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================================================= Weapons of Destruction for Quake2 - *Version 6.08* ================================================= Author: Steven Boswell a.k.a. Hash Assassin Original author: Matt Wright a.k.a. PunK E-mail: weapons@telefragged.com Date: 7/11/99 Page: http://www.telefragged.com/weapons/ - The official Weapons of Destruction page. Includes the old source of 3.6, 5.4a, and 6.05, and all recent news about the mod. Also check out this page and ensure you have the latest version. ============== IMPORTANT NOTE ============== This documentation assumes you know how to use your computer, and know your way around it pretty well. If you don't, I suggest buying and reading a book called "Windows For Dummies". (Don't be put off by the "dummies" thing: it just means the book doesn't require any prior knowledge of anything about your computer. I myself had to buy a "Windows NT 4.0 For Dummies" book when I got my current job, even though I had 15 years of experience with computers and my degree in computer science. We're *all* a dummy at some point. :-) ============ Installation ============ Make a directory in your Quake2 Directory, Say c:\quake2\weapons ("weapons" is what all the servers should be using. It's best to keep things consistent, so that QuakeII knows how to match up servers with what you have installed on your machine.) Unzip my mod using winzip -or- pkunzip -d wod608.zip Unzip the files straight into the weapons directory. (If you unzip to another directory and then move the files over, be sure you move any hidden files too.) If you want to be able to play Team Deathmatch or Extinction, you'll need to have Capture The Flag installed. If you don't have it installed, http://www.planetquake.com/files/ contains several places where you can download it. Then, after it's installed to a "ctf" directory under your Quake2 directory, copy ctf/pak0.pak to weapons/pak1.pak -- then you're ready for Team Deathmatch or Extinction. (I apologize for this step...Id Software should have realized CTF wouldn't be the only teamplay mod people would want to play.) Now, to start, launch Quake and type "set game weapons" in the console. You can now start a single-player game, or a deathmatch server, or an Extinction server, or whatever you want to do. If you have trouble installing WoD, feel free to e-mail me. You must have Quake2 version 3.20 to run this patch. To locate WoD and servers on the Net, the distribution comes with tabs for GameSpy and PingTool that will automatically locate such servers for you. Follow the directions that come with GameSpy and PingTool to install them. See server_readme.txt, also included with this distribution, for instructions on how to run a WoD server. ========================================== Description of Weapons of Destruction 6.08 ========================================== There are four ways to enjoy Weapons of Destruction: o Single-player The Strogg won't know what hit them. To make things a little more fair, you might want to select Nightmare skill level -- type "skill 3" at your Q2 console before starting a game. o Deathmatch The classic way. Get a bunch of your friends together and blow each other to smithereens. Or join a public server and wreak chaos on total strangers. Either way is fun. o Team deathmatch Just like normal deathmatch, except two teams fight each other. o Extinction Another teamplay variant. Two teams fight over control of the spawnpoints. Once a team has no spawnpoints, they can't spawn into the game -- instead, they float around like ghosts. Then once all team members are dead, the team goes extinct, and the other team wins. Who needs a wimpy "capture the flag" game when you can fight to the death? Weapons of Destruction adds several new weapons and features to the game. All the weapons are available as "alternates" to the normal weapons. Once you grab a normal weapon and select it, select it again to get the alternate weapon. (Select it again to return to the normal weapon. You get the idea.) There are seven different types of grenades; keep selecting grenades to run through the list. All these weapons can also be selected from the inventory, or with "use" commands. ------- Weapons ------- Super Blaster: The alternate blaster. Fires a red bolt with a sparkling red trail and does quite a lot of damage. Uses 5 cells per shot. Sniper Gun: The alternate shotgun. Fires a very powerful bolt that usually gibs your opponent, but it's very slow to reload and takes 5 shells per shot. Freeze Gun: The alternate supershotgun. Freezes your opponent in place so that you can dispatch them with conventional weaponry. Or just freeze them to death, if you like. The more you freeze them, the longer they stay frozen. Uses 10 cells per shot. Machine Rocket Gun: The alternate machinegun, and everyone's favorite it seems. Instead of bullets, this fires a steady stream of rockets. They're not as powerful as normal rockets, but then you can't bombard a whole area with normal rockets. Uses 2 bullets per shot. Burst-fire machinegun: If you have the regular machinegun selected, "cmd firemode" will switch between fully-automatic mode (the usual) and a new burst-fire mode. It'll shoot 6 bullets in a quick burst. Surprisingly effective! Streetsweeper: The alternate chaingun. Fires a steady stream of shotgun shells. Tends to clear the way -- just charge through a group of enemies and watch them disappear. darKMajick grenades: The alternate grenades. o Cluster grenade: Explodes into several other grenades. o Rail bomb: Explodes into several railgun shots. o Plasma grenade: Explodes into a BFG shot. o Napalm grenade: Explodes into a bunch of fire and burning explosions. o Shrapnel grenade: Explodes into a bunch of flaming shrapnel. o Cataclysm device: Has to be seen to be believed. Explodes like an atomic bomb, complete with a shockwave that tends to kill everything. The grenade launcher will lob whatever grenade type you selected last. Bazooka: The alternate grenade launcher. Lobs gliding grenades. Like the grenade launcher, it fires whatever type of grenade you selected last. Guided Rocket Launcher: The alternate rocketlauncher. Fire it and it'll chase your laser-sight. Plasma Rifle: The alternate hyperblaster. Fires a beam that you can wave around; it tends to fry anything it touches. Flame Thrower: The alternate railgun. Here are the specifics (partly from the Napalm mod text file by Patrick Martin): Monsters and players that catch on fire will burn for at least 5 seconds. The following will extinguish the fire: * The player immerses in liquid at waist deep. Crouching can help if the liquid is too shallow. * The player picks up adrenaline or megahealth. * The player activates an invulnerability powerup. * Health box has a percent chance equal to its power of extinguishing the fire. If the fire is not extinguished, then it will speed up the time when the fire burns out. * A bio-suit greatly reduces the chances of catching on fire and offers partial immunity to indirect fire damage. * Active power armor reduces the chance of igniting. * If a fire "ignites" a target already on fire, then the time before the fire burns out is reset. * All frags go to the entity who ignited the target most recently. * Some monsters, such as tanks or bosses (except the makron), cannot burn. The flame thrower uses 1 slug per fire and fires quite rapidly. The standard railgun now uses 4 slugs per shot. All slug quantities and capacities have been boosted by 4 times, to account for this. There are a few more weapon-like features not done with "alternate" weapons. Laser Tripwires: Much like the Duke Nukem 3D laser-tripped grenades. Set up a darKMajick grenade to fire when they walk through a laserbeam. The wall-mounted (floor-mounted, ceiling-mounted, door-mounted, whatever) grenade can also be shot at until it blows up. Takes 5 cells, plus the grenades. You can only make a new laser tripwire every 1 1/2 seconds. Tractor Beam: When all else fails, use The Force. Pull player or monster toward you or push them away. Kamikaze: When all else *really* fails. This isn't entirely a weapon, since it kills you, so it is intended for deathmatch only. It sends a big explosion from where you die...kinda like strapping a huge timebomb on your chest and setting it off. Finally, some of the standard weapons have been modified: The blaster fires red or blue lasers. The super shotgun now has a big kickback. Shoot someone and they go flying; if the shot doesn't kill them, maybe they'll die when they slam into the wall. The rockets from the standard rocket launcher, and hand-thrown grenades, will spray fire when they explode. When you grab a machinegun, you get the machine-rocket gun first. Similarly, when you grab a railgun, the flamethrower comes up first. The energy-bolt weapons (blaster, hyperblaster, super blaster, freezer) reflect off of glass and the surface of water. Catch them on the ricochet! -------- Features -------- Swinging Grappling hook: This is not a glorified flying machine, like the grapples in other mods. Not only do you swing around as you use it, but you can seriously hurt yourself if you use it wrong. You can can also make the line grow or shrink at will. Decoy: Sort of like the Hologram in Duke3D, except it shoots at players. Scanner: Track players down in DM. Jetpack: This replaces the quad. (Who needs quad damage with all these heavy weapons? Right.) Will let you fly, but it's got all the problems of a real jetpack: you have to work at it to avoid slamming into walls and so on. Lasersight: A little red ball will dance in front of you, showing you where your gun is pointed. It'll glow brighter once it finds a target. But be careful, everyone else can see it too. Sniper Zooming: Press F11 to cycle through views and f10 to switch back to your normal view as a sort of a "panic button". Night Vision: this only works right in GL (3dfx) mode. ======== Commands ======== -------------------------------------------------------- Function | binding | Command -------------------------------------------------------- Night Vision | N | cmd night vision -------------------------------------------------------- Jetpack | J | use jetpack -------------------------------------------------------- Laser Sight | S | cmd lsight -------------------------------------------------------- Laser Tripwire | L | cmd laser -------------------------------------------------------- TractorBeam Pull | o | cmd pull -------------------------------------------------------- TractorBeam Push | p | cmd push -------------------------------------------------------- Cycles Zoom Views | f11 | cmd zoom 1 -------------------------------------------------------- Original View | f10 | cmd zoom 0 -------------------------------------------------------- Kamikaze | end | cmd kamikaze -------------------------------------------------------- darKMajick grenades | N\A | see below -------------------------------------------------------- Grappling Hook: | G | +hook Slide up grapple | R | +shrink Slide down grapple | F | +grow -------------------------------------------------------- Scanner | S | cmd scanner -------------------------------------------------------- Decoy | D | cmd decoy -------------------------------------------------------- Toggle Burst fire for | M | cmd firemode Standard machine gun | M | cmd firemode -------------------------------------------------------- * Tip * Use console command "give all" to get all the items. ======== Mod info ======== New DLL(s): Yep New Sound(s): Yep New Model(s): Yep Known Bugs: I've fixed all the bugs I've received. If you find any more, mail me at weapons@telefragged.com Source: You can download the full source of Weapons of Destruction 5.4a, 3.6, and 6.05 at the Weapons of Destruction page. ======= Credits ======= -Matt Wright [punkz93@geocities.com] for the original mod. Matt thanks: -Mark Wheeler [markwheeler@erols.com] for Freeze code help -Ryan Nunn [triforce@merlin.net.au] for the great new chasecam -Perry Manole [Perrym@diamondmm.com] for the swinging grappling hook -Hentai [www.telefragged.com/tsunami/] for some of the code from VWep -Patrick Martin ( http://www.planetquake.com/TheCoven - cmarti39@icon.net) for the the source to the flame weapons, which have been modified. -The darKMajick team for the darKMajick grenades -Thom W. for running a server helping me test my mod in DM. -Mike Fox for bug fixing help, and compiling with MSVC++ (I'm too poor for MSVC) -Telefragged.com for hosting my site -QdeveLS at http://www.planetquake.com/qdevels/ for being a great page for QuakeII DLL resources. If you don't know where to start in making Quake II mods, visit this place. -PeZKiNG -Everyone who sent in comments/suggestions Steve thanks: -Hocus and the (LOF)Clan server, for hosting my initial modifications to WoD (and for putting up with the resulting bugs :). http://members.home.com/hocus/ -L-Fire, for giving me the time to do this. http://www.planetquake.com/lfire/ -(CS)Hoowa, for all the help with bot detection. http://members.home.net/hoowa/ -Harley{Wod}, for goading me into writing the teamplay DM variant. http://www.harleysquakeworld.com/ -George for the PingTool tabs. http://pingtool.com/ -All the great people that run WoD servers. YOU RULE! Don't see your name here and you helped? Mail me. Editors used by Matt: LCC, Wordpad, Notepad, and edit. Editors used by Steve: Microsoft Developer Studio and vi. =========== Mod History =========== 6.08 -Added teamplay DM. -A few more tweaks to bot detection, to eliminate false positives. 6.07 -Super-blaster weapon banning fixed. -Bot-kick and idle-kick messages get sent to the player before they're kicked. (Before, they might not.) -Vastly improved ZBot detection. Newly added RatBot detection. Works even if Zorbot is used. -A "botdetect.log" file gets written into the "weapons" directory, with all the info on the luser. 6.06 -Homing rocketlauncher changed to guided rocketlauncher. -Push/pull strength decreases with distance. -Idle timeout added. -"maplistfile" and "motdfile" variables added. -Better Zbot detection. -New laser tripwires only every 1 1/2 seconds. -New reflecting energy-bolt weapons. -New bazooka. -Plasma grenade toned down. -Laser tripwires even easier to shoot. 6.05 -Source code release only 6.04 -Bug fixes 6.03 -Weapon banning, feature banning, and frag banning. -Teamplay (Extinction) added. -Chat flood protection. -IP banning. -Homing rocketlauncher targeting reworked. -Push/pull feedback. -Freeze gun easier to use. Frozen effect vastly improved. -Laser tripwire placement is more intuitive now. Tripwires are also easier to shoot off the walls. -Dead bodies sometimes attract flies. Like, gross! -A bunch of bug fixes as usual. 6.02 -Grenade launcher now fires all darKMajick grenades -New alternate grenade-launcher weapon, the bazooka. Fires all darKMajick grenades, but in a straight line. -Lasers replaced with laser tripwires that fire all the darKMajick grenades. -Homing rockets can now be shot down, and only take 1 rocket per shot (was 2 per shot). -Doubled the amount of ammo backpacks & bandoliers give. -New plasma rifle. -Fire now makes a sizzling sound. -Added ZbotCheck 1.01 by the Lithium crew. (Windows version only: the Linux version won't link & they seem to be uninterested in providing support.) 6.01 -Added the allow_cataclysm server variable -Sniper gun now takes 5 shells, not 2. Weapon balancing thing. -Cataclysm device kills no longer credited to inflictor. -Homing rocket radius explosion kills now credited to inflictor. -Added "You've been frozen" message when player gets frozen. It's a lame hack until I rewrite the frozen code to make being frozen more intuitive. -Fixed even more bugs -- spawnpoints no longer get thrown in explosions, decoys work again, skin no longer gets hosed when you're frozen, the frozen obituary message is accurate now, the lasersight gets cleaned up when the player dies, and NoAmmoWeaponChange() is a little more intelligent. -Officially released a Linux version, finally. 6.0 Done by Hash Assassin, whatis@yyz.com, on or around 9/28/1998. My first official version. -Fixed an ungodly number of bugs, compiler warnings, and inefficiencies, some in WoD code, some in the original Id code. -Added streetsweeper -Rewrote plasma rifle to be more like Doom II version -Rewrote NoAmmoWeaponChange() to select some of the new weapons. -Increased ammo capacities. Now more fragfest than ever! -"maplist" feature. Just set the Q2 variable "maplist" to something non-zero, and the next map will be chosen out of the maplist.txt file in your WOD dir. No more running maps in a boring old loop. -Deathmatch players now invulnerable for 3 seconds when they spawn. Gives them a fighting chance & protects against people putting laser tripwires on spawn spots. -Balanced the weapons better. Now ammo usage is more in line with power. -Added/modified client obituary messages. -Laser sight brightens when on a player or monster. Hee hee. -Removed triple hyperblaster. It's a nice weapon, just very laggy. And the machine rockets are already pushing the limits. 5.4a- -Fixed Crashing when dying with freeze gun. 5.4- -Added Freeze Gun -Night Vision -Re-added standard railgun -Added new Grenade and Super Blaster effects -No bugs needed to be fixed! Woohoo! 5.3: -Perfect Chasecam, I'm pretty sure it's bugless. -Re-added standard Machine-Gun -Added Burst Fire mode for Standard machine-gun -Fixed Cluster Bomb bug -Fixed kamikaze when dead bug -Removed Viewable models, do to so many bugs [people wanted to use their custom models, but got a white diamond on its ass, etc.] 5.2: -replaced detpipes with shrapnel grenade -added sniper gun -added decoy -added plasma gun -better rocket explosions -replaced grappling hook with swinging grappling hook -fixed tons of bugs -removed ricocheting lasers and range finder- it lags net play horribly 5.0: -Added chasecam -Added Visible Weapons -Added sound for ricocheting lasers -Added scanner -MOTD support -Fixed yet more bugs - Thanks Mike Fox 4.9b: -Fixed messages -Fixed crashing when using super blaster -Lowered number grenades picked up 4.9: -Fixed numerous deathmatch bugs. 4.8: -Re coded the WHOLE mod with the 3.14 source as a base. This should fix all the deathmatch and coop bugs. -Re added shotgun -Enhanced flamethrower burn. It now uses a model for the burn animation. 4.7: -Now works with 3.12/3.13/3.14 -added Grappling Hook -fixed 8 twice -put fire model for fire on the ground 4.6 - minor update: -Updated flame thrower. It has a great new model. 4.5: -Removed super blaster model, so now there's no null skin error, and it can run on servers without clients having the patch. -Replaced Burst Railgun with Flamethrower -Added Flame Grenade Launcher -Replaced chain shotgun with Fire Rocket Launcher -Changed Chain Shotgun to Flame Rocket Launcher 4.1 - small update: -(Re)Added random blue/red lasers to blaster -(Re)Added long kickback for Super Shotgun. 4.0: -Removed Homing Rockets due to code conflicts -Added modified model for Superblaster -Removed Grenade Launcher proximity (see below) -Added "darKMajick" grenades- Cluster, Floating Proximity (improved from previous grenade launcher proximity), Railbomb, Plasma Bomb, Napalm Grenade, and Cataclysm device -Added kamikaze device -Added ricocheting lasers sound -Added Machine Gun Rockets -Fixed entities covering up blaster laser effects Other: This was a challenging task. I had to rewrite the whole code from the base up to add in the darKMajick grenades. Version 3.6: -Made the jetpack much better. -Fixed crashing Version 3: -Fixed the laser sight skin error problem -Added Rangefinder -Added "Star Wars" Lasers -Added Zoom Commands -Added Laser Tripwire -Added Burst Fire shotgun Version 2 : -Changed the super blaster trail effects so it looks like a blaster and not a grenade. -Changed the Cluster Bombs to a Triple Grenade launcher -Balanced Railgun more. -Detonatable Throwing Grenades! Version 1: Initial release. ====== misc. ====== Read that freakin' id license agreement. If you need further assistance with installing/playing this mod, contact me.