Title : QuakeWorld Mission Pack 1: Scourge of Armagon Server Patch ** this is for QW 2.01 servers ONLY ** Filename : hipqw-20.zip Date : 8-30-97 Version : 2.0 Release Candidate 1 Credits : ID Software for Quake John Carmack for QuakeWorld Ritual Entertainment for Quake Mission Pack 1: Scourge of Armagon Jim Dose' and Mark Dochtermann for some leet QuakeC Chris "Oskilla" Little for the original 1.50/1.64 Conversion of which I had to change so very little Zoid & Morbid who slave away far too hard for undeserving- no-life-quake-junkies-who-really-should-find-something-more constructive-to-spend-massive-amounts-of-time-on (of which I am one hehe) by continuing to work on our beloved Quakeworld. Conversion: Scott Lampert Email : * Type of Mod * Quake C : yes Sound : not included -- buy the pack MDL : not included -- buy the pack Maps : not included -- buy the pack * Format of Quake C * unified diff : no context diff : no .qc files : yes qwprogs.dat : yes * Description of Mod * This is quite simply a merger of the original Hipnotic (or Ritual now) Mission Pack 1 QW conversion done by Chris Little, Jim Dose' and Mark Dochtermann into the new QuakeWorld 2.01 qwprogs.dat. ALL CREDIT for all the fancy features belongs entirely to Chris Little, Jim Dose' and Mark Dochtermann as all I did was iron out some very minor difficulties in merging the old code with the new qw code. The result of this merger is that you get all the fancy features of the new QuakeWorld Servers (localinfo map ordering, colored Quad & 666 in GL, etc) with all the awesome fun of Mission Pack 1. It has not been extensively beta tested as of now, but the inital results looked good so I figured I would release it. As I had no involvement with the original conversion I can't guarantee that I'll be able to or have the ability to work on any bugs that crop up or already exist in the old code. Caveat Emptor. If you wanna help test this out, we've been running a MP1 server for a few months at 208.131.128.9. Drop by and frag a few. :) Included here is the original text from Chris' last release which is still available on his web page at . Enjoy, -Scott "Fortunato" Lampert -------------------[ ORIGINAL TEXT STARTS HERE ]-------------------------- Very simply this is a merger of the QW and Ritual QuakeC sources. Now people can start setting up QW servers with the Ritual pack. It's got rotating brushes, bobbing water, the laser cannon, the hammer , and all the rest. If you don't have Ritual's pack yet, get it. Get it now. NOTE: This patch was NOT made by Ritual. It just uses their code. They may release their QW version of their patch, in which case this will become obsolete. If something is wrong with this patch don't whine at Ritual as it is probably my fault. :) * How to Install the Modification * Beginning with QW 1.50, dynamic download of maps was disabled. Download of art, sounds, etc. is still possible though. Before doing anything, please put the line "allow_download 0" in your server.cfg file. If nothing else it will prevent leeches from lagging your server out. Now put this qwprogs.dat into the c:\quake\hipnotic directory. You may (or may not) wish to add all the QW skins to a c:\quake\hipnotic directory. Now just run qwsv +gamedir hipnotic +setmaster xxx.xxx.xxx.xxx:xxxxx and your server will be up. Of course, you may want to edit the server.cfg further, but you can consult others for help with that. A new serverinfokey has been added: "hip". Add the following values to the value of "hip" to set these features. ("hip" is a bitwise key.) add 1 to turn footsteps on, by default they are off add 2 to turn the bulletholes in walls on, by default they are off * Problems * Well, firstly, remember that the version number says Release Candidate (read beta). I've been running a server with this patch for a while, but I'd hardly say it's undergone rigorous testing. The QW and Ritual source codes from which I worked are most likely flawless. My merger of the two may have bugs. Another problem arises with differences between quake.exe 1.07 and QWCL 1.55. Older versions of the quake executable were not really set up to handle some of Ritual's map enhancements. Hopefully the next version of QWCL will remedy this situation. For the most part, everything works great. But, people tend to get stuck on some buttons and the way brush rotation affects things is kooky and/or crashy. start.bsp seems to have an especially large number of problems. Overall, this server patch should provide hours of Ritual fun without trouble. If you find any problems, mail me at the address above. Just try to keep people from ripping Ritual off by d/l'ing the pack. They did some great work here and deserve their money. ---------------[END ORIGINAL TEXT]------------------------ * Version History * 2.0RC1 Merged old versions into the new 2.01 QW quakec sources Bumped the release number up to 2.0RC1 (Release candidate 1) RC2 Variable gravity works. Sped impulse checking by only doing impulse code if you've actually done one. FINALLY fixed the exploding walls so that their explosions appear in all their lag inducing glory. (For real this time. Heh.) Finally fixed those darned standing corpses. And some attack and pain frames too, in the process. Fixed particle fields a bit, though they'll all be red since blood is the only particle effect in QW I think. (This fix copied from CustEnts by General WarT aka Carl Glave.) Fixed the particle fields more. They tended to quadruple pings and not even appear at all. Got rid of a bunch of . fields and some globals that were unnecessary. Got rid of all the spawning and horn of conjuring code. In case you hadn't noticed, there are no monster AIs, so even if there were a horn in a DM level, there wouldn't be a monster to spawn. So it's gone. Tweaked the weapon pickup rankings yet again. Last time, apparently I made it so you never selected the Ritual weapons automatically upon pickup. Now the Proximity Gun and Grenade Launcher are equivalent and the Laser Cannon and Super Nailgun are equivalent as far as the client's b_switch and w_switch variables are concerned. The Mjolnir is always selected when you pick it up. Rank respective to other weapons remains the same. Some new lag decreasers were implemented. (I got to play my first game of HipQW via modem and developed a LOT of empathy!) All of these changes are at the suggestion & endorsement of other players but may be changed by the time of th final release. -- Bulletholes in walls remain for half as long and the maximum number of bulletholes was decreased from 10 to 6. Might help. Bulletholes now have to be turned ON to appear, see above for instructions. Proximity mines think just a bit less frequently, the maximum number of proximity mines in the world was decreased from 15 to 10, and the lifetime of an untriggered proximity bomb was decreased by about 1/3. Also did miscellaneous optimization tweaks that ought to be done to the regualar DM QC as well, but that's not my responsibility. RC1.1 Fixed megahealth failing to rot, thanks to Douglas Hart. Fixed miscellaneous bugs, mostly relating to explosions not appearing. RC1 Minor bugs/code clean ups 0.95 Misc. QW 1.50 compatability fixes. Made footsteps toggleable from server. 0.94 QW 1.50 happened. 0.93 Fixed the weapon ranking system again. I'd like to make a RFC on the ranks/ranking system I used here. I think it's right this time. Made some efforts make the lag gun a little less powerful. (ie I tried to decrease the number of packets sent out as a result of firing the laser cannon.) I decreased the number of beams per shot to 1 but increased each beam's damage by 1/2. I also increased the power per beam to compensate. 0.92 Fixed the weapon ranking system again. I'd like to make a RFC on the ranks/ranking system I used here. 0.91 Removed use of the playham.mdl model since it tended to make things a big funky in QW. (ie. A person with the hammer selected has the base player skin essentially with the base colors. Thus a person who selects the hammer would be VERY noticeable since their skin would change before your eyes.) Fixed the error that allowed you to select any weapon except the GL and Prox Mine Launcher, whether you had it or not, so long as you had enough ammo. Fixed the error in the weapon ranking procedure that never made it never choose a full powered hammer as the best weapon. Made it so that the footsteps play by default. Comments welcome on this decision but keep in mind that the default method for selecting whether they are on or not (ie crosshairs 2) won't work in QWSV. 0.9 Initial release