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RUNES.TXT
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1997-05-09
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The most prominent change in the SuckMods is the batch of new runes (32 at
this writing). There is some intricacy to the organization and management
of all of these runes, so please read this before starting your server.
The runes are divided into sets of four runes each. Most of the rune sets
are based on pantheons which have been prominent at some time in human
history, although several are not. A pantheon, for those of you who don't
know, is just a set of gods, such as the Greek and Roman gods (The Hellenic
Set). A list of the rune sets and the runes which are members of those sets
can be found at http://linux.mit.edu/quake/runes.html, and will not be
duplicated here.
Obviously, it would be hopelessly confusing and would certainly cause
additional lag for all of the runes to be on a level at the same time.
Therefore, three different rune spawning strategies, or rune modes, are
available.
The first rune spawning strategy is very straightforward -- the rune group
strategy. This rune mode requires effort by the server administrator.
Basically, you have to choose how many runes you want on each level, and which
runes these should be. This means that the same runes will spawn every time.
Let's say you've chosen 15 runes. Edit defs.qc, and set the variable
rune_group_size to 15. Then, scroll down until you find the first instance
of the string ITEM_RUNE_. Here you will find the list of runes. Number
the fifteen runes you have chosen 1 through 15, making sure each chosen rune
has a unique number. Then, number all undesirable runes something higher
than 15. Recompile the server (using qcc), and run it. Be sure to set
the TEAM_RUNES_GROUP bit in the teamplay variable (documented in
teamplay.txt).
The rune group strategy is undesirable to some because there is no variety
in which runes appear on each level. To maximize variety, the random rune
spawning strategy is available. This one is rather simple. Make sure that
each rune in defs.qc has a unique number (1 through 52). Then, simply
set the rune_group_size variable to the number of runes you want on each
level. Recompile the server (again using qcc), and run it, making sure that
the TEAM_RUNES_RANDOM bit is set in the teamplay variable (see teamplay.txt).
The final rune spawning strategy is the most complicated. This rune strategy
spawns runes in sets, and therefore it is called the rune set strategy. To
use this strategy, set the TEAM_RUNES_SETS bit in the teamplay variable (see
teamplay.txt). One way of using the rune set strategy is simply to choose
some number of rune sets that you want on each level, and setting the
num_rune_sets variable (in defs.qc) appropriately.