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=========================================================================== Archive Maintainer : currently hosten on github.com Update to : Quake2 "AceMod" Source V3.06202015 Advanced engine needed : Coded on Yamagi Quake, custom "AceMod" build also available on my github. Primary purpose : All-around mod, combines mission pack assets and other tweaks.

Title : Quake II: AceMod Filename : q2_acemod_v3x.zip Release date : 6-20-2015 Author : Amaury R. "boxoaces/spaceace" Email Address : Other Files By Author : Misc. Author Info :

Description : This mod started as a successor to my old Doom/Skulltag project, basically a randomizer that "blends" in anything the game has to offer. Also are some assorted tweaks to gameplay, engine, etc.. The custom engine that I played around with is similar to Vanilla/Yamagi Q2 - just added Psychospaz/KMQ2 particle effects and other small changes. This is basically an upload of the code needed to run this mod, extract the needed models, sounds, etc.. from the mission packs into the acemod folder (rogue monster models for last, as they have extra animation frames).

Additional Credits to : Psychospaz/KMQuake2 for the particle system I used as a base, Quakesrc.org and other "lost" dll tutorials, and a throwback nod to this readme template. Xatrix/Rogue/Zaero for the mission pack code (modded to fit).

  • What is included *

New levels : Eventually I'll upload some maps I'm converting over, the MAS** series. Sounds : Yes, Mission-pack assets required. Music : Yes, OGG Dumps recommended. Models/Graphics : Yes, Mission-pack assets required. - Almost all MP monsters added. Weapons : Yes, Mission-pack assets required. - All MP weapons included. - Chaingun now has spinup/spindown. - Modified CTF Grappling hook with Swinging Hook physics. - Custom Railgun wall piercing code. - Phalanx can lock onto targets. Demos : No Other : Yes. - Monster Randomizer: almost all monster spawns are randomized. - Monster Randomizer: harder monsters spawned as game progresses. - Monster Randomizer: chances of "random encounters". - Monsters may spawn with random items. - Minor physics tweaks. - Slightly increased gore, shouldn't slowdown (much). - Rogue AI implemented. - Added Rogue AI to other monsters. - Monsters may also be attacking other soldiers, including insane guys. - Weapon knockback based on AQ2 knockback for some weapons. - Weapon gore based on AQ2 splats (might move this client-side) Other files required : The 3 Quake 2 Mission packs (Rogue/Xatrix/Zaero)

  • Play Information *

Game : Quake II Map # : Works on all Single Player : Yes, monster randomizer mainly designed for. Cooperative : Should work nicely with coop. Deathmatch : Deathmatch left perfectly intact. Other game styles : Eventually (CTF, etc..) Difficulty Settings : Yes, skill cvar can be set to 7 max (nightmare+)

  • Construction *

Base : Compilation of mission-pack code. Build Time : lulz. Editor(s) used : medit. Known Bugs : Nothing crazy, enjoy ;) May Not Run With : Untested, should work with vanilla q2. Tested With : Modified Yamagi Q2 Client (still vanilla based).

  • Copyright / Permissions *

This is just a random experiment I've been playing with recently, Quake II is one of my favorite games. You may use this to learn and play with, the game is old and I just wanted to see what I could cook up with the source code nowadays. I'm not responsible if your microwave starts going rick rolled after flipping pancakes. Have a nice day.

  • Where to get the file that this text file describes *

The Usual: http://github.com/acebox/yquake2_acemod Web sites: FTP sites:

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Quake II : "acemod" - test compilation mod

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