Update (January 26th, 2018): The Quake Expo 2011 is now live (again) and integrated it with the current content management system.
Ever since Quake 2 came out many have compared it to Quake. Among the things some have pointed out are the weapons – they said the weapons could not be made in Quake. Other things have also been pointed out, like the graphics. Well, I can prove that the weapons can be done perfectly like Q2, using only QuakeC. I have seen other attempts at this, and aside from FrikaC’s Railgun nobody has come close.
Using FrikaC’s Railgun with a large amount of modifications and code I created based on the Quake 2 code I have put together th Quake 2 Weapons Project. Electro converted the models and yelled at me ever day for a new version to be released.
Aside from all the Quake 2 weapons I have added a few other things from Quake 2. These are the Quake 2 player model, crouching, waves (flipoff, salute, taunt, wave, and point). I have also added other things like the Frikbot, and a function that uses the players velocity to calculate where to launch a monsters projectile.
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There are a variety of weapons available to you. Each has a particular advantage given the combat situation. Press a number key or use the inventory to select a weapon.
Blaster: This is the standard issue rechargeable energy side-arm. It does not require ammunition. Useful for taking down Guards as well as exploding barrels and setting off shootable buttons and secret doors. Keep one on you at all times.
Shotgun: This uses shells for ammunition. The spread of the shotgun blast makes close combat more damaging, but long range attacks easier. Perfect for the less than proficient marksman. The shotgun is effective against Strogg Guards and Flyers.
Super Shotgun: This is the uncompromising big brother to the Shotgun. Choose your shots effectively. The slow firing rate may only give you a few chances to bring down the enemy before he’s able to engage you up close. It eats more shells than the Shotgun, but the show is well worth it.
Machine Gun: Although this weapon is easy to use, its light weight allows for considerable kickback that will push your gun up. Fire in short burst until you can effectively steady your aim.
Chain Gun: The chain gun makes mince meat out of your enemy, but requires an insane amount of ammunition. The long spin up and spin down time makes the chain gun most effective for sustained attacks.
Hand Grenade: Twist the grenade to activate the fuse timer. The longer you hold an active grenade, the farther you’ll throw it. Just remember to throw at some point. Throwing the hand grenade does not make a sound. Therefore the aliens can’t easily trace it back to you.
Grenade Launcher: The grenade launcher is useful for delivering firepower into hard to reach areas or clearing out potential ambushes. We do not recommend using the grenade launcher in confined areas.
All code, models, and sounds in this modification are copyrighted by id Software unless is otherwise stated. Anything not copyrighted by id Software is copyrighted by thier creators. Anything ported from Quake 2 is used under the permissions granted by id Software. Railgun code originaly by FrikaC and is used and modified with permission granted by FrikaC. FrikBot is also by FrikaC and is used with permission. All original code and models are copyrighted by Kryten. Credit for model conversion should be given to Electro.
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