Hey Sock, I hope you are well my Friend.
I'm in the preliminary stages of considering replacing the Grenade Launcher with a Railgun, from Q2/Q3.
Currently Q2 RTX provides a great looking model, so I will likely use this one, with some more modifications.
So, I have already replaced the existing Grenade Launcher models (World view: g_rock.mdl, and Player view: v_rock.mdl).
Now is where the hard part enters the scene ... the coding.
defscustom.qc
// Projectile models
string MODEL_PROJ_GRENADE = "progs/proj_grenade.mdl";
string MODEL_PROJ_GRENADEGRN = "progs/proj_grenadegrn.mdl";
I'm hoping to use these to replace with a Railgun slug, and potentially a tracer, but I'm unsure if this will effect other entities, specifically other monsters projectiles?
weapons.qc
/*==================
GRENADES
This looks to be the beef of my changes.
I imagine this is what controls all of the physics behind my "Grenade" turn Railgun slug.
Should I start modifying these numbers, and testing how they react, and again ... this will likely effect another part of the game, like potentially monster_army_grenade.
Unless I just give him a Railgun too, and turn him into monster_army_railgun defective? (hah)
Anyway, I'm just hoping to establish a starting point, and get your opinion.
I know that this is quite a process, and a huge undertaking for myself.
Thanks, my Friend.
UPDATE:
I've found an existing modification integrating Q2 Weapons (Railgun) into Quake 1 I will start sifting through.
I'm in the preliminary stages of considering replacing the Grenade Launcher with a Railgun, from Q2/Q3.
Currently Q2 RTX provides a great looking model, so I will likely use this one, with some more modifications.
So, I have already replaced the existing Grenade Launcher models (World view: g_rock.mdl, and Player view: v_rock.mdl).
Now is where the hard part enters the scene ... the coding.
defscustom.qc
// Projectile models
string MODEL_PROJ_GRENADE = "progs/proj_grenade.mdl";
string MODEL_PROJ_GRENADEGRN = "progs/proj_grenadegrn.mdl";
I'm hoping to use these to replace with a Railgun slug, and potentially a tracer, but I'm unsure if this will effect other entities, specifically other monsters projectiles?
weapons.qc
/*==================
GRENADES
This looks to be the beef of my changes.
I imagine this is what controls all of the physics behind my "Grenade" turn Railgun slug.
Should I start modifying these numbers, and testing how they react, and again ... this will likely effect another part of the game, like potentially monster_army_grenade.
Unless I just give him a Railgun too, and turn him into monster_army_railgun defective? (hah)
Code:
void() W_FireGrenade =
{
local vector dir, avel;
// Ran out of ammo, switch to next best weapon
if (self.attack_finished > time) return;
if (self.ammo_rockets < 1) { forceweaponswitch(0.2); return;}
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
self.effects = self.effects | EF_MUZZLEFLASH;
self.attack_finished = time + 0.6;
self.punchangle_x = -2;
player_grenreset(); // reset weaponframe
makevectors (self.v_angle);
// Has the player aimed left/right? then no auto aim assist
if (self.v_angle_x) {
dir = v_forward*SPEED_PLAYGRENADE + v_up * ELEV_ZAXIS + crandom()*v_right*10 + crandom()*v_up*10;
}
else {
// Check for auto aim state
if (autoaim_cvar < 1) dir = aim(self, SPEED_PLAYAIM);
else dir = normalize(v_forward * SPEED_PLAYGRENADE);
// Work out default speed and elevation
dir = dir * SPEED_PLAYGRENADE;
dir_z = ELEV_ZAXIS;
}
avel = vecrand(100,200,FALSE);
Launch_Grenade(self.origin, dir, avel, CT_PROJ_GL);
};
Anyway, I'm just hoping to establish a starting point, and get your opinion.
I know that this is quite a process, and a huge undertaking for myself.
Thanks, my Friend.
UPDATE:
I've found an existing modification integrating Q2 Weapons (Railgun) into Quake 1 I will start sifting through.
Last edited: