Garry's Mod

Garry's Mod

Just straight up Quake 2
BUGS and SUGGESTIONS
Saw this thread didn't exist, so I decided to create it and report a few bugs I have found:
- Gravity and physics seems to change between some maps
- Hyperblaster doesn't have it's spin up or down sound
- Chaingun sound doesn't change according to it's state.
- BFG projectile lacks sprite animations and the particles around them
- Decaying corpses doesn't attract flies after some time
- Lift on the underwater part at the middle of Lost Base goes under the map instead of up
- Blaster and Hyperblaster projectiles don't emit light
- Machinegun lacks it's view kick/recoil

As for suggestions:
- Option for circular particles (3DFX)
- Alternative texture mode with point-sampling
- Missionpacks 1 and 2 support (Ground Zero and The Reckoning)
- (maybe?) PSX Mod support

As someone which knows a bit about the Q2 source code, this is incredibly amazing, seeing the entire Quake 2 VM/State machine ported to lua is something very impressive.
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Showing 1-15 of 26 comments
weapons and mobs are black and game runs very laggy
well maybe the lag comes from that it runs at 10 hz otherwise i havent had much problems other than the black weapons and mobs
ph and missing hud elements aswell
Kaz  [developer] 5 Apr @ 10:57am 
Originally posted by Matsilagi:
- Gravity and physics seems to change between some maps
- (maybe?) PSX Mod support

Two questions for you:
1. which maps cause the gravity / physics to change?
2. what is PSX Mod support?
1 - I will have to check, but the second map (after base1) the third one and supply depot have different physics from base.
2 - PSX Mod is a mod made for the remaster by one of the Nightdive DEVs, it has source code and assets available, so in theory, if the missing monsters and features are added, it could work on that addon
well, only issue i did see, is that the mod runs kinda slowly, it's not an fps drops, but kinda slower game behaviour. Maybe it's a problem of my potato PC, im not sure if users with better ones have same issue.

but i also have a suggestion, can you make sounds assigning to any playermodel, like i wanna use female sounds for the speific playermodel?
Maybe add in support for Custom Quake 2 Maps?
Kaz  [developer] 6 Apr @ 1:35pm 
Originally posted by Ratslayer:
well, only issue i did see, is that the mod runs kinda slowly, it's not an fps drops, but kinda slower game behaviour. Maybe it's a problem of my potato PC, im not sure if users with better ones have same issue.

but i also have a suggestion, can you make sounds assigning to any playermodel, like i wanna use female sounds for the speific playermodel?

Yeah I can look into implementing the other playermodel sounds.



Originally posted by Raffine52:
Maybe add in support for Custom Quake 2 Maps?

This is technically already supported (but not very well tested).
Just place the custom maps in your data/quake2/baseq2/maps folder and run sv_transcode <yourmap>

Sometimes this fails, I haven't had a lot of time to refine that.
Kaz  [developer] 6 Apr @ 11:45pm 
Originally posted by Dont Care:
weapons and mobs are black and game runs very laggy

The black textures should be fixed in the lastest update.
Last edited by Kaz; 6 Apr @ 11:45pm
Got some suggestions:
- A console command to set difficulty while on a map
- Support for vanilla HL2 blood effects when hitting enemies
- Support for damage from physics for enemies
- Make NPCs respect vanilla notarget command

As for bugs, weapons seem to have their fire rate set higher than the original game
@Kaz I have the retail version of quake 2, but it somehow never came with music. If there was music, would this addon play the music? & if it does, how should I fix this?
Last edited by Emerald Lime; 8 Apr @ 6:52pm
I dont think it has music playback support.
The old Quake 2 retail needed fixes for the musics by downloading a custom sourceport (like kmQuake2) and then placing the musics in a music directory inside baseq2, in either wav, ogg or mp3 format.
Is it possible to add AI node compatibility so that Gmod NPCs can use the Quake2 AI nodes? (they seem to be different? I know nothing of this)
Kaz  [developer] 9 Apr @ 11:43am 
Originally posted by Emerald Lime:
@Kaz I have the retail version of quake 2, but it somehow never came with music. If there was music, would this addon play the music? & if it does, how should I fix this?

I need to do some research to determine how the music is packaged in each release.
I know that in the nightdive version it's exclusively in the rerelease folder so it'd require some extra instructions to explain.
Kaz  [developer] 9 Apr @ 11:44am 
Originally posted by Armystuntman:
Is it possible to add AI node compatibility so that Gmod NPCs can use the Quake2 AI nodes? (they seem to be different? I know nothing of this)
Quake 2 maps do not contain any AI nodes, the monsters use a combination of breadcrumbs dropped by the player and feeling out the walls and floors using raycasts.
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