The Strogg War for Quake 3 - Alpha 1.3 (public release) --> www.planetquake.com/stroggwar --> content - about - how to install - how to play - bugs/bugreports - disclaimer/copyrights --> about "The Strogg War" for Quake 3 is a mod that combines real-time-strategy with first-person-shooter elements. The current version (A 1.3) features a simple multiplayer-mode. The later versions will be enhanced with more modes and a single-player-campaign. --> how to install To run TSW, you need at least the following packages: tsw_vm0.pk3 tsw_mdl0.pk3 tsw_bsp0.pk3 This allows you to run TSW on an internal test-map that doesn't feature new textures. (You'll remember this map, when you've played TSW for Q2) To enhance the fun, you can grab the following packages as well: tsw_bsp1.pk3 tsw_tex0.pk3 Two new maps that use some new textures. Upgrade your Quake3 version to 1.16n. Create a new directory, named "TSW". Copy all the packages into this directory. Run Quake3. Click the mods-button and load the "TSW"-mod. --> how to play Run the multiplayer-game by the multiplayer-menu + create-button. Choose your map. Next. Now 'Open'ize the amount of players you want to have in the game. [The current maps only support two teams. But you can try playing with more humans on the same team. This hasn't been tested.] The MaxClients option should stay on this value (def: 40). It's needed because all your units are bots and therefore clients. The timelimit stays as is. The warmup-time defines how long the game will wait at the beginning until it's run, ignoring whether all clients arrived or not. Start. Or simply join a game. [The player-setting "human" allows you to define from where (IP) the client comes. This feature can be used to put specific clients into specific teams. At least it's intended to work this way. At the moment it doesn't. But it won't influence a proper working.] You see the lounge. Use the forward(+forward)- and backward(+back)-movement keys to move yourself from team to team. As soon as you've found the one you like, press fire. You'll see the 'READY' sign. When all clients 'READY'ed the game starts. The game also starts when the lounge time (you'll see it at the top of the screen) runs out, joining the game after that is not possible. You stay spectator. You have a teleporter behind you. This is your base in this version. Protect it. [If you don't see the teleporter, but three colored lines, then you either have to disable the pure server or you need to install the Q3 Tools. This won't be needed on the later versions.] At this moment you are in the 1st-person-mode, it's the action-part. Get down the console and type '\observermode'. You leave your body and you are now in the strategy-body. You see, a bot has taken your place. [I suppose to bind a key to this command: '\bind "observermode" '] The action-part is the same as in Quake3. Now the strategy-part: you can move around freely and much faster. You are invisible and invincible. (Cool, eh?) Point at your units and fire. The unit is selected (yellow marking). Double-click on the unit to get back into the action part at it's place. A 'fire' on a free, even part of the map when you have a selected unit, let's this unit move to this point. A 'fire' on an enemy unit or building let's the unit attack the enemy. To get new unit, open the ingame-menu (usually ESC). Click on the 'Build Unit'. Get back into the game. A new unit arrived in front of your teleporter. [Attention, building more units at the same time might cause telefrags.] To select multiple units, use the 'walk/run'-keys and click on the units. The game is over as soon as all enemy units and the base has been destroyed. There is a special cvar: g_modelscale The value range from 1 to 100. Consider as percentage. A modelscale of 50 will make all models half as big and let's them move half as fast. This can be used to change the size of the map relatively to your size. I suppose a scaling of 50%, works fine on the maps. It can be defined freely by the server from the console. Attention it's changable during the game, by the client and the server. This can cause problems for the clients. The movements are blurry. Either don't change the values manually during the game or discuss it with the host to manually syncronize it. At the start of the game it's automatically synced. --> bugs/bugreports This version is alpha. This means, it lacks massively of features and contains bugs. Therefore don't tell me that there isn't something that should be there. And tell me what your problems with the mod are. Bugs, controlling issues, gameplay-ideas. In your reports please be as detailed as possible: how to reproduce the error. No units, no buildings and no weapons. These mails will be deleted. --> gpig@planetquake.com I do NOT support any user-made modifications to the current version of TSW. This will be always possible and allowed within reasonable bounds. See below. --> disclaimer/copyrights This version is (c) copyright by Shattered Wings, Dirk Fahland and the members listed on the team-page of "The Strogg War" 1999/2000. You are NOT allowed to commercially exploit this work, i.e. put it on a CD or any other electronic medium that is sold for money without my explicit permission. Just to make it CLEAR: To use this work on any medium other than the internet or BBS, you must email me and get my permission. I don't mind letting non-commercial publishers use it, just ask me first. You MAY distribute the whole package through any electronic network (internet, FIDO, local BBS etc.), provided you include this file and leave the archive intact. Neither me nor any of the team-members listed on the team-page of "The Strogg War" is responsable for damages or problems that arrive to your hard- or software by the use of this product. Install and execute the files at your own risk. You are not allowed to alter any content of the package delivered in binary format. You are not allowed to manually reverse engineer, disassemble, hack or modify in any way these files.