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- ====================================
- DaScott's QuakeC DM Enhancements 1.0
- ====================================
-
- Author: DaScott (unless otherwise noted)
- email: dascott@richnet.com (1.0 means I need feedback!)
- entreri@richmond.infi.net (sub: DaScott)
- other: find me at efnet #quake
- Patch File Name: das_dm10.zip
- Client Required: No (exception: multiskin needs multi player.mdl)
-
- Installation: unzip all these files into quake\das_dm. progs.dat should
- be included so no compilation is neccessary. Run Quake
- with -game das_dm and set up your config.cfg for the impulse
- commands described below.
-
- Compiling: Just don't forget the custom progs.src
-
- The multiskin player.mdl file should be in
- quake\das_dm\progs if you are the server, otherwise if you
- are a client run quake with -game dir where dir is the
- location of your multiskin files.
-
-
- General Description:
-
- Welcome to DaScott's DM Enhancements. This patch brings together some
- familiar QuakeC hacks and many new enhancements to make a total package that
- (hopefully) I will continue to add to and refine. Features include alternate
- weapon modes, multiskin 1.1, droppable backpacks, deathmatch 3, observer
- mode, the fiend pentagram, and new teamplay. The new weapon modes include
- a sniper rifle, sticky flares, a fireball, power axe, homing missiles, and
- the gib proximity mine. Anyone connecting to a server running das_dm10 gets
- a help message to let them know what features are available, plus any
- client can request the server status (deathmatch, coop, fraglimit, noexit,
- etc)
-
- New Keys:
-
- Alternate Weapon Mode: (impulse 20)
-
- Bind a key to impulse 20 (bind x "impulse 20") to fire a weapon's alternate
- mode. All weapons except the axe, shotgun, and lightning gun have a
- alternate fire mode. Generally these weapons use more ammo and have
- a longer fire delay than your regular weapons. So if you bind impulse 20
- to shift, you'd select the supershotgun and use it as normal, but press
- shift to fire it as a sniper rifle.
-
- Multiskin 1.1: (impulse 200/201 cycles forward/backward)
- Auth: Dennis Noordsij
- slight mods by DaScott. (corrected the names)
-
- Multiskin allows you to choose from one of 19 player "skins" for your
- player. Any players with the optional multiskin player.mdl will see your
- new texture. You will be informed of your currently selected skin whenever
- you respawn.
-
- For the multiskin player.mdl:
- go to: http://web.inter.NL.net/users/L.J.Noordsij/qc.htm
- or try ftp.cdrom.com
-
- Drop Backpack: (impulse 21)
- Auth: Vhold
-
- This will toss a backpack with some of your ammo in it. Useful in teamplay,
- stashing away ammo, or for making traps..
-
- Show Server Status (impulse 35)
- Auth: DaScott
-
- While you probably don't need to bind a key for this, it's useful for
- finding out what options the server is using. (beats finding out whether
- or not noexit is set the hard way..)
-
- Observer Mode: (210)
- modified from JAFO.zip by DaScott (conflicts with fiend badly)
-
- Turns you into a observer. As an observer, you are invincibile, invisible
- to monsters or homing weapons, no clip, and flying. Observer mode lasts
- as long as you are connected or until the map changes. Becoming an observer
- forfeits your frags and you cannot interact with your environment in any
- way. Observers in the game appear as zombie heads. Remember to move up/down
- in fly mode you use the swim up/down keys. If a server is often full,
- then don't abuse observer mode if you don't plan on playing on it.
- Very useful for taking pictures and such for webpages and has a ton
- of potential for lots of cool things.. ;>
-
- * New Weapons:
-
- * Sniper Rifle: (supershotgun)
- Auth: DaScott
-
- The sniper rifle delivers a blast nearly twice as powerful as the double
- barrled shotgun as a single bullet. (technically termed a slug) With
- this addition the super shotgun is now balanced at both mid and far range.
- However, the sniper rifle takes a long time to reload and costs more shells,
- and requires very accurate aiming.
-
- * Flare Gun: (nailgun)
- (modified from Steve Bond's flares. Well, I made one, then screwed up
- and backed up the wrong file, so I just used his and added foobar's
- sticky code (but from terror.zip, by someone else..) confused? Heh)
-
- The flare gun will fire a fast moving flare that brightens for a short while
- before dimming and eventually going out. If the flare impacts a player or
- monster, it sticks into their flesh and lights them up for all to see,
- making a fine target for jokes and bullets.
-
- * Fireball: (super nailgun)
- Auth: DaScott
- (thanks to Steve Bond's bombs6 patch for reminding me how I accidently got
- touch damage to call itself over and over)
-
- The fireball is a fast moving missile that will explode if it contacts
- a solid surface. If a fireball makes contact with a player or monster,
- it sets them aflame for several seconds, usually burning them to death unless
- they can find a body of water to extingiush the flames. The fireball
- will not fire underwater, and it's radius damage is weak compared to rockets.
- (note: uh, not really sure if going in water saves you yet)
-
- * Gib Mine: (grenade launcher)
- Auth: DaScott
- (prox mine code from Vhold)
-
- Firing this weapon will toss a chunk of gib that will bounce off of any
- player or wall. This is a perfectly camoflaged mine that arms itself the
- instant it touches the ground. Once armed, if any enemy is detected
- in it's radius it will explode with 1.5 times the power of a normal grenade
- and scatter fragments in every direction on a flat plane.
- The mine will explode on it's own after two minutes. This weapon has no
- disadvantage other than it's cost: 5 rockets.
-
- * Homing Rockets: (rocket launcher)
- Auth: Vhold
-
- This is the standard homing missile, with no modifications. It's slow
- and you get a warning when the missile has lock. Easily avoided by a
- veteran, but the weapon of choice for eliminating campers or anyone
- who's getting too comfortable in one area of the map..
-
- * Power Axe:
- Auth: DaScott (and damn near everyone else)
-
- This weapon is automatic.. if you have cells and you touch a enemy,
- for the cost of a single cell you get double the punch. However, if you
- strike an enemy underwater and have a large number of cells, you have a
- very good chance of killing him with a single blow... Still to be
- considered the weapon of last resort.
-
- Misc Important Stuff:
-
- * Deathmatch 3:
- Auth: DaScott
- (no, this ain't Avatar's patch. I didn't even know about it ;p)
-
- Weapons stay put and can only be picked up once as with old deathmatch
- (or deathmatch 2), but all other items, health, ammo, etc respawn as normal.
- This is the best choice without a doubt, and should be the only mode
- this patch is played in. The idea is, everyone gets to have all the cool
- neato weapons, but only the good players have the ammo to use them more
- than a couple times..
-
- * Fiend Pentagram:
- Auth: John & Josh Spickes
- (definately not just a cut and paste job here ;/)
-
- Grab the pentagram of protection, turn into a fiend. New: Fiends take only
- 25% of the damage that a human would, allowing them to survive considerable
- punishment. Attack button will claw and scratch, but jumping gore's an enemy
- and is the preferred fiendish attack. Avoid water that you can't walk out of.
- (fiend fans: the invincibility is back to respawning every 5 minutes, not
- 30 seconds, sorry but no thanks)
-
- * Teamplay -1:
- Auth: Been done too many times to tell
-
- Setting Teamplay to -1 will prevent you from gettting a frag for killing
- your teammate. This is highly preferred over the cheesy wimpy no friendly
- fire crap. Down with teamplay 1. Boo hiss.
-
- * Other Stuff Not Worthy of It's Own Paragraph:
-
- All noramal grenade explosions lack the pixel effect and spray fragments.
-
- When a player leaves a deathmatch, the exit message is generated based
- on his ranking. (Psycho Prisoner's xitmsg)
-
- Shotgun damage slightly increased for the sake of balance.
-
-
- * Coming Attractions:
-
- More team play modes, including forced teamplay.
- Different weapons (some of these are just placeholders)
- Anything I come up with
- Anything anybody else comes up with ;>
-
- Ramblings for QuakeC Eggheads:
-
- For das_dm11:
-
- I probably won't be keeping the homing missile. Kinda bland, and
- it's the only weapon I didn't make. I want to do something with the homing
- code itself though. I love the fireballs, but I'd like to
- have them ricochet off of walls twice before they "die" I'll have to see
- how the prox mines go, I want input there, since there are so many things
- I can do with them. (original version was the "spit out a ton of grenades"
- variety and it didn't make it past my first playtest) Despite the pleading
- I didn't put the grapple hook in. Way too unbalancing. Limit range?
- Don't think I want a single "super kill all" weapon. Anyway.. dig all
- the cool features, not just the weapons, and hey: make them STANDARD. All
- patches that are meant for DM should have backpacks, dm3, and teamplay -1
- for example. And if you are running a big dedicated server, you'd definately
- want to have things like the Server Status command and Observer, right? And
- give those fiends a break, they need that damage * 0.25 bit to make them last.
- In other words, keep this editing stuff in a constant state of improvement
- and progress. Reuse and refine others code to fit your own ideas, it will
- save time coding and testing. That's like a basic principle of programming
- or something ;> By the way.. nothing in the .qc files is documented in any
- way. Have fun. Combining the fiend pent and the observer required lots
- of shredding to the observer code, otherwise this whole thing went
- really smooth..
-
- * What I want of Christmas:
-
- Some servers and demo's with this patch and of course..
-
- All monster DM. Yes, you respawn, you are a random monster. All the way
- from a fish to a shambler. Everything but the bosses. If I get hit on the
- head one day and figure out the key to doing this with minimum mess and
- trouble I'll go without food and water to make this baby. DO IT DO IT DO IT!
- Just remember that you won't have to spawn weapons or ammo, use the attack
- button for ranged and jump for melee. And use the monster's health and set
- max health to that. And have a teamplay mode where alike monsters are
- allied. Make player movement match the monster. Only the human sized
- monsters can get armor. etc, etc ;> This could rule. Of course it will
- be awefully unbalanced and unfair at times but who cares you are a MONSTER.
- This is meant for fun value only.. thus.. unlimited ammo. Of course,
- I'm tempted to add a random chance as spawning as a fiend to das_dm11,
- but I'd rather see the total package ;>
-
-
- "I type 107 wpm last I checked. So sometimes I can be kinda longwinded"
- -DaScott, on his rambling
-