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/idgames/quakec/compilations/dope_dm.txt |
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Attn. Cdrom.com: I included the progs.dat instead of the .qc files
in the archive; The progs.dat took up less space.
Inept's Dope Deathmatch Patch
3/13/97
by Ernie Thomason
This Quake mod provides an excellent deathmatch game for 2 to 8 players, and
features custom weapons, power-ups, and two games:
1) Capture the Flag - played without teams
2) Feed the Shambler - similar to Capture the Head
This patch is available at: http://heart.engr.csulb.edu/~thomason
(Source code also available)
Please Note: This mod has no monsters or bots... Deathmatch only.
Feature Summary:
9 weapons: axe, sniper gun, meteor gun, freeze gun, assault cannon,
pipebombs, tripwire, rocket launcher and a modified lightning gun.
Power-ups: regeneration, resistance, haste, fly, invisibility,
2nd chance, 7 weapon specialties, speed power-ups, rocket curse,
and occasional low gravity/low friction runes.
Capture the Flag - Solo Style: Pick up a flag, kill someone,
then touch the other flag at a base for the capture. No teams.
Designed for games with relatively few players (2 to 8 players).
Feed the Shambler - A game in which you pick up players' heads
and feed them to the Shamber for bonus frags.
Extras: Grappling hook, missile morph, self destruct, holograph,
and a nice little dog.
Credits:
While most of the code was written by me, some code, models, and
sounds came from other sources. Many thanks to...
Threewave Capture (Dave 'Zoid' Kirsch): Flag model and sounds,
hook model, sounds and code (thanks Mike, also), and some
rune code.
TeamFortress (Robin Walke, John Cook, Ian Caughley): Sniper gun
sound, Sniper target model, and some Sniper and Assault Cannon code.
Killer Quake Pack (Howard Roy): Freeze gun models and sound.
Capture the Head (Charlie Zimmerman): Game idea for Feed the Shambler.
Weapons:
Here's the deal. I got tired of having only one good weapon during
deathmatch - the rocket launcher. The other weapons might have
well not even been there. With this mod, all weapons can be very
effective. I also avoided (almost) having multiple weapons per
weapon model. Only the grenade launcher model has two weapons --
pipebombs and the tripwire.
1 Axe : No good normally, but with the axe weapon-specialty, every
hit is critical.
2 Sniper gun: Very similar to Team Fortress's version. (Shotgun model)
3 Meteor gun: Very cool. Shoots out two lava balls which explode into
flames. Thanks to my friend Beast (Paul) for the idea.
(Double-barrel shotgun model)
4 Freeze gun: Each shot from this gun will do some damage. When the
opponent's health gets low OR the opponent is hit enough times,
he will become frozen for 3 to 6 seconds. While frozen, he will
take 3 times the damage from any OTHER weapon. It takes 12 hits
to freeze your opponent, or 6 if you have this weapon specialty.
Really only effective with specialty. (Nailgun model)
5 Assault Cannon: Very similar to Team Fortress's version. This
one makes you feel pretty manly. (if your a man)
(Super nailgun model)
6 Pipebombs / Tripwire : The pipebombs are fairly standard. A separate
key is used to detonate these guys. This is a good strategic
weapon, and very effective. The tripwires are a little different
that others I've seen. They can be thrown. I also have an good
way of showing the wire given the limitations of drawing lightning
segments within the quake engine. Tripwires can be destroyed.
(Grenade Launcher model)
7 Rocket Launcher : Same ol' weapon.
8 Lightning gun : This one is modified. I disliked how the original
barely hit the enemy as you're running and strafing in combat.
This one "arcs" in the center of the beam and shoots out toward
your opponent (as long as you're somewhat facing him). Shakes you
around a bit too. Very cool. (Thanks again to Beast for this idea)
Power-ups (Runes) :
Here's what makes these power-ups cool: You can pick up multiple
runes, giving you many different possible combinations of power-ups.
There are four types of runes.
1 - general power-ups (you can pick up two of these)
2 - weapon specialties (you can only have one)
3 - speed increases (you can get a max of 8 speed increases)
4 - "world runes". These affect the entire world. They
really aren't power-ups, and don't work like the others.
Many combinations of type 1 and 2 runes are very cool. I enjoy the
invisibility, flying, and critical axe hits combination, for example.
Type 1 Runes:
Regeneration
Resistance
Haste : Some weapons will fire faster
Fly : Toggle fly mode on and off with a key
Invisible : Stay invisible until you fire. Return after 5 seconds.
2nd Chance: When your health gets to zero, you teleport away and
are given 100 health for a 2nd chance at life.
Type 2 Runes:
These are weapon specialty runes. When picking one up, you will be
told which weapon you have a specialty in. This usually means that
the weapon will cause double the normal damage. I like these because
they get you to try out all the weapons. Only the sniper gun has
no specialty. There are only four of these runes on a level, so when
you pick one up, quake will pick one of the seven specialties at
random to give you.
Axe - all hits are critical
Meteor Gun
Freeze Gun - increased ability to freeze opponent
Assault Cannon
PipeBombs / Tripwire
Rocket Launcher
Lightning Gun
Type 3 Runes:
These are speed runes. Each time you pick one up, your running speed
will increase a little. There is not a set number of type 3 runes
on a map. Quake will continually put a new one on the level every
15 seconds or so. When you die, no speed runes will come from
you body. You can pick up a max of eight speed runes.
When picking up a speed rune, there is a chance it will be a
"rocket curse" rune instead. You will randomly fire 2 rockets from
your shoulders. These can kill you if you're too close to a wall
when it fires. The curse will last for 30 seconds.
Type 4 Runes:
These are kind of funky. They don't become part of your possession.
When one is touched, the physics of the entire world is changed for
one minute. There are two possibilities:
1) low gravity
2) low friction (like walking on ice)
After one of these runes is touched, it won't appear for another
10 minutes after the effect stops. These runes add a little
interest once in a while.
Capture the Flag:
I like CTF. Unfortunately, I usually only get about 4 people to
bring their computers over to my house to "hook up". With few
players, team CTF isn't quite as good. This mod has a custom version
of capture the flag where there are no teams. Here are the rules:
In the beginning, there is one flag in the level somewhere, and one
flag at a base. First, pick up the flag in the level. Next, kill
someone. After making a kill, you can go to the other flag (at a
base) and "capture the flag." You automatically send the flag you
were carrying to the other base, and now you're carrying the flag
you just touched. It's now time to make another kill...
Your speed is reduced by 6 units while carrying a flag.
Status bar Keys: The blue and red keys on the status bar will show up
when you pick up the flag. Only one key will be displayed after
you've made your kill and are ready to capture the flag.
This mod can start a CTF game on certain id levels. CTF games can
also start when playing any map designed for CTF, such as the
Threewave levels.
Feed the Shambler:
In this game, you receive bonus frags for picking up players' heads
and feeding them to the resident Shambler. If a player is gibbed,
his head will be thrown as usual. If you touch a head, you will pick
it up and put it on your back. You can carry a max of four heads.
Bring your collected heads to the Shambler and you will received a
bonus based on the number of heads delivered.
1 head : 1 frag
2 heads: 3 frags (2+1)
3 heads: 6 frags (3+2+1)
4 heads: 10 frags (4+3+2+1)
Your speed is reduced by 1 unit for each head you are carrying.
Status bar Keys: One key on the status bar will show when you are
carrying one head. Two keys will show with 2, 3 or 4 heads.
The Feed the Shambler game only starts only on pre-programmed levels.
See below for the list of supported levels.
Extras:
Yeah, there's a few more things... Sorry.
Grappling hook: How can we do without this? In this version, the
hook is completely independent of weapons. Hit a key once
to fire and pull. Hit again to let go.
Missile morph: This is similar to the guided missile. Here, you
actually turn into a missile. While a missile, you are
invulnerable. You can run into walls. Hit the key again
to detonate the missile. It will auto detonate in six
seconds. You will respawn where you originally fired the
missile. Can only be used once per life.
Self destruct: You blow up and cause a lot of damage. If anyone
still is alive, maybe the many grenades thrown from your
body will finish 'em off. We like it, even though it may be
a little cheap. Use with 2nd chance rune to frustrate your
opponents even more! Only gives you -2 frags for doing it.
Holograph: This can be turned on and off at any time. The holograph
also turns as you turn.
A Nice Little Dog: There's a dog that wonders around the level
looking for some lovin'. He can't be killed. If he gets
lonely, he'll may follow you around for a bit. If he's
really excited to see you, he'll bark and come running
after you. If he does this, pet him. He'll give you a
gift you'll definately appreciate.
Handicapping: This patch is for friendly games. Many times, the
players are at different skill levels, and handicapping is a
way to help out the less skilled. Everyone starts with a
handicap of 0. Setting your handicap to 1, 2 or 3 makes
the game increasingly easier for you by potentially
increasing the damage done by you and decreasing the damage
done on you. (If the handicaps of the attacker and the
target are different, the damage will be adjusted.) When
changing a handicap, all other players will be notified.
Also note that handicaps are reset to 0 at the begining of
each new level.
Here are the console commands:
phc (print handicap)
hc0 (handicap - 0) no handicap
hc1 (handicap - 1)
hc2 (handicap - 2)
hc3 (handicap - 3)
Miscellaneous Notes About the Game:
Weapons stay
Picking up weapons don't change current weapon (unless sniper)
No invulnerabilities
No cheat checking for speed
Lightning guns are placed on id levels E1M2 and E1M5
Impulse Commands:
22 Grappling hook and Fly mode (press to toggle on/off)
23 Detonate pipebombs
24 Holograph (press to toggle on/off)
25 Display the runes which you possess
26 Missile morph (press once to morph; again to detonate)
28 Self destruct
29 Select specialty weapon
Installing:
Make a directory in the quake directory called "dope".
Unzip the .zip file in this new directory.
The following files will be installed:
readme.txt This file
progs.dat The server .qc code
pak0.pak Custom models and sounds
dopeserv.cfg A configuration file for starting a server
autoexec.cfg Holds custom key bindings for this patch
dopeserv.bat Starts a quake listen server (put in quake dir)
dope.bat Starts a quake client (put in quake dir)
First, edit the autoexec.cfg file to customize the impulse command
bindings to your liking. Next, move the .bat files into the quake
directory.
"dopeserv.bat" will start up the quake server. It will be a listen
server, meaning you can play the game on the same machine. (This
seems to pose no speed problems on my PPro 200.) Change the .bat
file to start a dedicated server. One person must start a server.
"dope.bat" will start up quake for the clients. After loading,
press 'esc' to get to the quake menu, then connect to the server.
dopeserv.bat will run the dopeserv.cfg file. The .cfg file has some
server parameters. See the .cfg file for more info.
The two .bat files disable cd audio, joystick support, and serial
and udp connections. Edit the .bat files if you use one of these.
CTF and Feed the Shambler Levels:
This patch supports CTF and Feed the Shambler on a few id levels:
CTF FTS
---- ----
START
E1M2 E1M2
E1M5 E1M5
E1M6
E2M2
E2M3
E3M3 E3M3
DM2 DM2
DM4 DM4
DM6 DM6
Also, any level designed for CTF should work for CTF.
If you are comfortable with qc, you can add flags or the Shambler
to any level pretty easily. See the functions
StartFlagsInNonCTFMap () in the dm_ctf.qc file, or the
StartShamblerinMap () in the dm_cth.qc file. (cth=capture the head)
I guess that's about it.
Feel free to write me it you have questions, comments, or even requests.
Thanks for your interest,
Ernie Thomason
thomason@csulb.edu
PS: QC Programmers:
Feel free to use any of my code from this patch in your own patches.
If you do this, all I ask is that you write me to tell me about
your patch. I would also encourage everyone to make your source code
available to rest of the world.
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