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VWEP 3.14v3 Info/Instructions Download

VWep - Viewable Weapons Patch for Quake 2 v3.14 / CTF1.02 Screenshots

Latest News (3/25/98)

Deathmatch DLL has been updated. Get it.
Source code is available for all you code warriors out there.
The DM fix involved a single line of code.

Also, you might want to re-download the CTF DLL to get rid of the dprintf I accidentally left in the hitloc damage code, AGAIN. Gah.

Latest News (3/22/98)

YES!!! Bugkill! That goddamn fucking piece of shit (excuse my language) lastframe bug is DEAD DEAD DEAD! WOOHOO!!
Get the CTF binary (for Win95/NT) here, or the CTF sourcecode here. Hitloc-based damage is included in the binary, but not in the source, and it's disablable. Including it in the source is simple (just look at the g_combat.c example below), and disabling it is simple as well (it's disabled by default). Also included is an actual 'gameversion' string, with the word "VWep" in it, so it is now possible to make a VWep Gamespy tab. (Really, I'm not *TOTALLY* asleep / braindead / moronic). To enable hitloc-based damage, just set aimbonus (it's a server-side cvar) to something greater than 1. How it works: if you set aimbonus to 1.0 or less, then it doesn't compute hitloc damage. If you set it to, say, 2.5, then the maximum damage multiplier you'll get is 250% of normal damage (for dead-on head hits), and the minimum damage multiplier will be 1 / 2.5, or 40%. Setting it to 3.0 will give you a damage range of 300% to 33%, and so on. I'm not sure if the code will work for extreme values (like 10.0 or something silly like that), but feel free to try it and tell me what happens. Mod authors who want to get rid of those damn lastframe errors should re-download the source and take a look at it, there's only like three additions, all in p_weapon.c, and all involving checking for ent->s.modelindex == 255 or ent->s.modelindex != 255. What was happening was, if somebody gibbed while throwing a grenade, it tried to make their severed skull finish the hand-toss motion. Extremely silly.

Lots of new VWep-supported mods, I *WILL* get around to making a links page for them soon, I promise!
I'm now working on a new project ("Vwep Plus" has gotten a little big, so I've got to rename it. Heh.) The new project will most likely pick up the old "Tsunami" name, and will include most of what Tsunami for Quake 1 had, including lots of new cool stuff (like anime-style power suits / mobile armor, probably a few cool new guns, and melee weapons). This should kick ass.

Also, ErrorInc and I are working on another project (he's the map guy, I'm the coder and originator), that should be KILLER when it's done. I can't say much about it, since we're trying to win PC Gamer's $2000 contest, but suffice it to say it's teamplay, it's nutty, it's Quake with a twist of lemon.

Latest News (3/18/98)

Thanks to Sergey Astashonok, we now have linux ports of the DM and CTF VWep mods! These are the bare mods, without the damage multiplier code, and are *EXACTLY* id's/Zoid's code, but with the weapon models / animations added. Thanks, Sergey!

Battle of the Sexes now has full VWep support.

The Lithium Mod now has VWep support, as well.

The CRBot Now has VWep support, as well. I should have a subpage up pretty soon here that will list all mods (and all servers) that are VWep-compliant.



By popular demand, the super-spiffy quake2.kern.com DLL, henceforth known as "VWep Plus", is available for download. The source should be available soon. VWep Plus is Zoid's CTF 1.02, with VWep support, hitloc-based damaged (head hits take off 2x health, while leg hits only take off 0.6x to 0.3x), and enhanced tech powerups.

I'd like to thank Blue's News for issuing their apology, I completely understand how jumpy people can get about the whole "cheater" thing. It's good to know the Quake2 news sites try so hard to get down to the truth of the matter, and post corrections to misleading stories so quickly. Now if only CNN would do that. ;)

Latest News (3/16/98)

*sigh* Ok. Because of several *DIFFERENT* rumors going around as to what my hidden code snippets did, and because of several requests to put said "easter eggs" *BACK* in the code, I guess I'd better at least explain what they all do. Most of them are up and running on my personal "test" server (quake2.kern.com), and so far I haven't heard any complaints about them. Just to clarify:


That having been said, here's what they do: 1. Damage multiplier

2. Time accel


Latest News (3/15/98)

The source and binaries have been updated to remove a few easter-eggs I had included in the code. Anyone who is running a VWep server needs to download the new CTF or DM/Coop files. The source codes have also been updated. Anyone complaining about "damage multipliers" or "running too fast with time accel" should re-download.

Latest News (3/13/98)

The VWep binary has now been compiled for Solaris! get the SPARC binary here.

The Eraser Bot now has VWep support!

Loki's Minions CTF now supports VWep! Check it out!

Latest News (3/12/98)

We've moved to Telefragged!

Our new URL is:http://www.telefragged.com/tsunami

Latest News (3/11/98)

The Crackwhore Model now has *FULL* VWep support. Just unzip this file into your /quake2/baseq2/players/crakhor directory. It actually shows the different weapons, *AND* includes CTF skins.

Latest News (3/10/98)

The Faerie Model now has VWep support (sort of). Just unzip this file into your /quake2/baseq2/players/faerie directory. It doesn't actually show different weapons, but it makes her wand show up in VWep servers, *AND* includes CTF skins for the Faerie.

The Battroid Model now has full VWep support, too! Just unzip this file into your /quake2/baseq2/players/battroid directory. It doesn't actually show different weapons, but it makes the GU-XX gun show up in VWep servers, *AND* includes CTF skins.

Orange 2 has included VWep in version 2.4f of their mod. Their homepage indicates that you should extract the pakfile to the ctf directory, but if you extract it to your baseq2 directory, you can connect to *any* VWep-equipped server (including Orange *AND* Viking) without the need to re-download another pakfile.

The Viking Mod has been released, with full VWep support. Any other mod authors that plan on including VWep support, please feel free to email me and let me know, I'll put a link to your mod on my homepage. Just remember to let everyone know that it's VWep-compatible, so they only need to download the pak2.pak file once.

Latest News (3/9/98)

Sorry about the vitriol below, but I was [understandably] upset at the events of this morning. Thanks to NetGuy and Quake2.com for being so understanding about all this, and for updating their newspage so quickly.

Thanks, also, to quake2.stomped.com for clearing this up this afternoon (Monday).

Latest News (3/8/98)

The webpage got all jacked last night, I shared my Quake2 directory to my local area network, so I could transfer the source to VWep to a backup machine, and the MicroSloth Personal Web Servoid decided to replace this URL with my personal Quake2 install directory.

Not only does this suck for its own reasons [nobody could download VWep], but someone saw fit to e-mail quake2.com and stomped.com with the information that I was distributing registered software [presumably, Quake2 itself, as well as the "crack" file for it].

Now, folks, I just wanna say a few things here: