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Post by uzi9mmauto on Jul 18, 2013 13:55:15 GMT -5
There is a cool ass patch for those Turrets that we get shot at from on a couple levels. (One of them is jail1) Who has NEVER actually tried to hop on and fire it after killing the enemy? Did you know that some GIRL patched it years ago?! Anyhow- the file name is Q2_turret.zip I imagine someone reading this is going to say I Have it! Ending my quest for this cool patch or MOD or whatever you want to call it. So, who has a copy or knows where to DL it please? We all wanna surprise everyone on DM/Coop P.S. If we can't find it and/or someone can take the source and compile it instead. Please let me know and I will gladly sell (GIVE) it to you. ;D **************** Description **************** The Controllable Turret allows you to jump behind this big steel turret, and guide the rotations and erections. You can still fire your weapon, as well as firing the turret with the USE key. The turret automatically tracks with your view, so aiming is a piece of cake. When you're done blasting away at your foes, just hit JUMP to eject. Easy as that.
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Post by knightmare on Jul 18, 2013 19:36:09 GMT -5
I dunno about the original code, but KMQ2 has had that functionality in its Lazarus and missionpack DLLs for a long time. There's an included version of the missionpack DLL for vanilla Q2, also: www.markshan.com/knightmare/downloads/kmquake2_020_b3_missionpack.zipEDIT: With KMQ2's default Lazarus and this missionpack DLL, you need to set the cvar allow_player_use_abandoned_turret to 1. The original Lazarus code required a spawnflag be set for the turret to be player-usable. So DL and unzip the above file, copy the gamex86.dll and missionpacksupport.pak to a new mod folder, rename the .pak to something vanilla Q2 will load like pak2.pak, and make an autoexec.cfg file there with this in it: set allow_player_use_abandoned_turret 1
Then run Q2 with "+set game modfolder".
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Post by uzi9mmauto on Jul 20, 2013 10:01:33 GMT -5
Ty KM. yes I read they made that change to the MP. This will allow "stock" versions of the game to be modded. Here is the Source. The Turret is on other levels as well and this will work on all of them. winxp76.net/index.php?dir=Quake%202/&file=g_turret.cNow if anyone would like to complete this Patch. Here si what one needs to know. The Controllable Turret A Quake2 patch, by Ridah
Description
OK, so you've found the rocket turret in JAIL1 and you've toasted the dude behind the controls. Now what? The thing just sits there.. rusting away. Hmm, time for a patch.
The Controllable Turret allows you to jump behind this big steel mofo, and guide the rotations and erections. You can still fire your weapon, as well as firing the turret with the USE key. The turret automatically tracks with your view, so aiming is a piece of cake. When you're done blasting away at your foes, just hit JUMP to eject. Easy as that.
Downloads
Just grab this file (Above) and place it in a directory named turret under your Quake2 directory. Then start Quake2 by typing: quake2 +set game turret
From within Quake2, you can then type: map jail1, and then go find the turret and kick some ass. You'll need to dismount the gunner first, of course.
NOTE: You MUST bind a key to +use to fire the turret! eg: bind space "+use" ---------------- Im gonna check Atomicgamer etc for this original file. It will make a great addition to the game , including Installers and Servers. Meanwhile, maybe someone will be kind enough to Make this Patch? *cough*
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Post by knightmare on Jul 20, 2013 15:35:03 GMT -5
Already implemented in the above file I linked. Just follow the instructions I added to that post. Oh yeah, and Ridah is Ryan Feltrin, the creator of the Eraser bot
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Post by uzi9mmauto on Jul 24, 2013 21:47:11 GMT -5
Oh really? He used a lady name as a pen name huh? Well- Im GLAD to see what you have above.. :-) TY Oh well wasn't the first nor the last I make a fool of myself.
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Post by uzi9mmauto on Jul 24, 2013 22:04:23 GMT -5
Dam! dam! dam! (It has a Virus!) JOKING! But....... Wrong Turrets (Not the Syndrome either).. Its for this puppy here: I didnt even think about the ceiling ones. I assumed everyone knew the one I meant. Hey.. Knightmare! You must be able to email Ridah? (Of No gender) That PERSON should have a few copies laying online?! Here is the article that was written about this with the source and all. Being a PATCH- the Turret will be on always. web.archive.org/web/19990420205911/http://impact.frag.com/q2stuff/turret.htmI'm gonna go to bed and this will be a dream. Then you may or Ridah may have a link to : Q2_turret.zipEither way I appreciate what you've done so far. Good Night!
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Post by knightmare on Jul 25, 2013 0:10:08 GMT -5
No, that file DOES support user control of the bmodel turret, with the allow_player_use_abandoned_turret cvar enabled, it's an undocumented feature. You don't even have to bind a key with this implementation, just jump on!
The Ground Zero ceiling/wall-mounted monster_turret is a separate entity that is also included. But you could also build a ceiling turret with brushes and have the player remotely control it via a func_monitor (see the Lazarus example maps).
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Post by uzi9mmauto on Jul 30, 2013 6:01:53 GMT -5
**Bear with me** I didn't medicate yet but so I am a bit cloudy. So I can run my regular quake out of the box by adding a file or something? With the files(s) and other runs all the other turrets too? I see the _etc_etc_etc that has been added which is cool. I use my own .dll with my installers. So this will work then? :-) lol- I must sound out of it now.. Let me know- thanks!
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Post by draxi on Jul 30, 2013 14:44:50 GMT -5
lol- I must sound out of it now.. Let me know- thanks! Yes, you do!
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Post by knightmare on Jul 31, 2013 1:49:58 GMT -5
Just follow the instructions in my first post in this thread. Yes, you do sound out of it...
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Post by uzi9mmauto on Aug 1, 2013 5:24:17 GMT -5
Hmmm Now if ONLY I could get my Ex-Wife to stand on front of the Turret during testing? I say HELL YEAH!! (If only I really could...)
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Post by uzi9mmauto on Sept 2, 2013 9:55:59 GMT -5
I dunno about the original code, but KMQ2 has had that functionality in its Lazarus and missionpack DLLs for a long time. There's an included version of the missionpack DLL for vanilla Q2, also: www.markshan.com/knightmare/downloads/kmquake2_020_b3_missionpack.zipEDIT: With KMQ2's default .pak to pakw Lazarus and this missionpack DLL, you need to set the cvar allow_player_use_abandoned_turret to 1. The original Lazarus code required a spawnflag be set for the turret to be player-usable. So DL and unzip the above file, copy the gamex86.dll and missionpacksupport.pak to a new mod folder, rename the .pak to something vanilla Q2 will load like pak2.pak, and make an autoexec.cfg file there with this in it: set allow_player_use_abandoned_turret 1
Then run Q2 with "+set game modfolder". Ok- was there supposed to be anything bedside the {set allow_player_use_abandoned_turret "1") text in the autoexec.cfg? Which I placed in a folder I named Newmod Then I renamed the long a55 Pak to pak2.pak Put that shortcut you said.. i JUMP ON THE tURRET ON JAIL 1 NOThInG hAPPENS AS IF i WASB'T ON IT.. Dam.. Any other ideas or suggestions? I am sure something is missing. TY again
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Post by knightmare on Sept 5, 2013 11:18:40 GMT -5
You forgot the gamex86.dll! That .pak doesn't do anything by itself.
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Post by thehappyfriar on Sept 9, 2013 21:47:03 GMT -5
I downloaded the file, put the pak+dll in a quake 2 folder named "turret". Made a .bat file that ran Quake 2 Evolved plus the mod folder "turret". Made an autoexec.cfg in "turret" with a copy/paste of the command you said.
When I ran the game Q2E didn't know the console command, so I assumed it couldn't load the dll.
I used stock quake.exe v3.20 instead. It recognized the console command, allow_player_use_abandoned_turret was set to 1 m but I couldn't control the turret. Any special engine required for that gamex86.DLL?
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Post by knightmare on Sept 12, 2013 14:12:32 GMT -5
Q2E has a different command line syntax- the cvar "game" was renamed to "fs_game" (this does break some features of the Lazarus mod). So you have to run it with this:
q2e.exe +set fs_game turret
No special engine is required. I just tested it myself with v3.24, all that is needed is hopping onto the seat.
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