**************************************************************************** Deathmatch Modes Quake-C File Version 3.21 By: Andrew Stefanski stefansk@evansville.edu **************************************************************************** The latest version of this file can be retrieved at: http://uenics.evansville.edu/~stefansk If you have any comments, suggestions, or find something I missed, please e-mail me! And if you want to use this as a basis for an even more complicated update, please let me know, and include my name, e-mail address, my web site, and the version of the patch you used in the package somewhere. ---------------------------------------------------------------------------- Well, after creating the monster deathmatch patch, I came up with another idea for deathmatch, a different mode of scoring. Since it wasn't big enough of a change to justify it's own patch, I just decided to take my monster deathmatch patch and change it to include any deathmatch modes I may add in the future. ------------- Monster Deathmatch ------------- While deathmatching in Quake is tons of fun, sometimes I really missed having the monsters running around harassing the players. While you could play coop in Quake, it didn't work like the deathmatch. The weapons weren't as available, and you didn't get the frag board. To take care of that, I did some playing around in Quake C. Now you can play deathmatch by the quake rules, and have monsters in the middle of the action!! These wonderful monsters in deathmatch aren't quite as intelligent as their single player or coop counterparts. They do not like to be shot, and will go after whatever hurt them, even if they are the same type. For example, an ogre will now attack another ogre, especially after getting hit by the other's grenade. To install: copy the .qc files into a subdirectory, such as \quake\monstdm\progs Add in the rest of the .qc files from the quakec package, and run QCCDOS.EXE. To start quake, use quake -game for example, quake -game monstdm To use monster deathmatch during play, go to the console and set deathmatch to one of the following: deathmatch 4 - The easiest of the bunch. All the monsters are in their starting places, ready to take people out. Once dead, however, they stay nice and dead. Getting killed by a monster will cause a player to lose a frag. deathmatch 5 - A bit more of a challenge, probably best for slightly busier games. Killing a monster isn't permanent - they will respawn in 30 seconds. However, gibbing a monster into nice chunks of flesh is a permanent death. It's still kind of hard to gib that damn shambler. Monsters will telefrag each other, but die nicely if you're standing there. Getting killed by a monster will not cost that player a frag. deathmatch 6 - Deathmatch in hell. Probably not very enjoyable, but included for completeness. Monsters respawn. Always. Even after being blown into tasty hamburger. This mode on nightmare will probably work well if you want to drive your players away from the server. Respawning monsters will still die if you're standing in their spot. And you won't lose a frag if you're killed by a monster. deathmatch 7 - ULTIMATE GIBS!!! Just added for some pure, bloody, messy fun. All players start with all 8 weapons, but no ammo except for shotgun ammo. Unlimited ammo for all weapons once you have some of each type. All monsters respawn, always. This isn't too serious of a deathmatch type, but sure to be a ton of fun at the right time. For an even more monster filled experience, play on nightmare mode, by typing at the console "skill 4". If you're adept at quakec, try combining this with the solid monsters patch, so you can kill the dead ones! Some commenting has been done with the code, but not all of it. The demon.qc file has the changes commented, and they should be the same for all of the monster files. Client.qc is also commented, but I don't think I got items.qc yet. ------------- Other Modes ------------- The idea that got me to abandon just the simple monster deathmatch patch, and change this to include more deathmatch modes, is just a simple idea for scoring frags differently. I see people complaining that just counting frags doesn't really give a good idea of who's the best player. To remedy this, I changed the scoring. Because I've already done some with the deathmatch flag in the console, I decided to use the teamplay flag for this instead. Teamplay 1 -- Not modified. Teamplay 2 -- Instead of the standard scoring, when you get killed by someone, not only do they get a frag, but you lose a frag! Now running around killing while dying often will not get you high on the list. You have to kill more than you get killed! Teamplay is NOT on with this command. It was just a convienent place to put it. Teamplay 3 -- Regular teamplay with the modified scoring. Teamplay 4 -- Mega scoring! The amount of frags you get for a kill depends on what you killed. The monsters all have varying worths in frags, such as only 1 for a dog, to 10 for the nasty shambler. Players also have differing values depending on what the best weapon they possess is. Someone with a shotgun is only worth a measly 2 frags, while that guy with the rocket launcher is worth a full 10 frags. Go forth and kill! There currently is no actual team play mode with this scoring yet. ** Note: The current score values are still experimental. if you feel that any of the values are too high or too low, please contact me and tell me what you think I should change! ---------------------------------------------------------------------------- Update Listing: 3.21 : OOPS!! Forgot to test some of the code I did, I just figured that it would work. The client.qc didn't even compile! Fixed the code, and added a few more death messages to the client.qc. 3.20 : Fixed the biggest bug - Shub Niggurath! Yes, he can be killed (he only has 40000 health), and not killing him no longer crashes the server! You start back at the start map. If I had realized this sooner, I would have fixed it sooner. I'd just like to make it end a little more cleanly now. I went ahead and fixed the noexit bug. Before, you'd follow the levels properly through episode 1, but when you went back to start, it'd stay in the start level. Now, if you are running this as a shareware server (setting registered to 0), it will go back to episode 1. Otherwise, it will select from the 4 episodes randomly. 3.10 : Fixed the zombie.qc file. Zombies were respawning all the time, and they were not being set back to their starting location properly. Added the ultimate gibs deathmatch mode (dm 7). 3.00 : Renamed monster deathmatch to deathmatch modes, just to let people know that it no longer just adds monsters to deathmatch. In monster deathmatch, the monsters will now go after each other when shot by another monster, regardless of what type they are - no more checking to make sure they aren't the same type before attacking. (It's scary to watch two fiends clawing at each other.) Added new scoring modes - lose frags for dying, and mega scoring. 2.00 : Nice, large change. I fixed the dumb logic error which prevented monsters from showing up in single player games when the patch was used. Added respawning monsters for tons of fun, for modes 5 and 6. In modes 5 and 6, you don't lose frags for being killed by a monster. 1.01 : Fixed the grunts. They weren't showing up in deathmatch. 1.00 : First release! Tons of fun! ---------------------------------------------------------------------------- Future Tasks: -- Respawning monsters don't seem to notice players anymore, until they're shot at. Need to correct this. -- Because every time you kill a monster, the killed count goes up, the number in the status bar is now meaningless. I'd like to make it so that it shows the number of monsters CURRENTLY dead - when one respawns, it should remove one from the count. It's not as easy as it sounds, I tried doing it already, and it wasn't working. -- Clean up the exiting for Shub's pit. -- Finding other modes to add to both deathmatch and teamplay. IF IT IS POSSIBLE TO ADD VARIABLES TO BE CHANGED AT THE CONSOLE (like allowing "monsters 1"), PLEASE CONTACT ME! IT WOULD MAKE THIS PATCH A HELL OF A LOT EASIER TO CREATE AND USE!