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- ****************************************************************************
-
- Deathmatch Modes
- Quake-C File
- Version 3.00
- By: Andrew Stefanski
- stefansk@evansville.edu
-
- ****************************************************************************
-
- Well, after creating the monster deathmatch patch, I came up with
- another idea for deathmatch, a different mode of scoring. Since it wasn't
- big enough of a change to justify it's own patch, I just decided to take
- my monster deathmatch patch and change it to include any deathmatch modes
- I may add in the future.
-
- -------------
- Monster Deathmatch
- -------------
-
- While deathmatching in Quake is tons of fun, sometimes I really
- missed having the monsters running around harassing the players. While you
- could play coop in Quake, it didn't work like the deathmatch. The weapons
- weren't as available, and you didn't get the frag board. To take care of
- that, I did some playing around in Quake C.
-
- Now you can play deathmatch by the quake rules, and have monsters
- in the middle of the action!!
-
- These wonderful monsters in deathmatch aren't quite as intelligent
- as their single player or coop counterparts. They do not like to be shot,
- and will go after whatever hurt them, even if they are the same type. For
- example, an ogre will now attack another ogre, especially after getting
- hit by the other's grenade.
-
- To install: copy the .qc files into a subdirectory, such as
- \quake\monstdm\progs
-
- Add in the rest of the .qc files from the quakec package, and run
- QCCDOS.EXE.
-
- To start quake, use
- quake -game <directory name>
- for example,
- quake -game monstdm
-
- To use monster deathmatch during play, go to the console and set
- deathmatch to one of the following:
-
- deathmatch 4 - The easiest of the bunch. All the monsters are in their
- starting places, ready to take people out. Once dead,
- however, they stay nice and dead. Getting killed by a
- monster will cause a player to lose a frag.
-
- deathmatch 5 - A bit more of a challenge, probably best for slightly busier
- games. Killing a monster isn't permanent - they will respawn
- in 30 seconds. However, gibbing a monster into nice chunks
- of flesh is a permanent death. It's still kind of hard to
- gib that damn shambler. Monsters will telefrag each other,
- but die nicely if you're standing there. Getting killed by
- a monster will not cost that player a frag.
-
- deathmatch 6 - Deathmatch in hell. Probably not very enjoyable, but included
- for completeness. Monsters respawn. Always. Even after
- being blown into tasty hamburger. This mode on nightmare
- will probably work well if you want to drive your players
- away from the server. Respawning monsters will still die
- if you're standing in their spot. And you won't lose a frag
- if you're killed by a monster.
-
- For an even more monster filled experience, play on nightmare mode,
- by typing at the console "skill 4".
-
- If you have any comments, suggestions, or find something I missed,
- please e-mail me! And if you want to use this as a basis for an even more
- complicated update, please let me know, and at least include my name in
- the package somewhere.
-
- If you're adept at quakec, try combining this with the solid
- monsters patch, so you can kill the dead ones! Some commenting has been
- done with the code, but not all of it. The demon.qc file has the changes
- commented, and they should be the same for all of the monster files.
- Client.qc is also commented, but I don't think I got items.qc yet.
-
-
- -------------
- Other Modes
- -------------
-
- The idea that got me to abandon just the simple monster deathmatch
- patch, and change this to include more deathmatch modes, is just a simple
- idea for scoring frags differently.
-
- I see people complaining that just counting frags doesn't really
- give a good idea of who's the best player. To remedy this, I changed the
- scoring. Because I've already done some with the deathmatch flag in the
- console, I decided to use the teamplay flag for this instead.
-
- Teamplay 1 -- Not modified.
-
- Teamplay 2 -- Instead of the standard scoring, when you get killed by
- someone, not only do they get a frag, but you lose a frag!
- Now running around killing while dying often will not get you
- high on the list. You have to kill more than you get killed!
- Teamplay is NOT on with this command. It was just a convienent
- place to put it.
-
- Teamplay 3 -- Regular teamplay with the modified scoring.
-
- Teamplay 4 -- Mega scoring! The amount of frags you get for a kill depends
- on what you killed. The monsters all have varying worths in
- frags, such as only 1 for a dog, to 10 for the nasty shambler.
- Players also have differing values depending on what the best
- weapon they possess is. Someone with a shotgun is only worth
- a measly 2 frags, while that guy with the rocket launcher is
- worth a full 10 frags. Go forth and kill! There currently
- is no actual team play mode with this scoring yet.
- ** Note: The current score values are still experimental.
- if you feel that any of the values are too high or too low,
- please contact me and tell me what you think I should
- change!
-
-
-
- ----------------------------------------------------------------------------
-
- Update Listing:
-
- 3.00 : Renamed monster deathmatch to deathmatch modes, just to let people
- know that it no longer just adds monsters to deathmatch.
- In monster deathmatch, the monsters will now go after each other
- when shot by another monster, regardless of what type they are - no
- more checking to make sure they aren't the same type before attacking.
- (It's scary to watch two fiends clawing at each other.)
- Added new scoring modes - lose frags for dying, and mega scoring.
-
- 2.00 : Nice, large change.
- I fixed the dumb logic error which prevented monsters from showing up
- in single player games when the patch was used.
- Added respawning monsters for tons of fun, for modes 5 and 6.
- In modes 5 and 6, you don't lose frags for being killed by a monster.
-
- 1.01 : Fixed the grunts. They weren't showing up in deathmatch.
-
- 1.00 : First release! Tons of fun!
-
- ----------------------------------------------------------------------------
-
- Future Tasks:
-
- -- Respawning monsters don't seem to notice players anymore, until they're
- shot at. Need to correct this.
-
- -- Because every time you kill a monster, the killed count goes up, the
- number in the status bar is now meaningless. I'd like to make it so
- that it shows the number of monsters CURRENTLY dead - when one respawns,
- it should remove one from the count. It's not as easy as it sounds, I
- tried doing it already, and it wasn't working.
-
- -- Finding other modes to add to both deathmatch and teamplay.
-
-
- IF IT IS POSSIBLE TO ADD VARIABLES TO BE CHANGED AT THE CONSOLE
- (like allowing "monsters 1"), PLEASE CONTACT ME! IT WOULD MAKE
- THIS PATCH A HELL OF A LOT EASIER TO CREATE AND USE!
-