Initial release of Violent Rumble. Took long enough...
Contact for inquiry or submissions for future versions:
email@example.com (not frequently checked)
A 'Devkit' is available, though there is currently no documentation of new features beyond a very messy Trenchbroom FGD and awful QC notes.
I might get around to rectifying that eventually.
It can be found here: Mega.nz
(NOTE: this will likely move to a different Mega account at some point in the future)
Quakespasm Spiked is the recommended source port due to CSQC usage.
vkQuake seems to work about as well as QSS, but the railgun's zoom is broken in this release.
Quakespasm and MarkV should be sufficient, but your framerate should be capped at 72 to avoid physics issues with the grapple gun.
FTE is sufficient for loading maps, but CSQC has issues and some oddities may occur. Better FTE support may be looked into for a future release.
Kex Quake will likely experience various issues and isn't recommended.If you do use it, you may need to copy the music folder from id1 into the vr folder.
Dark Places is NOT supported.
Many maps require increased limits. Some require bsp2.
NEW IMPULSES (setup in quake.rc)
-impulse 225: laser cannon (default 9)
-impulse 226: mjolnir (default 0)
-impulse 227: switch current weapon firing mode/ammo type (default q)
-impulse 22: grappling hook (default g)
-alias +qgrap: quick grapple (default e)
-impulse 102: n-rune count (default n)
-impulse 229: rail zoom in (QSS only) (default ,)
-impulse 230: rail zoom out (QSS only) (default .)
-impulse 228: secondary fire (default mouse 2)
Modifiers (can also be selected on start and test maps):
-impulse 25: debug mode (lots of annoying messages, not recomended)
-impulse 26: Armored Rumble (enemies gain armor)
-impulse 27: Rapid Rumble (enemies move faster)
-impulse 28: Exotic Rumble (random enemy variants)
-impulse 29: Debilitated Rumble (half max health)
-impulse 30: Doomed Rumble (Doom-like shotguns, plasma lightning gun to BFG, all damage has RNG)
-impulse 31: Desperate Rumble (enemies gain chance to dodge)
-impulse 32: Hailing Rumble (enemies may fire in volleys)
-impulse 33: Randomized Rumble (ammo, weapons, and powerups become partially randomized)
-impulse 34: Scavenger's Rumble (enemies may drop armor, health, and weapons)
-impulse 35: Axeman's Rumble (axe starts for every map)
Map Contributors (see map readme folder):
-and several anonymous users
-Dumptruck_DS and IW for Progs Dump 2
-Quoth, RMQ, and AD teams for monsters and other code and assets
-Copper and Drake teams for various bits of code
-JCR for his jump boots
And special thanks to:
-the CSQC anon
-the anon who ported all the Quoth monsters
-the anon who allowed the use of his music track for the start map
-and every anon who has tested, given feedback, or otherwise contributed to the project
Feel free to use anything unique to this mod for your own non-comerical projects.
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
Enjoying this so far - though I had to cheat myself more ammo on the sci-fi level with the holding cells (at least I think it was that one). This pack really wouldn't be out of place among Arcane Dimensions or Dimension of the Machine.
Asked it on Nexus Mods but just in case, I'll ask here too - which WH40k Space Marine chapter goes with the badge in the propeller-lifted hovering cathedral? It's driving me nuts that I can't find it.
The square cross with a skull is a variation on the Deathwing emblem. The game these textures were sourced from only used it in the Dark Angels chapel.