copy the files in this archive over the standard ones in your


\progs directory, and then recompile everything.


Run quake as above.



OR



Apply the diffs to the files. See the howpatch.txt file for


further information (available from ftp.cdrom.com). You'll also


need to copy cbnmods.qc to the progs directory (and include it


in the compilation order in progs.src).




Technical Details


-----------------



The unreliability factor is determined by how long the weapon


is fired plus a random factor. The time between firings is


averaged a number of times and if it drops below a certain limit


(different for each weapon), the weapon will jam/explode depending


on a probability (different for each weapon). Obviously, if


you've been firing continuously and haven't had a jam, it will


pay to stop for half a second or so, so the average time goes


up.



In the case of the sg/ssg/ng/sng, the weapon will jam for


a fixed amount of time (varying times - dependant on various things).


If you try to fire them during this time they will continue to jam


BUT there is also the possibility of unjamming them. For best results,


wait a while or change to another weapon.



In the case of the rocket and grenade launcher, you will cease to


function and an appropriate message will be relayed to everyone.



*Average* continuous firing before weapon malfunction is as follows:



shotgun: 18 shots


s-shotgun: 14 "


g-launcher: 11 "


r-launcher: 7 "



People who have slow Internet connections will now be more evenly


matched with faster players because slow connections won't be


able to fire fast enough to jam weapons. Fair, eh!



The next version will have a click sound for the jammed sg and ssg


and will improve on the timings. Please send me reports on


how this mod works in a deathmatch (weapons too unreliable or


not unreliable enough). Hey - i've said this before :)



The water friction slows missiles to about 40% of their air velocity.


This means that the grenade launcher is pretty lame, dropping the


grenades near you. Too bad - a grenade launcher is a silly tool


to use in water! Use a nail gun or rockets.



Increased weight doesn't affect your turning ability (which it should)


or the rate at which you fall (which it shouldn't). It will have an


effect on all other motion. BTW, if you are used to carrying around


5 rockets or so then you won't really notice a speed decrease - it


kicks in a great deal above 10 rockets. You'll be a sitting


duck at 20 rockets.



I've included the code. In this archive you


should get the progs.dat file, the full changed .qc files, and


a set of diffs. Take your pick as to which you use.



The code is fully documented, so you should have no problems


in understanding it or finding where the patches are (look


for CN_PATCH).




Author Information


------------------



Author of the DooM WADS: daemon2, scream, and barrel2


Author of a few other things too. :)


http://www.iinet.com.au/~cam/




Copyright and Distribution Permissions


--------------------------------------



Authors MAY use these modifications as a basis for other


publically available work. Authors MAY NOT take this package


and change a few parameters, then call it their own. I'd prefer


it if you emailed me first.




You may distribute this Quake modification in any electronic


format as long as this description file remains intact and unmodified


and is retained along with all of the files in the archive.




Availability


------------



This modification is available from the following places:



Major Quake sites initially including the main site:


ftp.cdrom.com in /pub/idgames2/incoming (and thence to the quakec area).



also for a short time:



http://www.iinet.com.au/~cam/quakec.html