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  • Question about mods

    Hi. Is there a mod for Quake that allows you to change the power and speed of a weapon in the Config file, kind of like Lithium II, but for quake 1? I really wanted to know because I wanted to lower the power of all the weapons to make it really hard to frag someone or be fragged. I have already used google, but some of the keywords in the search engine lead me to sites non-quake related.

    Thanks,
    Jastolze

  • #2
    Weapon damage/speed values can be easily changed in QuakeC, but that involves a server-side mod, not client config files.
    e|------------------------0---------------
    B|---------------0^1----------------1----
    G|---------------2------2------0^2-------
    D|---------------2-------2--2-------------
    A|---------------0------------------------
    E|----------------------------------------

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    • #3
      Sounds like doing this via QuakeC could be done. Have the weapon damage value be "sv_shotgundamage" instead of "12" (random number cant recall exact value)

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      • #4
        About that...

        Originally posted by OoPpEe View Post
        Sounds like doing this via QuakeC could be done. Have the weapon damage value be "sv_shotgundamage" instead of "12" (random number cant recall exact value)
        I apologize for bumping an old thread. However, I am a when it comes to compiling mods. The mod I'm trying to decompile is called Quake 1 Arena PSP, and it uses the frikbot x, and is also open source. The reason i have posted yet again is because you said that you could change the value of 'sv_shotgundamage' to another value. I only wanted to change the damage value of the weapons to a less amount, therefore making it more difficult to frag someone. Basically, this is all I would like to know how to accomplish:
        1. What decompiler/compiler do I need to do such a thing?
        2. What .qc file did you find sv_shotgundamage in? I looked in the majority of them, and the closest thing I found was amount of ammo in each weapon...
        3. Please, don't say I don't understand enough to do all of this. If you say something, chances are I'll understand it (as long as it's not written in a foreign language.) I would appreciate any help.

        - Jastolze

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        • #5
          that value doesnt exist. It can be added through engine editing.
          You could make different modes though (without engine editing) by using the unused cvar "temp1" and simply make different weapon damage groups based upon the value of temp1

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          • #6
            Originally posted by OoPpEe View Post
            that value doesnt exist. It can be added through engine editing.
            You could make different modes though (without engine editing) by using the unused cvar "temp1" and simply make different weapon damage groups based upon the value of temp1
            Okay firstly, thank you for replying as fast as you did.
            Secondly, What should the following changes look like so the game can read them. (like i = cvar ("temp1") or something like that...)
            - I would like the shotgun to deal only 40-50% damage compared to what it normally does.
            - The railgun should do the same, so i won't mess with it
            - The Grenade and Rocket launcher doing around 70% of the normal damage, and more self damage
            - IDK about the Plasma gun or lightning gun, cause i don't really have a clue of the base damage.
            - the chainsaw doing 1.5 X more damage than normal, great weapon, well if your close.
            - And I want Health to start at 300 always, i know deathmatch 6 does this, already except there's no respawning items or ammo...
            Thanks for your help!
            -Jastolze

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            • #7
              With the source code open, just simply look up temp1 it shows you how it's done.
              Then with all weapons in basic form you'd be doing this for EVERY weapon.
              if temp1 = 1
              do this damage
              else
              do this damage

              I am not sure if temp1 is client or server side so this may not work. You can do the same thing however by making another deathmatch cvar

              if deathmatch = 99
              do this damage
              else
              do original damage

              If I recall, you wouldn't have to define all the deathmatch rules all over again, as if it isn't defined - it goes to the default deathmatch rules.

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