(newer version) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=- Title: Dnl Version: 0.85 Author: Peter Wickis (aka Shinote) Email Address: pwickis@bu.edu Web: http://www.kersur.net/~wickis/quake Description: Adds 10 different player classes to the game. Play as a Marine or a Sniper, a Mage or a Knight, an Enforcer or Shalrath, and more! And more will be included as I get time. Supports single player, coop, deathmatch, king of the hill, and ctf game modes. Also has some different monster skins+abilities and changed powerups. I've been working on this for a while, but its at the point where its so much fun its hard to work on it further. So I thought I'd make it public and see what everyone thinks about it. Please send feedback of any kind to pwickis@bu.edu (then check the faq section to see if I already know about your problem). This release is hopefully going to get me some feedback so I can make improvements. In particular tell me if there are any bugs (ok, I know of a few, tell me anyway) and tell if if it works ok over some kind of network or if its too laggy. And if you ever run a public tcp/ip server tell me also. Revision: .85 Various fixes, CTF support added, some better-looking models. .81 This version adds a few small balances + fixes, and addes a 10th character class- a cool one I might add. .8 Public release Credits (humans who contributed): Shinote- most everything Golan(mikeh@nyct.net)- testing, sounds for sci3+sci6+sni2 Tenth(dmsF95@hamp.hampshire.edu)- testing, skins for Scientist, Marine, and Sniper- enhanced player.mdl for robes Glamdring(amacleod@kersur.net)- testing, militant sounds Kelly- those execellent nun pain sounds Wick- testing -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=- Documentation: I don't have time right now to fully document here, so I'll just include what you absolutely need to know, and point you to the web page (link at the top of this file) which is where I'll put more information. Again, if you download this and like it or want more information, go to the webpage, it should get updated in a few days when I have time. Or just mail me, but don't expect all your questions to be ansewred in this file. Also let me mention that if you're a mapper, and you'd like to help me out/make a map with some special features, contact me lets talk (well, check web page first). Installation: Create a dnl directory inside of quake, and unzip the pak0.pak file in there. Run quake -game dnl Playing the game: Its straightforward, you should be able to figure it out. Just know that you have to press '0' to get to a menu for things like changing class, and also read the minimal class notes for the class you'll play from this file, they tell you the basics. Single play: For single play you should immediately switch classes if you want to, because once you're injured you won't be able to switch anymore (and anyway, switching would take away all that cool stuff you've collected). Monsters: In the interests of coop I started giving some of the monsters a lot more firepower, then for variety I threw them into sp as well. There are only 3 variant monsters now, but they'll make their presence felt. The variants have different skins and greater firepower than their counterparts, but usually make up for it will less health. Oh yeah, you can also kill Cthon using normal weapons.... its fun, try it, bring a friend for coop lavabashing... Deathmatch: Deathmatch is about like normal. You can use the menu to select the class you'll turn to the next time you respawn. However there are some important changes: You can NEVER pick up a weapon twice. Weapons don't contain ammo, so you won't get anything from it, but you can't pick it up to stop other people from getting it either. Coop: Coop is fun. Download a sp map and then try to get through it on your first try in a two or three man team, or just work together to pound through the id maps. In coop mode (which isn't QUITE done yet) all the monsters are tougher, so working together is much more important now. Ammo, health, and armor will respawn 1-3 times, so you can reload some, but you won't have an infinite supply. Weapons can only be picked up once, so you'll have to decide who will get the weapons (of course you can get them from other levels as well) (I might make weapons more persistent/ plentiful in another vers). Each time you kill a monster you get a frag, each time you die you lose some frags, AND you lose a weapon. If you lose all your weapons or all your frags then you restart as a new character. That makes death much more meaningful than in normal coop, which was unplayable because you could respawn as often as you needed without penalty. If you die too often in Dnl coop then you'll be stuck without powerful weapons. You can even lose weapon 2! (but you can retrieve it easily) Weapons: Picking up a weapon powerup (Which appear as spinning color discs) give you a weapon but no ammo, you start with some of each kind of ammo however. Also there is NO automatic weapon switching. You ALWAYS have to switch yourself. That's NOT a bug, thats a FEATURE. I LIKE it like that. Class Notes: These notes don't go into great detail, I consider figuring out what the powers do to be part of the fun. I only mention things that you must know to make proper use of a character and that aren't obvious. Marine: "Born to Fight, Trained to Kill, Ready to Die- But Never Will!" A powerful warrior with lots of heavy firepower, but he's weakened by needing lots of ammo for all those guns. Your guns will have to be loaded before firing- that can happen automatically if you try to fire an empty weapon, or do an impulse 16 to reload your weapon right now. Sniper: He's an empowered corporate chief of security who takes proactive measures to defend his firm's interests from the competion, real and potential. Like the marine he also has to reload his weapon, but at least he's more efficient about ammo use- he can't carry much though. Use impulse 16 to reload, which you normally have to do after each shot. Most of the weapons he gets are enhancements to his regular rifle, which is all he'll ever fight with. Weapon 4 includes a silencer, which you can activate by pressing 4. Weapon 6 includes a laser sight, which lets you do more damage (and possibly aim better). Weapon 8 is a grappling hook, which you fire to use and then JUMP to relase. Also your rifle does much more damage if you're standing still. Enforcer: while(self.active()){ if (!self.target.dead()){ attack(self.target); } else{ findTarget(); } } A relentless killer robot. Powerful and deadly. What more do you want? Cleric: A nun who can minister to the faithful one day and smite the godless heathens the next. Weapons 2,4, and 6 can be cast on yourself or other people by selecting the weapon again. Weapon 8 is toggled on and off by pressing 8. Weapons 5 and 7 do more damage if you're standing still. Knight: Well, he's got a sword, and armor- and did I mention that he has a sword? Very simple to figure out. All his weapons are just powerups for his sword. You'd think that he'd be at a disadvantage in deathmatch going up against everyone with their guns and explosives, but he always seems to do remarkably well. Maybe its the way he strugs off direct rocket blasts... Impulse 16 (reload) will toss a little rock. Not much of a weapon, but maybe you can press a button with it. Shalrath: You might know it from quake as a Vore, but this version has extreme intelligence and great movement speed, while still retaining the famous seeking spikeball attack you all know and fear. Mage: Wields powerful magic spells that do great damage towards monsters, and aren't that bad versus players either- once you figure them out. Weapons 3,4, and 7 all have pretty good chances of killing yourself, so be careful. Weapon 6 can too. Weapon 5: Is pretty cool, once you figure it out. Scientist: Has a dual-degree in applied theoretical physics and practical xeno-archealogy, with the gizmos to match. Weapon 4: You'll probably kill yourself when you try it. Weapon 3: Has 2 modes you can switch between. Neither one is very useful against monsters. But in deathmatch knowledge is power. Weapon 6: Woe to those who defy the great Pauli and his mighty exclusion prinicple! Cultist: Or is he a cthulist? A bizarre stranger who converses with demons in tounges even they don't understand. Weapon 4: If you can't figure it out then just get any textbook on sympathetic magic. Oh yeah, it does much more damage if you're standing still. Weapon 3: Like a nun, you can direct this to yourself or others by selectinng it twice. Fomor: Just your typical demonic plaguespawn of corruption and hate. His rotting body is a powerful force for destruction. Exists only to fight, to kill, and then to die... And excellent berserker class, but not one for the camper or a coward. If you can beat an unfamilar sp level as a fomor then you've truly proven yourself to be an excellent player. Weapons 6,7,8: You could kill yourself if you're not careful. But you're just going to die anyway, so why worry? More classes planned: Sauhaugin, Shoggoth, Anabel Wilknison, Garno, Scream Wipe, Wraith, Infernal, Kagebushi, Emmet, and The Attendant... coming soon to an ftp server near you! (seriously, I could code them quicky if I got models/skins) Impulses: 16- reload your weapon 200- drop a powerup (quad) you're carrying. You can only have 1, so you might want to switch for a better one. 15- Chasecam. It dosn't work well/at all in the water, and I don't feel like spending time fixing that. Powerups: 666 and eyes have been removed, they'll be quads. There are several different things you can randomly get: Quad, rambo, resistance, vampirism, regenertation, and sniper power. And you can drop them by impulse 200, if you'd like that one better. Server settings: You can combine the following values by addition and store them in the teamplay variable: 1 teamNoHurt: Can't hurt members of your own team 2 teamNoArmor: Can't damage teammate's armor 4 teamLoseFrag: Penalty for killing teammate 8 teamHill: King of the Hill game mode 16 teamTwo: Force players to be on red or blue team 64 teamCtf: Play Capture the Flag I'd like to try 4+8+16=28 on a 8-16 player server, I think that could be quite fun King of the Hill: In a free for all or team mode deathmatch, the server has the option of including a floating gold key as the "Hill". Stand near it and you get free frags added to your score. It helps bring people together in a big level by giving them something to fight over (somthing that dosn't help whoever's got it now hold on to it later, like RL camping can do), and in two teamplay it gives both sides a base they want to control. Capture the Flag: Dnl supports standard Ctf maps. I didn't use the ctf source code as a base, I just implement a simple version myself. You will need Ctf maps to play with though. They can be downloaded individually, or taken from a pack like the standard threewave ctf or any other variant. Its possible to take the maps from a regular ctf pack and use them with dnl and with normal ctf. I did that with 3wave Ctf for instance, you just have to move the maps from the ctf pak to your id1/maps directory (making sure you don't overight other maps or conflict with the names start,end, or e*m*) If you'd like specific instructions for that you can email me. Server settings for Ctf: You'll want teamplay with 2 teams, so probably using teamplay 83 is a good ctf setting. Future modifications: More classes. Decent looking skins. Decent looking weapon models. I know the current ones have well, problems, but they're good enough for now. Its not done, what can I say, I'll do modeling when its relative priority gets high enough. Hands visible with many weapon models. I have hand models already made, not animated yet, they look cool... Different versions of each monster. Circle of power New monsters. MAPS! Check the webpage if you'd like to make me a map. However the schedual for those improvments is uncertain, I don't know when I'll have time to work on them. If you give me happy/positive/'at least constructive' feedback though, there's a better chance of it happening. Attention Mappers: If you want to help me out, or you want to make a map that takes advantage of some special features or just a different hero and setting than normal quake, let me know and you can make a map for Dnl. I might make a pak of maps, or you could release one on your own. It already includes some special features such as statues, rotation, breakable walls+decorations, different and tougher monsters, and other stuff. Well, not much other stuff, but I'll happily add features on request (anything from one of the mission paks, or any other mod, I can quite quickly emulate if you ask). So if you have an idea for an sp or dm map that would be enhanced by a different style of hero or some special touches that you're struggling to set up with normal funcs and triggers, let me know, maybe I can help. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=- * Play Information * Single Player: Yes, adds a lot of variety to sp. I really enjoy trying it out with new maps. The classes add a lot of replay value. Cooperative: Yes, it makes coop really fun if you have 2-4 computers on a lan, different characters helping each other out and doing what they do best. Deathmatch : Yes. I haven't tested it much in high ping situations, but its great fun when you have a good connection. New Code: YES! New Sounds: YES New Graphics: YES New Models: YES New Maps: Not yet * Construction * Tools used: qMel, Meddle, Viw, proqccw, fastqcc, qc scrambler, grafixer, xpak, pak xplorer. Base: Source code was taken from id1 and Hipnotic. Base for cultist skin was by Rorsharch. * Copyright / Permissions * All files contained within are copyright to the author, Peter Wickis, to someone listed under credits, or to id1 software or Ritual Entertainment. They are not responsible to any damage done to your computer, software, person, possesions, karma, or immortal soul. You may distribute this patch freely so long you don't get money from it and this file is included intact. If you modify this patch in anyway, including making anything based on it, please mail me first so I can help you figure it out.