Paroxysm v0.2b- Deathmatch/Botmatch Conversion for Quake1

Thank you for downloading this Beta release.

Before sending a bug report, check the list of known bugs at the Paroxysm Website.

Please do not send any bug reports that are related to the KasCam (observer mode).
See the kc18doc.txt file for more info on the KasCam.

Send any new bug reports to:
pox@planetquake.com

This file contains the following sections:

1. Installation
2. About the POXbots
3. New Console Commands
4. Weapons, Features and Rules
5. Armour
6. General Info/Troubleshooting
7. Credits
8. Version History



1. Installation

If you dowloaded the v0.1b to v0.2b update, open your existing 'pox' folder, and replace the 'progs.dat' and 'quake.rc' files with the ones in the archive. Be sure to read the rest of this document for info on new features.

If you downloaded the full install of Paroxysm v0.2b, put the 'pox' folder in the same directory as your Quake application.

Linux users should replace the 'autoexec.cfg' file in the 'pox' directory with the 'autoexec.cfg' file supplied in the 'linux' directory.

Before you play Paroxysm, you may want to modify the 'autoexec.cfg' file. Using a text editor, change the default key bindings for the new console commands. Make sure the 'secondtrigger' command is bound to a key that you'll have good, fast access to. You won't get far in a Botmatch without the second trigger!

To play Paroxysm, start Quake with '-game pox' in the command line (hold option key while launching Quake on MacOS) OR drag the 'pox' folder over the Quake application OR use your favourite Quake Front End program. You must setup and start a Multiplayer game for Paroxysm to work properly. (Even if you're just playing against the POXbots).


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2. About the POXbots

The skill level setting determines the overall skill of the bot, however, the default (skill 1) will spawn randomly skilled bots. This will give a more authentic multiplayer feel. If you want to play one on one with a bot, it's best to use skill 2 or skill 3 bots (or skill 0 if you like to win a lot).


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3. New Console Commands

These can be typed directly in the console or bound to a key.
(The default key bindings can be changed in the 'autoexec.cfg' file.)

secondtrigger
- activates the current weapon's second trigger
- default key binding is 'COMMAND'

addbot
- creates a hostile bot (creates a bot for the all bot team in teamplay)
- default key binding is 'b'

teambot
- creates a friendly team member bot
- default key binding is 't'

dark
- selects Dark deathmatch mode, must be used BEFORE loading a map.
- In Dark mode, all lights are dim and players/bots are illuminated
- this is equivilant to setting 'deathmatch 4' in the console
- there is no default key binding

gl_dark
- same as the 'dark' command above, use this command if running glQuake (3D hardware accelerated)
- this enables real-time dynamic lighting in glQuake necessary for dark mode to play properly (gl_flashblend 0)

predator
- selects Predator deathmatch mode, must be used BEFORE loading a map.
- In Predator mode, all players and bots are invisible (eyes only)
- this is equivilant to setting 'deathmatch 3' in the console
- there is no default key binding

lms
- selects Last Man Standing rules, must be used BEFORE loading a map.
- In LMS mode, players start with a set amount of frags and loose a frag when killed. When a player's frag count reaches zero, they are put into observer mode until only one player remains and the game ends
- this is equivilant to setting 'temp1 1" in the console
- LMS mode can be combined with either Dark or Predator modes
- type 'fraglimit #' in the console to set the number of start frags (were # is the number of frags - default is 5)
- there is no default key binding
- alternate commands: 'lastmanstanding' or 'lastman'

reset
- resets all deathmatch modes to the default settings
- must be used BEFORE loading a map.
- there is no default key binding

gl_reset
- same as the 'reset' command above, use this command if running glQuake (3D hardware accelerated)

autocam
- Puts you into observer mode via the KasCam
- The only way to exit observer mode is to start a new level or game
- default key binding is 'k'

camnext
- Only works in observer mode
- Switches to the next available player
- default binding is ']'

See the KasCam readme for a full list of camera impulse commands. Due to a bug in the camera code, you may have to hit '+lookup' and '+lookdown' keys to steady the camera if accessing it directly through the impulses. Using the 'autocam' console command will do this automatically.


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4. Weapons, Features and Rules

The following are general rule changes:

There is no weapon auto switching when you run out of ammo. You will here some sort of click or buzz indicating you need more ammo. (Although you can run out of ammo, you still can't cycle to a weapon if you have no ammo for it.)

If you touch a weapon, it becomes your active weapon (no auto best weapon). Picking up a backpack that contains a weapon will NOT change your current weapon.

You can not pick up a weapon if it's already in your inventory.

Some Weapons have a secondary trigger or 'action' key.
You must bind a key to the second trigger to use it. To do this, open the 'autoexec.cfg' file in the pox directory. Then follow the instructions. You can also type 'bind KEY secondtrigger' in the console when running Quake. (Without the quotes - Replace KEY with the actual key you want to use)

Here is a list of weapons currently available:

PulseGun*
Requires no ammo, but has to recharge after firing. (consecutive shots get slower and slower if you don't give it a break)

tShot*
Rotating triple barrel shotgun. Shoots one shell at a time, second trigger primes all barrels for a powerful close-range gibb'n triple blast.

ComboGun
Dual ammo weapon, Double barrel shot gun and short range impact grenade launcher

PlasmaGun
Fires short, fast bursts of plasma. Has an overload trigger that ejects a substantial burst of energy with high radial damage. Must recharge (approx. 2 sec.) after overload.

NailGun
A modified version of the original Quake SuperNailgun, with a new look and sound.

GrenadeLauncher
'Bouncy' grenades fired with primary trigger. Second trigger plants phase mines. Phase mines fuse with inanimate objects and arm themselves on contact. They are triggered by touch (bots or players), damage (from any weapon) or movement (doors or platforms). Mines explode automatically after 15 seconds and can be planted inside powerups or dead bodies.

Annihilator
Semi automatic, shoulder mounted, double barrel rocket launcher. 4 fast consecutive shots (8 projectiles) then needs to be reloaded (hit the second trigger)

*Players and Bots spawn with these weapons, the rest must be picked up.


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5. Armour

Armour is gained by standing in a Regen Station, these are grates that continuously stream armour coloured particles.

Armour type depends on the armour value and changes dynamically.
Here's the breakdown:

1 - 50 points - Blue

51 - 150 points - Yellow

151 - 255 points - Red


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6. General Info/Troubleshooting

Quad, Invisibility and Invincible powerups are deactivated in this release, reworked versions will be in the final version.

Although Paroxysm is compatible with all existing DeathMatch maps, some maps may not be ideal for use with this mod. Due to weapon changes, many (mostly older) maps will not have enough ammo for a solid game, other maps will cause the POXbots to get hung up in teleporters or on broken ground. Unfortunately, none of the original Quake Deathmatch maps are ideal Paroxysm Botmatch maps. For this reason, I have a growing list of links to recommended maps in the download section of the Paroxysm website. If you know of a map that works well with Paroxysm, please let me know.

If you are running GL Quake and some models look messed up, you'll have to delete the files in the 'glquake' folder in the 'id1' folder (and possibly in the 'pox/glquake' folder as well). Quake will remesh the models the next time it runs.

If you are running software Quake, you'll get some 'unknown command' errors when launching Paroxysm - these are GL specific commands and can be safely ignored.

Some people experience crashes when loading a map in WinQuake, running Paroxysm with q95.bat seems to fix this problem.

Paroxysm only works in multiplayer mode.

Paroxysm is Quake 1 only.


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7. Credits

This mod contains work gathered from many sources. Other than the items listed below, all new QuakeC code, powerup and weapon models, sounds and skins, were created by me (Frank Condello)

Of course, Id Software for Quake and QuakeC.

The POXbot is based on the Tutor Bot by Darryl "Coffee" Atchison.

Predator Mode invented by Darryl "Coffee" Atchison

Waterlevel detection and bot naming routine taken from the Doombot skeleton by Roscoe A. Sincero. legion@keg.zymurgy.org

Ranking code also from the Doombot skeleton by Alan Kivlin. alan.kivlin@cybersurf.co.uk

Rotating entities, Footstep routine and Earthquake function taken from the Scourge of Armagon - Mission Pack 1 - by Ritual Entertainment

Phase Mine code is based on the Proximity Mine also from the Scourge of Armagon - Mission Pack 1 - by Ritual Entertainment

Grenade launch and bounce sounds taken from the Quake2 test by Id Software


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8. Version History

Paroxysm v0.2b
- Added DarkMode
- Added Last Man Standing Mode
- Fixed non-respawning items in some DM modes
- Various Bot AI enhancements (including plat detection, more varied skill levels)
- Annihilator damage reduced
- Bots drop BackPacks more frequently now
- Regen Station Streams now appear correctly in all maps
- Added a 'fov distortion' when teleported/spawned
- Bots are now properly affected by push triggers (wind tunnels)
- Fixed some (rare) runaway loop errors caused by the bots
- Fixed some reload and secondary fire player model animations

Paroxysm v0.1b
- First public release

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Ok, you read it all....PLAY SOME QUAKE!
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