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.