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
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