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  /idgames/quake2/dlls/misc/runes2.txt

Runes2
------

Well, "Keys" actually, since Runes really have no place in Quake2.
I'm just capitalizing on the Runes name and concept ;-)

A Deathmatch Modification for Quake2.


Author
------
Rich "j0mama" Shetina
rshetina@wwa.com


Description
-----------
Runes2 is a Quake2 server modification or Multiplayer Deathmatch.
No additional files are needed on the Quake2 client...yet.

Runes2 adds special "Keys" to each deathmatch level, giving the 
holder of a Key special "powers".

Yes, these are carry overs from CTF and Runes 1.55,
but with some minor changes which are detailed below.

The Keys
--------

Regeneration Key - 	The holder of this key obtains the unique
			power of regeneration. Both his health and
			armor will regenerate 2 points per second.

Haste Key - 		The player who possesses this key will fire his
			weapons at twice their normal speed.
			(Except for Machine Gun, Chaingun, and Hyperblaster)

Double Damage Key - 	Pretty obvious right?  Your weapons do twice their
			normal damage.  Combine this with a Quad and you get
			8 times the normal damage!

Half Damage Key - 	The lucky owner of this key, will only take half the
			usual damage from their opponents.

Super Key - 		The Mother of All Keys!  You get the power of ALL
			the other keys.  But don't get too cocky...it only
			lasts for 30 seconds, the other players will
			definitely see and *hear* you coming :-)


Features/Functionality
----------------------

Timed Keys -		Keys can be "permanent" OR timed from 1 to 5 minutes.

Droppable Keys-		Keys can be made droppable or not droppable.
			If a player drops a key, he can't have it again until
			either it respawns

Key Display-		With Timed Keys set, and always with the Super Key,
			the Heads Up Display will show the current Key and
			the time remaining.

			Also, the Keys show up in your inventory.

Super Key-		When a player gets the Super Key, he gets the red shell
			effect.  His footsteps also change, so you can *REALLY*
			hear him coming :-)


Key Respawn-		If a key is dropped and not touched for 60 seconds, it
			will respawn

Accumulating Health-	Little health powerups (adrenaline and 2-point health
			items) add to the maximum health you can have.  So,
			regeneration keys will always try to regen you to max
			health, not just to 100.



Installation/Variables
----------------------
This mod is for servers only.  Clients do not need to install this.
Create a directory under your \QUAKE2 directory called RUNES2.
Extract/copy the gamex86.dll file into that directory.

Start your Quake server with the +set game runes2 switch.  You can also 
optionally set the following variables:

	r2_timer	- Values range from 0 - 5 (default is 0)
			
				0 - "Regular" keys are permanent/not timed
				1 - Time limit for "regular" keys is 60 seconds
				2 - Time limit for "regular" keys is 120 seconds
				3 - Time limit for "regular" keys is 180 seconds
				4 - Time limit for "regular" keys is 240 seconds
				5 - Time limit for "regular" keys is 300 seconds

			*NOTE: This does not affect the Super Key which always
			       expires after 30 seconds.

	r2_droppable	- Values range from 0 - 1 (default is 0)

				0 - Keys can not be dropped
				1 - Keys can be dropped.

Example:  To start a dedicated server with droppable keys and a key timelimit
	  of 2 minutes.

"Quake2 +set dedicated 1 +set game runes2 +set r2_droppable 1 +set r2_timer 2"


Known Bugs/Issues
-----------------

- The keys spawn right on top of the player DM starts.  So, if new player joins
  the game, and spawns on top of a key, he doesn't see the welcome message.

- Keys may spawn on top of each other.  When you go to pick one up, it's
  uncertain which one you will get.

- The HUD display only displays 2 digits, so if r2_timer is set for 120 seconds
  or higher, the display will show the 2 leftmost digits.

- Changing the r2_timer value during a game doesn't effect currently "held" keys
  Once they are dropped or expired, the change takes effect. 

- The server must be restarted for r2_droppable changes to take effect.

- If you get an armor shard, and either have or pickup the regen key or super
  key, your armor can increase up to 50, not just the value for the accumulated
  shards.  This is because when you get an armor shard, Quake2 gives you the
  Jacket Armor which has a max armor count of 50.  Regen always tries to take
  you to your maximum.  Kind of a bonus thing :-)

- Because of the way the fire rate was doubled, some weapon animations might
  not look right.  Specifically, the Single Shotgun appears as if it's firing
  at the recock point, although it's not.  Also, the reload animations will
  run during idle states...kinda cool for all weapons except the Shotgun and
  Rocket Launcher which look kinda funny.  It's probably barely noticeable
  though.


Future Enhancements
-------------------
Before I add much more, I'l probably wait until the Quake2 point release.

- Special Weapon Keys: 	If you have ideas, let me know.
			Homing Rockets? FlameThrower?

- Death messages:  Probably wait until the point release to see if id adds em.

- Grappling Hook:  Gotta have it, but not until after point release and Zoid's
		   CTF.  (Why reinvent the wheel?)

- Random Spawn Points: Maybe have the Keys spawn in random locations, not right
                       near/on DM starts.  This could be a variable.

- Weapon animation tweaks

- Streamline code

- Custom Key models: Any volunteers?

- Source Code Release:  Once the bugs are fixed and most of the features are in.
			In the meantime, if you want to know how I did
			something, just email me.


Comments/Suggestions
--------------------
Please send any comments or sugestions via email to rshetina@wwa.com


Revision History
----------------

December 23:	First Release - Version 1.0

Distribution
------------
This module may be freely distributed, so long as this file is included.
The latest version of Runes2 can always be found at 

	http:\\www.wwa.com\~rshetina\runes2

Credits
-------
id Software (duh)
David 'Zoid' Kirsch (duh)
Tarrant (Runes 1.55)






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