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[ Request ] Quake Mod for CS Module [ Development Thread ]


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CookieCrumbler
Senior Member
Join Date: Feb 2013
Location: Australia
Old 11-12-2013 , 12:58   [ Request ] Quake Mod for CS Module [ Development Thread ]
Reply With Quote #1

I personally cannot think of a better game that deserves to be a Mod. The grand daddy of all 3D FPS as we know them today , the game that kick started and formed the basis of the GoldSrc engine and the Halflife generation and community

All community members if you think you can help, and have good scripting knowledge to put it together post some scripting out there. Please do not contribute coding if you do not know how to code using the most proficient up to date methods or are not a good coder in general as to avoid thread getting bogged down with useless code.

Have some understanding of C , C++, PAWN, AMXX, Metamod Modules Before making any contribution.

That does not mean though that you cannot comment and share your ideas philosophy if you dont code of whether something doesn't feel right like jumping , speed , player movement or other game dynamics once we have something to work with. If your an avid Quake fan and you have a keen 6th sense for how the game is supposed to feel your input is also important, or even if you just want to comment thats fine too so long as its on topic and your not derailling the thread.

Whats also a plus ??
If you can make Models
If you can Map with Hammer
You have a good voice for making sounds. If people choose not to use Quake Sounds.

If your not a coder you can help make some really kickass maps based off quake , or some awesome gun models , item models like the floating quad damage and invisibilty , ammo crates.


Resources
Open source code to Quake 1, 2 and 3 Arena

https://github.com/id-Software
https://github.com/id-Software/Quake
https://github.com/id-Software/Quake-2
https://github.com/id-Software/Quake-III-Arena
Source code for Halflife and DMC
https://github.com/ValveSoftware/halflife
https://github.com/ValveSoftware/hal...ree/master/dmc
Botmans Stripper2 Module
Stripper2 Metamod plugin for Windows - Version 1.0
Stripper2 Metamod plugin for Linux - Version 1.0
Source code to the Stripper2 Metamod plugin - Version 1.0

CVAR Database
Code:
quake_motd  [=value] Enable / Disable MOTD on entering server
0 off 
1 on 

quake_dmmode [=value] Select Deathmatch Mode
0 Team Deathmatch
1 Regular Death Match

quake_enteditor - Menu for placing the game entities on map. Saves to amxmodx/configs/quake/entities.cfg

quake_spawneditor - Menu for changing spawn points on map. Saves to amxmodx/configs/quake/spawns.cfg
Credits Database
Code:
id software  John Carmack for Quake Game and Open Source
Valve Software for the Goldsrc Engine / HLSDK / DMC
CookieCrumbler = Project Leader / Research

Last edited by CookieCrumbler; 03-28-2018 at 04:22.
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CookieCrumbler
Senior Member
Join Date: Feb 2013
Location: Australia
Old 11-12-2013 , 12:58   Re: [ Request ] Quake Mod for CS Module [ Development Thread ]
Reply With Quote #2

Gameplay CORE

Code:
Strip CounterStrike Functionality
{ remove buy_zone }
{ Remove Spawn Pistol }
{ remove win_round : CT_Win T_Win }
{ remove round_time and round_end }
{ remove HUD [You have killed an enemy . Elimanate rest of the other team ] message }
{ bypass MOTD : Implement Toggable CVAR quake_motd  [=value] 0 off 1 on }
{ bypass Select Team VGUI : [Team Deathmatch] Implement Menu 1. Red Team 2. Blue Team }
{ bypass Select Team VGUI : [Deathmatch FFA  ] Auto join player to any team automatically}
Code:
DeathMatch Functionality
Hard Code Deathmatch

Toggable CVAR

quake_dmmode [=value]

0 Team Deathmatch
1 Regular Death Match
Code:
Player Models and Sounds
Sounds
  sound/quake/jump.wav
  sound/quake/damage.wav
  sound/quake/death.wav

Player Models
Team DeathMatch
  Convert all CT player models to 
  /models/quake/blue.mdl
  
  Convert all T  player models to
  /models/quake/red.mdl
  
Regular Deathmatch
  Convert both CT and T player models to
  /models/quake/player.mdl
Code:
Player Spawning
Player always has weapon_gauntlet
On respawn player will be given either a shotgun or machine gun

Last edited by CookieCrumbler; 11-14-2013 at 16:31.
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CookieCrumbler
Senior Member
Join Date: Feb 2013
Location: Australia
Old 11-13-2013 , 03:18   Re: [ Request ] Quake Mod for CS Module [ Development Thread ]
Reply With Quote #3

Weapons
Code:
Weapon Functionality
No Secondary ammo clip, only Singular like Half Life up to whatever is the max ammo for that gun.
When ammo runs out weapon switches to next highest or lowest weapon.

Player cannot personally drop gun , but if they die the gun they had when they were killed floats where they died

Gun Toggle - Q up : E down
Code:
HUD Display when weapon is picked up
HUD_MACHINEGUN = Machine Gun
HUD_SHOTGUN = Shotgun
HUD_GRENADELAUNCHER = Grenade Launcher
HUD_ROCKETLAUNCHER = Rocket Launcher
HUD_LIGHTNINGGUN = Lightning Gun
HUD_RAILGUN = Railgun
HUD_PLASMAGUN = Plasma Gun
HUD_BFG = Big Friken Gun ( BFG )
HUD_NAILGUN = Nailgun
HUD_PROXIMITYMINELAUNCHER = Proximity Mine Launcher
HUD_CHAINGUN = Chaingun
Code:
Weapon Entity List
weapon_gauntlet
weapon_machinegun
weapon_shotgun
weapon_grenadelauncher
weapon_rocketlauncher
weapon_lightninggun
weapon_railgun
weapon_plasmagun
weapon_bfg
weapon_nailgun
weapon_proximityminelauncher
weapon_chaingun
Code:


QM_WPN_GAUNTLET
QM_WPN_MACHINE
QM_WPN_SHOT
QM_WPN_GLAUNCHER
QM_WPN_RLAUNCHER
QM_WPN_LIGHTNING
QM_WPN_RAIL
QM_WPN_PLASMA
QM_WPN_BFG
QM_WPN_NAIL
QM_WPN_PMLAUNCHER
QM_WPN_CHAIN



Weapon Models and Sounds

Gauntlet
Code:
weapon_gauntlet
     model = models/quakemod/p_gauntlet.mdl
     model = models/quakemod/v_gauntlet.mdl
     sound = sound/quakemod/gauntlet.wav
Machine Gun
Code:
weapon_machinegun
     model = models/quakemod/p_machinegun.mdl
     model = models/quakemod/v_machinegun.mdl
     sound = sound/quakemod/machinegunfire.wav
Shotgun
Code:
weapon_shotgun
     model = models/quakemod/p_shotgun.mdl
     model = models/quakemod/v_shotgun.mdl
     sound = sound/quakemod/shotgunfire.wav
Grenade Launcher
Code:
weapon_grenadelauncher
     model = models/quakemod/p_grenadelauncher.mdl
     model = models/quakemod/v_grenadelauncher.mdl
     model = models/quakemod/grenade.mdl                     {{Projectile}}
     sound = sound/quakemod/grenadelauncherfire.wav
     sound = sound/quakemod/grenadebounce.wav
     sound = sound/quakemod/grenadeexplode.wav
Rocket Launcher
Code:
weapon_rocketlauncher
     model = models/quakemod/p_rocketlauncher.mdl
     model = models/quakemod/v_rocketlauncher.mdl
     model = models/quakemod/rocket.mdl                       {{Projectile}}
     sound = sound/quakemod/rocketlauncherfire.wav
     sound = sound/quakemod/rocketexplode.wav
Lightning Gun
Code:
weapon_lightninggun
     model = models/quakemod/p_lightninggun.mdl
     model = models/quakemod/v_lightninggun.mdl
     sound = sound/quakemod/lightninggunzap.wav
Railgun
Code:
weapon_railgun
     model = models/quakemod/p_railgun.mdl
     model = models/quakemod/v_railgun.mdl
     sound = sound/quakemod/railgunfire.wav
Plasma Gun
Code:
weapon_plasmagun
     model = models/quakemod/p_plasmagun.mdl
     model = models/quakemod/v_plasmagun.mdl
     sound = sound/quakemod/plasmagunbuzz.wav
BFG
Code:
weapon_bfg
     model = models/quakemod/p_bfg.mdl
     model = models/quakemod/v_bfg.mdl
     sound = sound/quakemod/bfgfire.wav
Nailun
Code:
weapon_nailgun
     model = models/quakemod/p_nailgun.mdl
     model = models/quakemod/v_nailgun.mdl
     model = models/quakemod/nail.mdl                           {{Projectile}}
     sound = sound/quakemod/nailgunfire.wav
Proximity Mine Launcher
Code:
weapon_proximityminelauncher
     model = models/quakemod/p_proximityminelauncher.mdl
     model = models/quakemod/v_proximityminelauncher.mdl
     model = models/quakemod/mine.mdl                         {{Projectile}}
     sound = sound/quakemod/proximityminelauncherfire.wav
     sound = sound/quakemod/mineactive.wav
     sound = sound/quakemod/mineexplode.wav
Chaingun
Code:
weapon_chaingun = new_entity
     model = models/quakemod/p_chaingun.mdl
     model = models/quakemod/v_chaingun.mdl
     sound = sound/quakemod/chaingunfire.wav

Last edited by CookieCrumbler; 11-16-2013 at 13:51.
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CookieCrumbler
Senior Member
Join Date: Feb 2013
Location: Australia
Old 11-13-2013 , 04:11   Re: [ Request ] Quake Mod for CS Module [ Development Thread ]
Reply With Quote #4

Power Ups

HUD Display when PowerUp is picked up

Code:
HUD_QUADDAMAGE = Quad Damage
HUD_REGENERATION = Regeneration
HUD_HASTE = Haste
HUD_BATTLESUIT = Battle Suit
HUD_INVISIBILITY = Invisibilty
Power Up - Map Entities
Code:
item_quaddamage        models/quakemod/quaddamage.mdl
item_regeneration      models/quakemod/regeneration.mdl
item_haste             models/quakemod/haste.mdl
item_battlesuit        models/quakemod/battlesuit.mdl
item_invisibilty       models/quakemod/invisibility.mdl
Code:
QM_POW_QUAD
QM_POW_REGEN
QM_POW_HASTE
QM_POW_SUIT
QM_POW_INVIS

Last edited by CookieCrumbler; 11-16-2013 at 13:58.
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CookieCrumbler
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Join Date: Feb 2013
Location: Australia
Old 11-13-2013 , 04:12   Re: [ Request ] Quake Mod for CS Module [ Development Thread ]
Reply With Quote #5

Items

HUD Display when PowerUp is picked up

Code:
HUD_MEDKIT = Med Kit
HUD_TELEPORTER = Teleporter
HUD_KAMIKAZE = Kamikaze
HUD_INVULNERABILITY = Invulnerability
HUD_JETPACK = Jetpack
Items Map Entities
Code:
item_medkit              models/quakemod/medkit.mdl
item_teleporter          models/quakemod/teleporter.mdl
item_kamikaze            models/quakemod/kamikaze.mdl
item_invulnerability     models/quakemod/invulnerabilty.mdl
item_jetpack             models/quakemod/jetpack.mdl
Code:
QM_ITEM_MED
QM_ITEM_TELE
QM_ITEM_KAMI
QM_ITEM_INVULN
QM_ITEM_JET

Last edited by CookieCrumbler; 11-16-2013 at 14:01.
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CookieCrumbler
Senior Member
Join Date: Feb 2013
Location: Australia
Old 11-13-2013 , 04:13   Re: [ Request ] Quake Mod for CS Module [ Development Thread ]
Reply With Quote #6

Health and Armour Bonuses

HUD Display when HP - AP Bonus is picked up


Code:
HUD_5_HEALTH = + 5 Health
HUD_25_HEALTH = + 25 Health
HUD_50_HEALTH = + 50 Health
HUD_100_HEALTH = Mega Health

HUD_5_ARMOUR = + 5 Armour
HUD_25_ARMOUR = + 25 Armour
HUD_50_ARMOUR = + 50 Armour
HUD_100_ARMOUR = + 100 Armour
HP - AP Bonus Map Entities
Code:
small_health               models/quakemod/smallhealth.mdl
yellow_health              models/quakemod/yellowhealth.mdl
gold_health                models/quakemod/goldhealth.mdl
mega_health                models/quakemod/megahealth.mdl

shard_armour               models/quakemod/armourshard.mdl
red_armour                 models/quakemod/greenarmour.mdl
yellow_armour              models/quakemod/yellowarmour.mdl
green_armour               models/quakemod/redarmour.mdl
Code:
QM_HP_5
QM_HP_25
QM_HP_50
QM_HP_100

QM_AP_5
QM_AP_25
QM_AP_50
QM_AP_100

Last edited by CookieCrumbler; 11-16-2013 at 14:03.
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Join Date: Feb 2013
Location: Australia
Old 11-13-2013 , 04:14   Re: [ Request ] Quake Mod for CS Module [ Development Thread ]
Reply With Quote #7

Code:
// ********* HUD Display when Ammo is picked up ********* \\

HUD_BULLETS = Bullets
HUD_SHELLS = Shotgun Shells
HUD_GRENADES = Grenades
HUD_ROCKETS = Rockets
HUD_NAILs = Nails
HUD_BATTERY = Battery Charge
HUD_MINES = Proximity Mines

// ********* Ammo Map Entities ********* \\

item_bullets               models/quake/ammo_bullets.mdl
item_shells               models/quake/ammo_shells.mdl
item_grenades               models/quake/ammo_grenades.mdl
item_rockets               models/quake/ammo_rockets.mdl
item_spikes               models/quake/ammo_spike.mdl
item_battery               models/quake/ammo_battery.mdl
item_mines               models/quake/ammo_mines.mdl

Last edited by CookieCrumbler; 11-17-2013 at 16:27.
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Old 11-13-2013 , 04:24   Re: [ Request ] Quake Mod for CS Module [ Development Thread ]
Reply With Quote #8

// *************************************** \\
// ************** Map Entity List ************** \\
\\ *************************************** //

weapon_machinegun
weapon_shotgun
weapon_grenadelauncher
weapon_rocketlauncher
weapon_lightninggun
weapon_railgun
weapon_plasmagun
weapon_bfg
weapon_nailgun
weapon_proximityminelauncher
weapon_chaingun

small_health
yellow_health
gold_health
mega_health

shard_armour
red_armour
yellow_armour
green_armour

item_invisibilty
item_haste
item_battlesuit
item_quaddamage
item_regeneration

item_ammocrate
item_medkit
item_teleporter
item_kamikaze
item_invulnerability
item_jetpack


Models float where the prescribed entity is placed in the map

Menu for server administators to place entity on map and save there origin in a cfg if they want to use a map that is not a standard map that will spawn out of being made from this mod by the community.

Eg: if mod kicks of we may see the good old dm maps made by community with entities preplaced in them or edit already made DM maps with BSPEdit to place them in

But if someone wanted to run mod on map without them preplaced in the BSP they have an editor to do so

Last edited by CookieCrumbler; 11-14-2013 at 13:41.
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Old 11-13-2013 , 04:31   Re: [ Request ] Quake Mod for CS Module [ Development Thread ]
Reply With Quote #9

Reserved for Multilingual

___________________________

[en]

HUD_5_HEALTH = + 5 Health
HUD_25_HEALTH = + 25 Health
HUD_50_HEALTH = + 50 Health
HUD_100_HEALTH = Mega Health

HUD_5_ARMOUR = + 5 Armour
HUD_25_ARMOUR = + 25 Armour
HUD_50_ARMOUR = + 50 Armour
HUD_100_ARMOUR = + 100 Armour

HUD_GAUNTLET = Gauntlet
HUD_MACHINEGUN = Machine Gun
HUD_SHOTGUN = Shotgun
HUD_GRENADELAUNCHER = Grenade Launcher
HUD_ROCKETLAUNCHER = Rocket Launcher
HUD_LIGHTNINGGUN = Lightning Gun
HUD_RAILGUN = Railgun
HUD_PLASMAGUN = Plasma Gun
HUD_BFG = Big Friken Gun ( BFG )
HUD_NAILGUN = Nailgun
HUD_PROXIMITYMINELAUNCHER = Proximity Mine Launcher
HUD_CHAINGUN = Chaingun

HUD_QUADDAMAGE = Quad Damage
HUD_REGENERATION = Regeneration
HUD_HASTE = Haste
HUD_BATTLESUIT = Battle Suit
HUD_INVISIBILITY = Invisibilty

HUD_MEDKIT = Med Kit
HUD_TELEPORTER = Teleporter
HUD_KAMIKAZE = Kamikaze
HUD_INVULNERABILITY = Invulnerability
HUD_ JETPACK = Jetpack

HUD_BULLETS = Bullets
HUD_SHELLS = Shotgun Shells
HUD_GRENADES = Grenades
HUD_ROCKETS = Rockets
HUD_NAILs = Nails
HUD_BATTERY = Battery Charge
HUD_MINES = Proximity Mines

HUD_DUALFRAG = x 2 Frags in 2 Seconds IMPRESSIVE !!!

Last edited by CookieCrumbler; 11-17-2013 at 16:27.
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Join Date: Feb 2013
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Old 11-13-2013 , 04:51   Re: [ Request ] Quake Mod for CS Module [ Development Thread ]
Reply With Quote #10

Reserved Scrap Book Area

To do List SUPERCEDE - OVERRIDE - NULL

Repository

Code:
.
CHalfLifeMultiplay::IsAllowedToSpawn(CBaseEntity*)
 CHalfLifeMultiplay::FAllowFlashlight(void)
CHalfLifeMultiplay::FShouldSwitchWeapon(CBasePlayer *,CBasePlayerItem *)
CHalfLifeMultiplay::GetNextBestWeapon(CBasePlayer *,CBasePlayerItem *)
CHalfLifeMultiplay::IsMultiplayer(void)
 CHalfLifeMultiplay::IsDeathmatch(void)
CGameRules::IsTeamplay(void)
 CHalfLifeMultiplay::IsCoOp(void)
CGameRules::GetGameDescription(void)
CHalfLifeMultiplay::ClientConnected(edict_s *,char const *,char const *,char *)
 CHalfLifeMultiplay::InitHUD(CBasePlayer *)
 CHalfLifeMultiplay::ClientDisconnected(edict_s *)
CHalfLifeMultiplay::UpdateGameMode(CBasePlayer *)
CHalfLifeMultiplay::FlPlayerFallDamage(CBasePlayer *)
CHalfLifeMultiplay::FPlayerCanTakeDamage(CBasePlayer *,CBaseEntity *)
CGameRules::ShouldAutoAim(CBasePlayer *,edict_s *)
CHalfLifeMultiplay::PlayerSpawn(CBasePlayer *)
 CHalfLifeMultiplay::PlayerThink(CBasePlayer *)
CHalfLifeMultiplay::FPlayerCanRespawn(CBasePlayer *)
CHalfLifeMultiplay::FlPlayerSpawnTime(CBasePlayer *)
CHalfLifeMultiplay::GetPlayerSpawnSpot(CBasePlayer *)
CHalfLifeMultiplay::AllowAutoTargetCrosshair(void)
CHalfLifeMultiplay::ClientCommand_DeadOrAlive(CBasePlayer *,char const *)
CHalfLifeMultiplay::ClientCommand(CBasePlayer *,char const *)
CHalfLifeMultiplay::ClientUserInfoChanged(CBasePlayer *,char *)
CHalfLifeMultiplay::IPointsForKill(CBasePlayer *,CBasePlayer *)
CHalfLifeMultiplay::PlayerKilled(CBasePlayer *,entvars_s *,entvars_s *)
CHalfLifeMultiplay::DeathNotice(CBasePlayer *,entvars_s *,entvars_s *)
CHalfLifeMultiplay::CanHavePlayerItem(CBasePlayer *,CBasePlayerItem *)
CHalfLifeMultiplay::PlayerGotWeapon(CBasePlayer *,CBasePlayerItem *)
 CHalfLifeMultiplay::WeaponShouldRespawn(CBasePlayerItem *)
CHalfLifeMultiplay::FlWeaponRespawnTime(CBasePlayerItem *)
CHalfLifeMultiplay::FlWeaponTryRespawn(CBasePlayerItem *)
 CHalfLifeMultiplay::VecWeaponRespawnSpot(CBasePlayerItem *)
 CHalfLifeMultiplay::CanHaveItem(CBasePlayer *,CItem *)
CHalfLifeMultiplay::PlayerGotItem(CBasePlayer *,CItem *)
CHalfLifeMultiplay::ItemShouldRespawn(CItem *)
CHalfLifeMultiplay::FlItemRespawnTime(CItem *)
CHalfLifeMultiplay::VecItemRespawnSpot(CItem *)
CGameRules::CanHaveAmmo(CBasePlayer *,char const *,int)
CHalfLifeMultiplay::PlayerGotAmmo(CBasePlayer *,char *,int)
 CHalfLifeMultiplay::AmmoShouldRespawn(CBasePlayerAmmo *)
CHalfLifeMultiplay::FlAmmoRespawnTime(CBasePlayerAmmo *)
CHalfLifeMultiplay::VecAmmoRespawnSpot(CBasePlayerAmmo *)
CHalfLifeMultiplay::FlHealthChargerRechargeTime(void)
 CHalfLifeMultiplay::FlHEVChargerRechargeTime(void)
CHalfLifeMultiplay::DeadPlayerWeapons(CBasePlayer *)
CHalfLifeMultiplay::DeadPlayerAmmo(CBasePlayer *)
CHalfLifeMultiplay::GetTeamID(CBaseEntity *)
CHalfLifeMultiplay::PlayerRelationship(CBasePlayer *,CBaseEntity *)
CGameRules::GetTeamIndex(char const *)
CGameRules::GetIndexedTeamName(int)
CGameRules::IsValidTeam(char const *)
CGameRules::ChangePlayerTeam(CBasePlayer *,char const *,int,int)
CGameRules::SetDefaultPlayerTeam(CBasePlayer *)
CHalfLifeMultiplay::PlayTextureSounds(void)
 CHalfLifeMultiplay::FAllowMonsters(void)
CHalfLifeMultiplay::EndMultiplayerGame(void)
CGameRules::IsFreezePeriod(void)
CHalfLifeMultiplay::ServerDeactivate(void)
CHalfLifeMultiplay::CheckMapConditions(void)
CHalfLifeMultiplay::CleanUpMap(void)
CHalfLifeMultiplay::RestartRound(void)
CHalfLifeMultiplay::CheckWinConditions(void)
CHalfLifeMultiplay::RemoveGuns(void)
CHalfLifeMultiplay::GiveC4(void)
CHalfLifeMultiplay::ChangeLevel(void)
CHalfLifeMultiplay::GoToIntermission(void)

Last edited by CookieCrumbler; 11-17-2013 at 19:59.
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