Quake Live

Quake Live

Quake Live Workshop
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LimeSlushy 10 Dec, 2016 @ 2:07am
tactiQuake server factories?
May I please request a server factory mod that enables the tactiQuake devpick mutator thing?
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Showing 1-6 of 6 comments
FlashSoul 1 13 Dec, 2016 @ 6:38pm 
Do you know what the settings were?
LimeSlushy 13 Dec, 2016 @ 7:41pm 
"TactiQuake Returns

The premier future-space-marine-wandering-around-nameless-deserts-during-World-War-2 first person shooter is back and better than ever. This weekend's DevPick is the return of TactiQuake, aptly titled TactiQuake II. Harkening back to the days of December 2010, TactiQuake is a bizarro version of Quake in a world where realism reigns supreme. The features this time around are a bit different:

* Machinegun Ironsights: Crouch while firing the machinegun to greatly increase accuracy.
* Regenerating Armor: Gone is the tedium of picking up armor. Players now spawn with 100, and will regenerate back after taking cover for 3 seconds without being shot. Takes approximately 5 seconds from empty armor to regenerate completely. Red Armor still spawns giving you the opportunity to double up, though! Health doesn't regenerate, so you'll still want to make sure you pick up health!
* Headshots count as double damage.
* Made player movement more realistic.
* Tripled weapon switch speed. Better make sure you've got the right gun out!
* Gauntlet: will do 100 damage on hit.
* Machinegun: 18 damage per shot, but fires slower. 36 damage if you can nail'em in the noggin!
* Shotgun: Enabled falloff damage, the shotgun will lose 1 point of damage for every 256 units away you are.
* Grenade Launcher: Grenades fire once every 1.4 seconds.
* Rocket Launcher: Rockets are affected by gravity. Direct rockets do 125 damage, and fire every 2 seconds. Knockback has been reduced by half. Rocket jumping isn't very realistic!
* Railgun: 100 damage, 3 second reload. 200 damage per headshot.
* Removed Lightning Gun, Plasma Gun, BFG, Nailgun, all powerups and holdables from all levels.


TactiQuake II is running on FFA and TDM servers all this weekend, so be sure to hop on and start being all sneaky and tactical-like. Have a good weekend!"
FlashSoul 1 14 Dec, 2016 @ 3:51pm 
Thanks. I think some of these settings cannot be reproduced but I'll ask around.
LimeSlushy 15 Dec, 2016 @ 12:35pm 
Correct me if I'm wrong but headshots could be done yeah? I think there is a server option that lets you turn on headshots for the railgun but I'm not sure if that could be used to add headshots to other weapons.
FlashSoul 1 18 Dec, 2016 @ 6:58pm 
Yeah the headshot stuff was changed. I'm not sure how it works anymore. iirc you can now choose which weapons it works for? I'm not sure. My IRC logs from a very long time ago show me this :

<@SyncError> Cleaned up headshot code to be rg only, and additional damage is now granted via g_headShotDamage_rg

The "Machinegun Ironsights" works with g_ironsights_mg which still exists so that's fine. The rest is easy... well except for one detail : the movement. I honestly don't remember how it felt and can't be arsed to play around to find the right cvar combination. Talking with sponge about this resulted in :

<@sponge> i can't find it unless i dig up the backup of th einfrastructure code

If you find the right combination though I can work out the rest and add it to my workshop item.
LimeSlushy 19 Dec, 2016 @ 3:19am 
Unfortunately I have no idea how the speed reduction should be approached then. I guess reduce all the movement speed and velocities as well as jump height by 25-30%?
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