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_MANUAL
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-------------------------------------------------------------------------
###### Overview:
----------------
ServerModules is a set of modularized QuakeC modifications.
The range of applicability is restricted to deathmatch games.
The modifications require an installation on the server only.
They are based on QuakeC version 1.06 and may be used by
1.01, 1.05a and 1.06 deathmatch servers.
-------------------------------------------------------------------------
###### Modules:
---------------
Module Burn:
Allows players to burn.
Players may start to burn if being bombarded by certain weapons,
including drones (see module Drone), the weldgun (see module
WeldGun) and shrapnel missiles (see module Shrapnel).
Three flavours of burning exist. The first causes little damage,
the third hurts significantly. A player burning mildly may
start to burn worse if hit again by incendiary ammunition.
Fire is extinguished automatically after a certain period of time
or if the burning player jumps into sufficiently deep water.
A burning player may infect other players in the vicinity.
Module Drone:
Provides homing missiles to be shot by the grenade launcher.
Drones search for targets once every second, preferring those
which are most easily reached.
To find potential targets hidden behind corners launched drones
first fly on a straight trajectory for about one second, then
start to adjust their velocity as required to reach the target.
A Drone will target its owner if better target can not be found.
Flying drones can be shot down, most easily with the shotgun
or by nearby explosions.
A player can only have four drones in air simultaneously.
Launching a fifth one causes the self destruction of an older
drone.
Golden keys of targeted players are lit to indicate that they
are hunted.
To fire drones the player has to select the grenade launcher
twice. The player's silver key is lit if the grenade launcher
fires drones.
This is not an 'allround' weapon. It is a very specialized
weapon which sometimes provides the only way to attack an enemy
which can not be attacked directly.
Module ExitRules:
Disallows to exit a level too early.
Players can only exit a level
- if at least one player has reached a minimum number of frags
(which is 40 by default).
- and if a certain time has passed on the current level (which
is 1 minute by default).
These ExitRules may be disabled by voting (see Module Vote).
The ExitRules valid for the current level are displayed when
the player enters the level.
Levels like 'dm1'-'dm6','start' and 'end' don't impose ExitRules.
Module KickSuicider:
Players suiciding twice within two minutes are kicked out of the
game.
Module Lightning:
This module reduces the damage done when discharging the lighning gun
under water. Furthermore it improves the sound of the lightning gun
and causes a lighning gun discharge to happen only if the gun is
really under water.
Module Init:
Allows client side initialization when connecting to the server
by causing the client to execute a sequence of 'init' commands.
Example:
A player puts the following lines into his autexec.cfg:
alias init init01
alias init01 "init-nextcall; alias init init02; echo successful;"
alias init02 "init-nextskin; alias init init03; " // skin 2
alias init03 "init-nextskin; alias init init04; " // skin 3
alias init04 "init-nextskin; alias init init05; " // skin 4
alias init05 "init-nextskin; alias init init06; " // skin 5
alias init06 "init-nextcall; alias init init07; color 3; "
alias init07 " alias init init01; "
These lines cause that a short time after the player connected
to the server
- he is assigned the skin number 5.
- his color changes to 3.
How it works:
The server first tells the client to execute the command 'init'.
The client executes 'init' which includes either 'init-nextskin'
or 'init-nextcall', both of which tell the server to again let
the client execute the command 'init'. This continues until in
the example above the empty assignment 'init07' terminates the
sequence. Apart from triggering the next step 'init-nextskin'
also increases the skin number by one.
Module LevelSelect:
Allows to specify which levels are offered on the server and in which
order they are to be played.
By default this module is used to modify the original level order
such that instead of the end level the level sequence dm2-...-dm6-end
is played when selecting the end map on the start level (the players
must exit the levels dm1-dm6 and end by voting (see Module Vote)).
Module Messages:
Allows to selectively enable or disable messages about picking up ammo,
armor, backpacks, keys, health, powerups and weapons.
By default these messages are suppressed.
Module Motd:
When connecting to the server a message-of-the-day may be
center-printed to the player's screen.
A moment later, information about local server settings and
extensions is dumped to the player's console.
Module Observer:
As observer you just watch what's happening, without interacting
with other players or with the environment.
This especially means that other players will not notice you when you
are an observer.
As observer you can
- fly around.
- switch to another observation point by pressing 'fire'.
- join the game as regular player by pressing 'jump'.
You can turn into an observer by pressing 'fire' when you
are dead.
When you connect to the server you automatically start as observer.
The command 'help-observer' provides help on the observer mode.
Module Protect:
Protects respawning players.
The protection ends automatically after a certain amount of time
or if the player shoots or picks up a weapon, armor or a powerup.
Module Random:
Randomizes positions of items.
The randomizer knows four groups of items:
AMMO: shells, nails, rockets, cells and health boxes
WEAPON: all weapons
POWERUP: armors, quad damage, invisibility, invincibility,
and superhealth
The randomizer mixes only items within the same group.
Randomization doesn't affect the biosuit.
Module Rank:
The command 'rank' displays a sorted ranking table with entries
in the format
X TOTAL = KILLS DEATHS ACCIDENTS = PLAYER
where
X = letter 'D' if the player is dead, letter 'O' if
the player is an observer
PLAYER = the name of the player
TOTAL = his total score
KILLS = how many he killed
DEATHS = how often he got killed by other players
ACCIDENTS = number of self-caused, deathly accidents
A Suicide counts as double-accident.
The default formula for calculating TOTAL is
TOTAL = 3*KILLS - DEATHS - 3*ACCIDENTS
The command 'help-rank' provides help on the format of the ranking
table and should explain the (local) formula used to calculate the
total score as well.
Module ServerConsole:
Does nothing except except of printing some messages to the server
console when a player suicides, is killed, enters the game or is
telefragged by another player.
Module ServerHelp:
Provides the command 'server-help', used to display some help on
server settings and extensions in the player console.
Module Shrapnel:
Provides splintering missiles to be shot by the rocket launcher.
Once a splintering missile hits a massive object it defragments
into a few splinters. The high-speed, burning fragments move
on straight trajectories but are reflected by every massive object,
causing an explosion on the object's surface. Players hit by the
missile or by its fragments may start to burn (see module Burn).
To fire shrapnel missiles the player has to select the rocket
launcher twice. The player's silver key is lit if the rocket
launcher operates in 'sharapnel missile' mode.
This is not an 'allround' weapon; its main intent is to clean
rooms or other areas from a safe distance.
Module Skin:
This is a slightly improved version of Dennis Noordsij's
(lnoordsi@inter.NL.net) Multiskin, which allows players to use
different skins (see also section Acknowledgements below).
The improvements have the effect that
- corpses show the correct skin.
- skins are preserved across level changings (so that players
have to choose their skin only once).
- the commands 'skin-next' and 'skin-prev' may be used to change
the skin.
- the command 'help-skin' provides some help about available
commands.
- names for Multiskin-1.1 skins and for Top20Skins-1.0 skins are
shown when the player chooses a skin.
Players certainly still have to use proper player and player-head
model files containing the actual skins to be displayed.
ServerModules supports
- the MultiSkin 1.1 PLAYER.MDL file which may be found on
Dennis Noordsij's QuakeC page:
http://web.inter.NL.net/users/L.J.Noordsij/qc.htm
- the Top20Skins PLAYER.MDL and H_PLAYER.MDL file included in the
skin collection
ftp://ftp.cdrom.com/pub/quake/graphics/mdl/top20skins-1.0.zip
When using this set of skins gibbed heads will show the correct
skin also.
Module Vote:
Allows players to vote.
Players may use the console commands
vote-exit: to vote for exiting a level immediately.
vote-exitrules: to vote for disabling the rules imposed by
the module ExitRules.
Votes are counted every few seconds.
Voting for exiting allows to leave levels which don't provide an
exit.
Voting via 'vote-exit' and 'vote-exitrules' may both be used to
override the ExitRules for the current level.
The console command 'help-vote' provides some help on available
voting options, the command 'votes' displays current voting
statistics.
Module WeldGun:
Provides a weapon which spits burning blobs of a magnesium-steel
mixture in rapid succession.
The blobs cause small explosions on the surface of whatever they
hit.
Players hit by burning blobs may start to burn (see module Burn).
This weapon overrides the nailgun. Selecting the nailgun twice
causes it to shoot ordinary spikes instead.
The player's silver key is lit if the weldgun is active.
-------------------------------------------------------------------------
###### Bugs/Unwanted Features:
------------------------------
# Drones which just bounced or which stay close to walls can not be
shot down by other projectiles (like those fired by the shotgun or
nailgun). This is a Quake restriction and can not be changed.
Such drones are, however, still sensitive to explosions.
# Occasionally drones leave/enter the level through walls. Again, this
is due to Quake limitations.
# Observers occasionally get stuck or start in a position from which they
can't move away. If this happens just press 'fire' to jump to another
place or use the command 'observer-noclip' to free yourself.
Observers may also get stuck when passing teleporters with buggy
target spots. The only examples I know so far are
- level e1m1: the teleporter leading to the pentagramm of protection.
- level end: the teleporter leading to a spot from which the player
falls down into the water.
Again, just press 'fire' to jump to another place or use the command
'observer-teleport'.
-------------------------------------------------------------------------
###### How to install:
------------------------
This section assumes that you are a server administrator.
### Testing:
------------
For testing purposes you may first want to try the precompiled PROGS.DAT.
Assuming that QUAKE.EXE resides in C:\GAMES\QUAKE you should
- create the directory C:\GAMES\QUAKE\SERVMODS
- copy the file PROGS.DAT included in the 'Server Modules' archive
to C:\GAMES\QUAKE\SERVMODS
- start a listen server by
QUAKE -GAME SERVMODS -LISTEN 2
### Customization:
------------------
Customizing requires that you know how to use the program PATCH.
See the file '_patch.txt' included in the 'Server Modules' archive
for details on how to obtain a free copy of this program and on how
to use it. Jeff Epler (jepler@inetnebr.com) wrote '_patch.txt' and
ftp://ftp.cdrom.com/pub/quake/quakec/howpatch.txt
should be the most recent version of this short introduction.
This version of ServerModules is based on Quake 1.06. Make sure you have
this version of the QuakeC sources available.
Assuming that the directory C:\GAMES\QUAKE\SERVMODS contains a fresh copy
of unmodified QuakeC sources (version 1.06) together with the program
QCCDOS you may proceed in the following way:
# Unzip the 'Server Modules' archive in C:\GAMES\QUAKE\SERVMODS.
# Patch the sources by typing the command
PATCH < _SRVMODS.PAT
# Disable/Enable the usage of a specific module by editing the
USE_MODULE_* constants in file _MODULES.QH .
By default you'll find there
float USE_MODULE_BURN = 1;
float USE_MODULE_DRONE = 1;
float USE_MODULE_EXITRULES = 1;
float USE_MODULE_INIT = 0;
float USE_MODULE_KICKSUICIDER = 1;
float USE_MODULE_LEVELSELECT = 1;
float USE_MODULE_LIGHTNING = 1;
float USE_MODULE_MESSAGES = 1;
float USE_MODULE_MOTD = 1;
float USE_MODULE_OBSERVER = 1;
float USE_MODULE_PROTECT = 1;
float USE_MODULE_RANK = 1;
float USE_MODULE_RANDOM = 1;
float USE_MODULE_SERVERHELP = 1;
float USE_MODULE_SKIN = 1;
float USE_MODULE_SERVERCONSOLE = 1;
float USE_MODULE_SHRAPNEL = 1;
float USE_MODULE_VOTE = 1;
float USE_SUBMODULE_VOTE_EXIT = 1;
float USE_SUBMODULE_VOTE_EXITRULES = 1;
float USE_MODULE_WELDGUN = 1;
which means that except of module 'Init' all modules are enabled.
The USE_SUBMODULE_VOTE_* constants above enable/disable submodules
of the the module 'Vote'. Setting 'USE_SUBMODULE_VOTE_EXIT=0' disables
voting for exiting but voting for overriding ExitRules will
still be allowed.
# To change the message-of-the-day displayed when a player connects to
the server you should edit the file _MOTD.QC and change the variable
'motd_motd' in the function 'MotdInit'.
# To change the help about server settings (which is displayed when
connecting to a server or when typing 'help-server') just edit
the function 'ServerHelpShowServerSettings' in the file _SERVHLP.QC.
# If you want to inform players about more special properties of your
server have a look at the function 'ModulesShowInfo' in the file
_MODULES.QC. You can freely add your own messages there.
# The module 'Messages' by default takes care that a player receives no
messages when picking up ammunition, armor, etc.
If you want to allow for some or all of these messages you should edit
the file _MESSAGE.QH and change the value of the flag 'messages_flag'.
# Changing the formula used by the module 'Rank' for calculating the total
score requires you to edit the function 'RankCountEvent' in the file
_RANK.QC in an obvious way.
# The Module 'LevelSelect' allows to specify which maps are offered on
the server and in which order they are played.
To achieve this the function 'LevelSelectSelectLevel' in the file
_LEVSEL.QC is used. The file also contains a commented example
which tells you how to set up you own conditions (for instance how
to exclude certain not-so-good maps).
By default this module is set up so that everything works like in
the original version of Quake, except that when a player selects
the 'end' level the map sequence 'dm1'-...-'dm6'-'end' is played
instead.
# Updating the module 'Skin' may become desirable if new skins become
available in the file PLAYER.MDL which is distributed as part of the
MultiSkin package. The changes you will have to make are trivial,
just consult the file _SKIN.QC.
# Finally compile the sources by typing the command QCCDOS.
Assuming that compilation succeeded without errors you should now
copy ..\PROGS.DAT into the directory C:\GAMES\QUAKE\SERVMODS.
Change directory to C:\GAMES\QUAKE\ and check your changes by typing
QUAKE -GAME SERVMODS -LISTEN 2
If you're sure that everything works as expected start your
dedicated server as usual for instance by
QUAKE -NOSOUND -NOIPX -NOJOY -DEDICATED 8 +MAP E1M2
or according to your wishes.
-------------------------------------------------------------------------
###### Resources Used:
----------------------
The following impulses are used:
impulse 200 for command 'skin-next'
impulse 201 for command 'skin-prev'
impulse 202 for command 'help-skin'
impulse 203 for command 'rank'
impulse 204 for command 'help-rank'
impulse 205 for command 'help-observer'
impulse 206 for command 'observer-noclip'
impulse 207 for command 'help-server'
impulse 208 for command 'init-nextcall'
impulse 209 for command 'init-nextskin'
impulse 210 for command 'help-exitrules'
impulse 211 for command 'help-vote'
impulse 212 for command 'votes'
impulse 213 for command 'vote-exit'
impulse 214 for command 'vote-exitrules'
impulse 215 for command 'help-drone'
impulse 216 for command 'help-shrapnel'
impulse 217 for command 'help-weld'
impulse 218 for command 'help-modules'
-------------------------------------------------------------------------
###### Files:
-------------
_modules.qh
_modules.qc Deals with internal structure of ServerModules.
_omit.qc Contains dummy spawn functions for excluded monsters.
_plystat.qh
_plystat.qc Deals with internal structure of ServerModules.
_burn.qh Module Burn (Header)
_burn.qc Module Burn (Code)
_drone.qh Module Drone (Header)
_drone.qc Module Drone (Code)
_exitrls.qh Module ExitRules (Header)
_exitrls.qc Module ExitRules (Code)
_init.qh Module Init (Header)
_init.qc Module Init (Code)
_kckscdr.qh Module KickSuicider (Header)
_kckscdr.qc Module KickSuicider (Code)
_levsel.qh Module LevelSelect (Header)
_levsel.qc Module LevelSelect (Code)
_lightng.qh Module Lightning (Header)
_lightng.qc Module Lightning (Code)
_message.qh Module Messages (Header)
_message.qc Module Messages (Code)
_motd.qh Module Motd (Header)
_motd.qc Module Motd (Code)
_protect.qh Module Protect (Header)
_protect.qc Module Protect (Code)
_observe.qc Module Observer (Header)
_observe.qh Module Observer (Code)
_random.qh Module Random (Header)
_random.qc Module Random (Code)
_rank.qh Module Rank (Header)
_rank.qc Module Rank (Code)
_servhlp.qh Module ServerHelp (Header)
_servhlp.qc Module ServerHelp (Code)
_servcon.qh Module ServerConsole (Header)
_servcon.qc Module ServerConsole (Code)
_shrap.qh Module Shrapnel (Header)
_shrap.qc Module Shrapnel (Code)
_skin.qh Module Skin (Header)
_skin.qc Module Skin (Code)
_vote.qh Module Vote (Header)
_vote.qc Module Vote (Code)
_weld.qh Module WeldGun (Header)
_weld.qc Module WeldGun (Code)
_srvmods.pat Patch file containing all changes to be made
to the original QuakeC sources.
_COPYING GNU General Public License
_MANUAL Documentation of ServerModules patches.
_CHANGES History of changes.
_patch.txt Provides information how to patch and where
to get a free copy of the program PATCH.
progs.dat A precompiled version of the modifications
described here.
-------------------------------------------------------------------------
###### Copyright:
-----------------
/*
**
** Copyright (C) 1996 Johannes Plass
**
** This program is free software; you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program; if not, write to the Free Software
** Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
**
** Author: Johannes Plass (plass@dipmza.physik.uni-mainz.de)
**
*/
-------------------------------------------------------------------------
###### Acknowledgements:
------------------------
The module 'Skin' is based on Dennis Noordsij's (lnoordsi@inter.NL.net)
Multiskin QuakeC patch.
Please see Dennis Noordsij's QuakeC page
http://web.inter.NL.net/users/L.J.Noordsij/qc.htm
for further details about MultiSkin.