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- DROP DEAD v1c
- ADVANCED DEATHMATCH VARIATIONS FOR QUAKE v1.01
- By Walter Lord
- With Inspirations by Many
-
-
- PRELUDE:
-
- This is the third release of a set of alternative Quake source devised to
- make deathmatch and teamplay more enjoyable. It will be updated with new
- features and will be recoded as dictated by each new version of Quake.
- Future versions of this set of Quake source will have the following naming
- convention:
-
- DROPDEADqqqVvv.ZIP
-
- Where DD is the Drop Dead abbreviaion, qqq is the version of Quake for which
- it is coded, and vv is the version of the source. The first release could
- have been aptly named DROPDEAD101V1A.ZIP, but I choose DROPDEAD.ZIP to better
- attract attention.
-
- A registered version of Quake is required along with the Quake C compiler.
- To use Drop Dead features, you must create the following directory structure:
-
- /QUAKE - The root Quake directory.
- /QUAKE/DD - The base directory for Drop Dead files.
- /QUAKE/DD/PROGS - The location of the all Quake and Drop Dead source.
-
- Copy all the original Quake source modules into the /QUAKE/DD/PROGS
- directory and then overlay them with the Drop Dead modules. Be sure to
- include the Drop Dead PLAYER.MDL file in this directory. Now compile the
- Quake source by typing QCCDOS or QCC (depending on whose Quake compiler you
- are using). Drop Dead should now be ready to go. Simply add "-game dd"
- to the command line when you run Quake (i.e. QUAKE -game dd). When running
- an internet server, I request that the server name include Drop Dead or DD
- to aid players in identifying use of this program.
-
- To report any bugs, make comments, or provide suggestions, please Email me
- at Lord@Brodart.com.
-
-
- REVISION HISTORY:
-
- The games of tag are now turned on by setting teamplay to -1 or -2 instead
- of 5 or 6. This allows easier configuration of more than four teams.
-
- The suspended corpse problem was readdressed and corrected. It seems that
- the builtin function droptofloor() does not properly discern between a body
- and the ground so when it lands in always returns true.
-
- Sound effects were added for the bouncing gibbed head.
-
- Crucified zombies are no longer mere wall decorations. See below.
-
-
- HISTORY:
-
- As much as I love Quake, I was a little disappointed by its Deathmatch /
- Teamplay capabilities. Sure, you no longer get the lockups that were
- prevalent in Doom, but I missed the monsters in Deathmatch and found
- Teamplay allowed way too much cheating. I'm sick of some Joe belonging to
- the RED team temporarilly changing colors so he slip in amongst the ranks
- of the BLUE and then change back to RED and massacre the lot. Sure the
- carnage is neat, but the gameplay sucks!
-
- Then I recently came across some source written by Dennis Noordsij that
- offered skin textures for teamplay. It still linked each team to a color
- but definitely made it easier to tell friend from foe. Included amongst
- the textures are Duke 3d, Terminator, Stormtrooper, and about a dozen or so
- others. With keys linked to impulses, a player could select which texture
- he or she desired. Better yet, a player, without the source installed at
- his/her end, could still play but would only see the default Quake Guy.
-
- I took off with this concept and have added the features listed below.
-
-
- PREDEFINED LOCKED TEAMS:
-
- The server can now be easily configured for multi-team play. Up to four
- teams can be defined with each team having its own skin texture and its own
- color. The default teams include RED (Default Quake Skin), YELLOW (Duke 3d),
- WHITE (Stormtrooper), and GREEN (Toad Skin). By adding a line which reads
- teamplay followed by a 2, 3, or 4 to the CONFIG.CFG file, the server will
- track two to four teams. This line can also be typed in Quake's console
- which is displayed during gameplay by pressing the '~' key. Better yet,
- players CANNOT switch teams! When a new player enters the server, he is
- automatically assigned to the most needy team - the team with the fewest
- players. In case of ties, he is assigned to the team defined first. Using
- this logic, players on a local network can still choose sides.
-
- The default teams can be reconfigured by editing the WEAPONS.QC source -
- look for the section near the top dealing with teams. I pretty much leave
- editing the source up to experienced programmers adding that the
- actual_teamX variables, the DisplayTeam function, and the ConfigTeam
- function need only be changed. Note that the actual_teamX variables pertain
- to the team color plus one. Also note that there are 19 skins numbered 0
- through 18 and listed in the DisplaySkin function. I would prefer to have
- placed all the teams options in variables, but the current version of the
- Quake compiler is not happy with string constants. : (
-
-
- TEAMMATES NO, SELF YES!
-
- Teamplay has also been slightly altered. Teammates still cannot be hurt by
- other team players. However, a player can now injure himself - so beware of
- genade and rocket blasts!
-
-
- GAME OF TAG:
-
- If teamplay is set to -1, Quake takes on a variation of tag. One player
- is IT and the other players must "tag" him. The player who frags the IT
- player gains three frags and becomes IT. If the IT player can survive, he
- will earn a bonus frag for each minute he remains alive. The IT player
- takes on the features (color and skin) of team two while the other players
- take on the the features of team one. By default, the IT player has a
- Duke 3d skin - thus everyone is out to get Duke! : ) However, note that
- team damage rules are turned off - any player can hurt any other player.
-
- For a different variation of tag, set teamplay to -2. This variation allows
- an IT player to tag another player IT by touch. Now the IT player can sneak
- up on another player, tag him IT, and gib him to earn three frags. Instead
- of fleeing, as in the first tag variation, the IT player tends to actively
- pursue. Note that, after becoming IT, a player cannot tag another for two
- seconds.
-
-
- DEATHMATCH MONSTERS!
-
- Yes, one thing missing from a Quake deathmatch is monsters. Now the
- deathmatch variable can be set to 3 to indicate play with monsters. It can
- be added to the CONFIG.CFG file or entered at the console. Note that when
- a Quake server is configured from the menu, the deathmatch variable is
- ALWAYS reset to 1, so you must then manually rekey it to 3 at the console.
- You may also want to key "restart" to respawn the level and add monsters.
-
-
- SOLID, GIBBABLE CORPSES:
-
- Now anyone or anything that dies (but is not gibbed) can be blasted into
- pieces! This makes for some nice bonus carnage and some interesting piles
- of bodies. The corpses are also solid and serve as speed bumps and
- sometimes blockades. I do not claim to have originally penned this
- concept - merely refined it by including player corpses as gibbable and
- allowing jumps while standing on corpses. I also fixed a problem with
- corpses becoming suspended in mid-air when corpses beneath it are gibbed.
-
-
- NO MORE SKIN CHANGES:
-
- Sorry, Dennis. Skin changes can no longer be made on the fly. With the
- team concept in mind, this feature became unwanted. As mentioned
- previously, a player is automatically assigned a skin based on his team.
-
-
- BEWARE CRUCIFIED ZOMBIES!
-
- Now crucified zombies are much more than mere wall hangings. Get too close
- and they'll getcha! Try launching a rocket into one. Oooow! Fireworks!
- Yes, they're gibbable wall art. But this art fights back, so be careful.
-
-
- KNOWN "BUGS":
-
- Currently, the only known bug is the occasional stuck fire button. This
- appears to take place when DD is doing a player color change, such as when
- assigning teams or when an IT player is tagging another player, and a
- weapon is being fired the exact same time. As soon as the fire button is
- pressed again, the stuck condition is relieved. I've spent a good deal of
- time trying to remedy this condition, and I've concluded that it is an
- internal problem in Quake and NOT my code. It appears that when a color
- change takes place Quake momentarily stops monitoring the fire button and
- sometimes loses the button state. It does not happen often, so the game
- play is rarely interrupted, but if anyone has a solution for this problem,
- I would like to hear from you. Please Email me at lord@brodart.com.
-
-
- A FINAL NOTE:
-
- To use this DD source, the server should be version 1.01 Quake. Future
- versions may work with this source, but then again... The Quake compiler
- should be intended for the version of Quake being used. I do not know the
- memory requirements caused by addition of several player skins, but I
- venture to guess that 10 MBs may be in order. If people report memory
- problems, I may simply reduce the number of available skins or may make a
- generic MDL and and extended MDL (a superset of the generic).
-
- Other than altering teams, I do not recommend changing the layout of the
- team code. Quake is rather particular about when certain functions and
- code can and can't be performed - especially during the think processes
- and level changes. I've taken alot of care and time in laying out this
- code. If you see any necessary improvements, have any useful suggestions,
- or find any bugs, please contact me (Walt) at lord@brodart.com.