When Update 1 for the Re-Release broke the Quake 2 EnPLUS mod, I pretty much stopped playing the game despite being partway through the Call of the Machine campaign. I didn't want to go back to how the game was before. Eventually Map-Center came out with so many map jams and Quake II PSX came out and I figured I had to try them, but I still longed for the days where my shotguns didn't feel anemic and my machineguns weren't wildly uncontrollable, among other things.
Unfortunately EnPLUS's author just fell off the map; over the last year I tried contacting him through Nexus several times just to see if I could get his mod's source code and try to update it for him, but had no luck. The source code for Quake II, however, is easily accessible, and the things I wanted to do didn't seem too complicated, so finally I went through the (just, unreasonably arduous, for a non-coder) process of figuring out how to compile my own mod. After a period of fiddling around and asking Paril and others in the Map-Center Discord for help explaining code I have absolutely no business meddling in, I actually managed to make all the changes I liked from EnPLUS and then some.
If you want my reasoning for each change, check out the mod's description at Nexus Mods.
Click READ MORE to see the simple version --->
It's possible I forgot to list everything I changed, but thanks to my (unusual for me) fairly organized modding practices this time, what's listed is at least like 95% of it.
For changes only between versions of Stygian Quake II, see the changelogs (also included with the main files).
At the moment, Stygian Quake II is all-or-nothing. I'd like to eventually make every change listed above optional, via in-game commands or an external .cfg the same way EnPLUS did. However, I am not a coder and it was all I could do to get this game working the way I personally wanted - more or less - and I imagine I'll have to pester Paril or whoever will still listen to me to help me expose variables or whatever.
Regardless, if it doesn't get flagged like the PSX mod's did, the source code for this mod will be available for anyone else who wants to start a mod from where I leave off, undo certain changes, fix my ghastly novice code, or just make fun of it, whatever. I have left a lot of comments throughout my edits in the code, hopefully some of it's helpful even if it's just in a puzzling out "why did he think that was the right way to do it" sort of way.
Rather than "vanilla" Quake II Re-Release, this mod is based on the Quake II PSX source code, and therefore inherits all of its additions as well as its improvements to the game as a whole.
With today's release of Map-Center's Palace Jam 1 (Moddb.com), I figured I'd give it a playthrough using Stygian Quake II. Thankfully I can report that it is fully compatible with only one simple file swap.
Because Palace Jam 1 comes bundled with its own game_x64.dll file - which from what I can tell is the same one found in Quake II PSX - you will need to replace that with the game_x64.dll from Stygian Quake II. That's it.
Regardless of whether you use Stygian Quake II, you should definitely give Palace Jam 1 a try!
PS: ALL maps so far released by Map-Center for Quake II are compatible with Stygian Quake II - please try those as well!
Changes between Stygian Quake II versions 1.0 -> 1.1 + 1.1.1-hotfix
The readme.txt packaged with the files is not necessarily accurate; in order to avoid new uploads for each edit, I only updated the readme in the mod...
Main file for Stygian Quake II 1.2.1. Requires the .pak file from Quake II PSX 1.2.
Stygian Quake II's 1.2.1 source files, which are based on Quake II PSX 1.2.
16:9 and Ultrawide+ resolution versions, if you really want this mod's logo as a desktop background for some reason.
Stygian Quake II's 1.2 source files, which are based on Quake II PSX 1.2.
Main file for Stygian Quake II 1.2. Requires the .pak file from Quake II PSX 1.2
I have beaten all the campaigns including the PSX campaign and I like this mod.
I was also disappointed when Quake 2 EnPLUS stopped getting updated and have been playing Faster Quake 2 in its place and now this.
I have some suggestions:
1. Will you increase the blasters rate of fire and/or damage? I know you said that you don't want it to be a "good" choice in most fights since it doesn't use ammo, but it could be at least somewhat useful in combat.
2. The hand grenades are largely useless. Will you increase their rate of throwing, damage and blast radius?
3. Will you increase the grenade launchers blast radius?
4. Will you increase the rocket launchers blast radius?
5. Will you make it so that the hyperblaster can fire during its "cool-down" animation?
6. Will you increase the railguns damage and/or rate of fire? I know you said that you don't really intend to change it.
7. The phalanx particle cannon is not good even with the changes you have made. Will you increase its damage, rate of fire and blast radius?
8. Will you increase the proximity launchers rate of fire, damage and blast radius?
9. The ETF Rifle is not good even with the changes you have made. As far as I can tell its ability to ignore armor only works on the daedalus and black widow guardian. Will you increase its damage?
10. Will you increase the plasma beams damage and/or reduce its ammo consumption?
11. Will you reduce the health and/or shield of the daedalus? They are annoyingly spongy and on hard difficulty, they are common in the Ground Zero campaign.
Very promising project (1.1 tested)
Shotgun & GL frame tweaks alone makes this project worth a try
Thanks! There are a few more things I'm thinking of adding/changing, but first I feel like I should shift my focus to figuring out the modular activation/deactivation stuff that EnPLUS had, so this mod can be more of a tool to customize any given user's preferred experience rather than just a collection of adjustments I specifically wanted.
Edit: I lied - I had made some more changes in my private build and wanted to make sure they got posted before I started playing S.T.AL.K.E.R. 2; thus version 1.2.
Modularity: hopefully, someday...