ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Title : Wyrm 2 beta 1 º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ Filename : wyrm2b1.zip Version : beta 1 Date : 10/13/98 Author(s) : Josep del Rio Other mods: Wyrm 1 (for Q1) Turrets! 1.0 (for Q2) Web Page : http://www.telefragged.com/wyrm Email : wyrm@telefragged.com Additional Credits : Ground Zero by Rogue PainKeep and Zaero by Team Evolve (http://www.teamevolve.com) Threewave CTF by Dave 'Zoid' Kirsch Amorphous Quake by Yaya (damian.slee@virgin.net) Check this mod! is cool :) (http://www.amorphous.co.uk) Weapons of Destruction by Matt Wright a.k.a. Punk (punkz93@geocities.com) Positron Beam by Singe and Griphis (visit their webpage at http://singe.telefragged.com) Guided Misile concept by Ken "Page Fault" Alverson (KenA@TSO.Cin.IX.Net) Plasma gun and Antimatter Cannon by Iika Keranen Shell model by Mr. Elusive Tech Soldier skin by DarkNova Ice cube model by Howard "Solo" Roy (howard@mpog.com) Napalm mod by Patrick Martin (cimartin@flash.net) Controllable Turrets by Ridah (ridah@frag.com) CTF+ and Nightmare mode by Eavy (eavy@planetquake.com) Check his Code Exchange page at http://www.planetquake.com/ce Chasecam by sATaN (frolicka@hotmail.com) with some additions by WarZone (quake2@theleague.net) id, of course :) ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Type of Mod º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ C : yes Sound : yes MD2 : yes ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Format of Source º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ unified diff : no context diff : no .c files : no (maybe on request) gamex86.dll : yes ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Description of the Modification º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ Wyrm returns!!! now, for Quake 2 :). A bunch of new stuff... tons of weapons, monster enhancements, CTF, custom classes... and a lot more! ÉÍÍÍÍÍÍÍÍÍÍÍÍ» º Starting º ÈÍÍÍÍÍÍÍÍÍÍÍͼ -If you want to play CTF, type "set ctf 1" at console -If you want to enable classes, type "set enableclass 1" at console ÉÍÍÍÍÍÍÍÍÍÍÍÍ» º Features º ÈÍÍÍÍÍÍÍÍÍÍÍͼ +26 new weapons: * Pistol (faster, but weakier... :P) * Flare Gun * Airfist (yeah, the Team Evolve's airfist!) * Double Impact (double grenade=double diversion?) * Flak Cannon * Explosive bullets (inspired from a Ghost in the Shell weapon) * Pulse Rifle * FlameThrower * Street Sweeper * Cluster Grenades * Napalm Grenades * Plasma Grenades * Sticking Grenades * Rail Grenades * Prox Grenades * Napalm Rockets * Guided Misiles * Freezegun * Disruptor * Plasma Gun * AntiMatter Cannon * Positron Beam * Vacuum Maker * Energy Vortex * Tripbomb * Laser Tripbomb +RWS (Random Weapon System): The most configurable weapon system ever made. Check the rw.cfg file. You can define you own weapon system with your own weapons. +Cycle command: you can define your weapon cyclings with this command. For example: bind p "Cycle {bfg10k} {railgun} {chaingun} {rocket launcher} {super shotgun}" each time you press "p" you'll cycle throught these weapons. +New monster enhancements!: *Berserk goes berserk when it receives so damage (try it:) *Flipper gained a new attack *Added Rogue Q2MP2 enhanced AI +New monster variants!: *Fire Maiden: Harder, and armed with a napalm missile... *Tech soldier: Owns a power shield and a laser :) +New difficulty mode: hell! (skill 3), where the stroggs respawn! (yeah, like in DooM :) +Fun gibs: heads can be gibbed, and gibs float in water +New items: *Power Screen: A power screen like the Brain and the Tech Soldier *Medipak: Like Duke Nukem... can heal up to 100 life *IR Goggles: Now you can see on darkness (useful if Nightmare mode is activated) *Flashlight +Fixed trigger_gravity! check out the included map, Test.bsp . +Chasecam (heavily modified... it now has a lot less bugs, and work in water) +Nightmare mode! (lights off) +Controllable turrets! :) may be fun for deathmatch, but I think that there isn't any deathmatch map with them... :( +Custom Classes: The coolest addition to Wyrm. You can define up to 32 classes, with it's own weapons and attributes (read class.txt for more info) Try "set enableclass 1" to use it. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º How to Install the Modification º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ 1. Make a directory in your REGISTERED Quake2 folder called "Wyrm" 2. Extract wyrm2b1.zip into that directory (using, for example, WinZip) 3. Go to the command prompt and type "quake2 +set game Wyrm" ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º New Server Commands º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ "sv nightmare" activates the nightmare mode... If you want to set a class, you may execute the ".rc" files. For example: "exec quake3.rc" will set some Q3 style classes "exec example.rc" will set the example class system "exec wyrm1.rc" will set the wyrm 1 class system ... ÉÍÍÍÍÍÍÍÍÍ» º CVars º ÈÍÍÍÍÍÍÍÍͼ Name | Default | Definition --------------------------------------------------------------------- classfile | default.class | It defines the file that contains the | | class structure enableclass | 0 | Any value other than zero means that | | classes are activated setclassskin | 0 | With any value other than zero, the defined | | class skin will be seted on players enableclassvelocity| 0 | With any value other than zero, the class | | speed code will be activated autokeybinding | 1 | If activated, your keys will be automatically | | binded to the class defined keys rwcfgin | rw.cfg | The RWS definition file. Defines the weapon | | system rwcfgout | rw.log | The RWS log file (useful to check for errors) rwcfgdef | none | If set, it will create a file with the default | ^string | settings (useful for modifications) footsteps | 1 | If you don't want footsteps, set it to 0 changeframes | 1 | If you don't want changeframes, set it to 0 dropitems | 1 | If you don't want players to drop items, | | set it to 0 (recommended if using classes with | | different weapons offhandgrapple | 1 | Defines the avaiability of the offhand | | grapple (0: no, 1: only on deathmatch, other: yes) start_666_time | 0 | The number of invulnerability seconds when | | respawned ctf_autoflagspawn | 1 | If CTF is activated and the map has no flag, | | Wyrm will set a flag on the map (set this cvar | | to 0 to disable this option) Also, you may use the CTF cvars (check ctf.txt for more information) ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º New Commands º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ -"chasecam": Activates/deactivates the chasecam -"hud": Without any argument, will cycle between the 3 possible huds. * "hud 0": the standard hud, with the ammos shown on it. * "hud 1": a bit simpler hud... also, shows ctf information * "hud 2": the simplest hud... only useful if you play on low resolutions :P -"myclass": returns the name and number of your current class -"infoclass": Info about certain class (defined on the argument). For example: * "infoclass 0": Info about the class 0 (the 0 class is used as default) * "infoclass cyborg": Info about the cyborg class -"bindkeys": bind keys for the current class -"hook" or "grapple": Use the offhand grapple -"unhook" or "ungrapple": Reset the offhand grapple -"cycle": Used to define your own weapon cyclings. For example: bind p "Cycle {bfg10k} {railgun} {chaingun} {rocket launcher} {super shotgun}" ^each time you press "p" you'll cycle throught these weapons^ Also, you may use any of the CTF commands (read ctf.txt for more information) ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º How to use Modification º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ Turrets ------- Just jump into it... try to modify the turret cvars, is fun ;) Weapons ------- There are some standard cyclings defined into keys.cfg, so you may cycle between them. Monster enhancements: -------------------- Ground Zero improved AI Well, in skill 3, monster respawn in nightmare... Bitch fires at foot if she can. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Testing Notes º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ Seems to be quite stable, but I cannot test it into multiplayer mode. ÉÍÍÍÍÍÍ» º Bugs º ÈÍÍÍÍÍͼ Uhm... don't know :) if you find anyone, mail it to me, thanx. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Future enhancements º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ This may be the last version of Wyrm 2... unless I can get some nice maps for it :P. If you're a good level maker, send a mail to me ;) If I get help with the maps, I would like to add some more monster variants, new map effects, custom class enhancements and even more weapons. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Revision History º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ 01-XX-98--> Wyrm code moved to the 3.20 quake 2 code Added Ground Zero enhanced AI Added a bunch of waepons Added CTF (techs, offhand grapple) Added Custom Classes Added RWS (Random Weapon System) New floating code New sticking code (tripbombs, sticking grenade) Improved hud Removed Scanner 10-13-98--> Solved the skins problems :) it was a bug from NST, but I solved it with an hex editor ;P Added 5 new weapons Removed Faster Blaster Solved some minor bugs 09-15-98--> Now, Wyrm will be unpaked due to some skin problems... :P A crash bug solved Cutscenes added! (cut.bsp) New page design (better and faster to load) Better ducking! now monsters only duck if they dodge the missile 09-05-98--> 2 new monsters (Tech Soldier and Fire Maiden) Added Freezegun Fixed a bad bug with floating -_- Berserk now goes berserk when receiving so damage Soldiers have gained a new attack Flyers can now dodge projectiles 08-28-98--> Better floating in gibs Updated the Napalm mod to a newer version Cycle command Fixed trigger_gravity (check test.bsp) First upload to ftp.cdrom.com! :) Fixed chasecam bad clipping (it seemed to be an id bug :P) 08-17-98--> Added scanner Added Napalm mod (not the last version. this will be corrected into the next version :P) 08-12-98--> Well, some new features :) *Fixed a small chasecam's bug... *Added Controllable turrets! (heavily modified...) 08-11-98--> first release!!!! :) ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Contacting Author º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ Send comments, opinions, ideas, bugs,... at wyrm@telefragged.com ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Copyright and Distribution Permissions º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ * Authors MAY use these modifications as a basis for other publically available work. * If you have used part of this patch (code, model or sound) in your own patch, please give credits to the authors who have made them - including myself. Thank you. * You may distribute this Quake modification in any electronic format as long as this description file remains intact and unmodified and is retained along with all of the files in the archive. * The above permissions do not apply to Actura Software, who may not do anything, in any form, in any way, by any means with these files, including, but not limited to, sale and redistribution of the software.