Title : Rune Hunt Filename : Rhunt15.zip Version : 1.5 (Final version?) Date : 4-25-97 Author : Nick Bousman (SiNGE) Email : singe@ix.netcom.com Type of Mod ------------ Quake C : yes Sound : no MDL : no Level : no Format of Mod -------------- progs.dat file. Forenote: ---------- This here mod is meant as a deathmatch change. Another objective added to normal deathmatch. At the time of this writing, I don't know of any servers that will run this patch, so if anybody out there wants to, go ahead, but I'd appreciate if you tell me first just so I know (You don't hafta tho ;). Description: ------------- A change for deathmatch mode. There's X number of runes in the level, the X being determined by the temp1 var in the autoexec.cfg file. The default number is 20. Runes spawn in random places, and teleport elsewhere if not picked up in 1-2 minutes. They don't actually DO anything useful at this point. You just pick up as many as you can. Whoever gets all the runes in the level, suddenly gets as many frags as runes he collected. Simple enough. Any player with one or more runes has a little spinny rune sitting atop their head, and any player with at least half the runes contained in the level will leave a purple trail. If you kill a player, they drop all their runes, allowing you to add to your own collection. Gold runes they drop count as 10 runes. Having these BigRunes rather than just having 10 runes cuts down on server lag. You can still kill people for frags, but the person who gets all the runes probably will have more frags than most anybody else. Helpful Instructions: ---------------------- - temp1 should be defined in autoexec.cfg. It will be the number of runes. - Deathmatch must be mode 3 for runes to work. Modes 1 and 2 still work. - IMPULSE 200 gives handy rune info during games. - IMPULSE 201 lists off how many runes all players have. (Or lack having) - IMPULSE 202 will bring up that server message you get at the beginning. Known Bugs: ------------ - Not much of a bug, but runes tend to cluster in a particular spot sometimes. - For some reason or another, large rune numbers will crash the system when they're all collected finally. I might have fixed by now though. - THERE IS SOMETHING WRONG with player strafing while moving forward. At least on my machine. At it doesn't happen with normal quake. I do NOT understand this. Planned Stuff: --------------- - Improve the random placement routine. Less clustering. - Thinking of a team play mode. When teamplay is on, the first team member to get a rune will be the team carrier. He'll have a quad damage over his head. Every person to get a rune will automatically give it to the carrier. The carrier has extra health, and if he's killed, runes are dropped. and the other team will probably get all those runes. So you gotta hunt for runes, and GUARD your carrier. - Got suggestions? Versions: ---------- 1.5 -- Now, for every 5 runes you collect (not counting bigrunes), you get a bonus "rune frag." There's been too many polar scores lately. None of that silly deathmatch mode 3 stuff. 1.4 -- No more beta! }:> Fixed the list of players (hopefully). Made it so fragged players drop gold runekeys to signify 5 runes, and regular runes for single ones. Hopefully this will help the lag. Fixed a annoying bug I didn't notice with the temp1 var. Players in previous version would only die one way. The set of frames where the player falls dead on their side. This is fixed now. Runes don't flash when moving around anymore. Purple particle tags stay stationary rather than floating up. Changed the login message. Improved the rune pickup sounds, so when you get 5 runes right next to each other, it SOUNDS like 5 runes. 1.3b - Made runes from a fragged guy spread a bit more in hopes of it helping the lag problem with many runes in one spot. Every 5 mins or so, the game will now yell out who has the most runes. Changed the server message to impulse 202. impulse 201 now lists who has how many runes. I polished the messages a bit. Made them shine. 1.2b - If you exit the level with more than half the runes, you get THAT many frags added to your frag count. When you get every rune, you drop your headrune and have a glowy yellow field for a sec instead of purple particles. 1.1b - Fixed the deathmatch 3 bug with items not respawning. Fixed the bug with runes spawning out of players. Dramatically fixed the bug with something like 5 runes starting RIGHT next to a player. Added not being able to exit deathmatch 3 levels without at least half the runes. You explode. }:> 1.0b - First version! Misc: ------ Visit our clan's home page! Clan X Central. We're small but we need members and stuff. And especially if you're one of those who _make_ Quake mods. You'd be especially welcome. Other projects I'm working on includes a entire deathmatch conversion that puts TANKS into Quake. New weapons and levels and MDLs and all that nifty stuff. I'm also thinking of making a server mod that just has TONS of nifty runes like in the Super Server patch and the CTF patch, but lots MORE runes. Copyright and Distribution Permissions --------------------------------------- Authors may NOT use these modifications as a basis for other publically available work. Unless they ask me first. Hehe };> You may distribute this Quake modification in any electronic format, provided it goes unmodified and includes all files found in the ZIP. You can only add it to a CD-Rom collection if you get permission from the author (me) first. Actura Software may not do anything with this mod. Servers: --------- I hope a number of servers run this patch eventually, but right now, the only one is here: 203.61.156.165 (quake4.mel.aone.net.au) Thanx to Access One for the server! Availability: -------------- http://urbanite.com/web/singe/clanx/cfiles.htm (Our Clan site, wOO!) http://www.planetquake.com (on the QCA section somewhere)