id Software's Usenet Group Posts Archive!

quake/articles/1996/art-486



Path: mantis!not-for-mail


From: "Richard Owen"


Newsgroups: rec.games.computer.quake.announce,rec.games.computer.quake.playing,rec.games.computer.quake.servers


Subject: This Sunday's Minos event.....


Followup-To: rec.games.computer.quake.playing


Date: 12 Sep 1996 14:59:05 +0100


Organization: Jobstream Group plc


Lines: 436


Sender: tony@mantis.co.uk


Approved: quake@mantis.co.uk


Message-ID: <01bba0ae$6ceac720$2632dec2@chantry.mantis.co.uk>


Reply-To: richard@mantis.co.uk



Is a Fortress game, at 3pm on the special event server of Minos, UK.


To connect you must use a different port - port 26666. Use this additional


command when launching Quake:


q95 -udpport 26666



then connect to minos as usual and you will be in the fortress game!



The game requires some detailed instructions and several key bindings.


Please read these carefully to avoid hideous death at the hands of the more


clued-up players.


Good luck.



Instructions follow. Within this readme - which I have edited to the player


essentials, there is a list of alias definitions. I have taken the most


important commands from here and produced a mini-config file which binds


these commands to a sensible(?) set of keys. This section could be cut and


saved into text file for execution within quake.



*==============================================================*


* TeamFortress v1.2 readme.txt *


*==============================================================*


Introduction


------------



TeamFortress is a new QuakeC patch which radically changes


team games. It provides far more incentive for teams to


actually work as a team. Each member of the team has unique


weapons, items, and abilities.



It is most fun to play on a map with two, or more, clearly defined


team fortresses, or bases. We're a little limited until we


write a good map for it, but until then, try some of quake's


levels. Define the team areas, and a goal or two.


For example, we sometimes play on e1m1. Its not a big map, so


we play with two teams of 4. One team's base is the room containing


the end of level slipgate. The other team starts at the bridge


outside, and has to finish the level. The first team has to


prevent the other team from finishing the level.



What do you need to know?


-----------------------


Really, if you want to get into TeamFortress as soon as possible,


all you need to know is the command "helpme". Type this in at the


console and you'll be shown the help index.


You should be able to figure it out from there :)



Player Classes


--------------


TeamFortress uses multiple player classes. Whenever a new map is loaded,


all players start in Observer mode.


When in Observer Mode, players can use there fire button to cycle


through all the observation points on a map, and watch the action.


To get out of Observer Mode, players must choose a class.


To choose a class, just use the appropriate alias. Once a player class


is chosen, you cannot change class for the rest of that level.


The classes implemented so far are as follows:


SCOUT: Fastest moving class. Can only wear a small amount of the


lowest absorption armor. Limited to the 2 Shotguns and Nailgun.


Low ammo levels.


Carries a Motion Detector, 2 grenades, 3 concussion grenades.



SNIPER: Medium speed. Wears only small amount of armor, upto medium


absorption level. Limited to Nailgun and Sniper's rifle. Medium


ammo levels.


Carries 2 grenades.



SOLDIER: Slow moving class. Wears large amount of armor, at all


absorption levels. All normal weapons except Grenade Launcher.


High ammo levels.


Carries 4 grenades, 4 nail grenades.



DEMOLITION MAN: Medium speed. Wears medium amount of armor, upto medium


absorption level. Uses the ShotGun and Grenade/Pipebomb Launcher


(pressing 6 toggles between each)


Carries 1 DetPack, 6 grenades, 4 Mirv Grenades.



COMBAT MEDIC: Medium speed. Wears medium amount of armor, upto medium


absorption level. Uses both Shotguns and the Super Nailgun.


Carries Medikit, 3 grenades, 2 concussion grenades.


Regenerates slowly. Has a Bioweapon.



HEAVY WEAPONS GUY: The slowest moving class of all. Lotsa armor, high


absorption levels. Uses both Shotguns, the Nailgun, and


the Assault Cannon (yeah!)


Carries 4 grenades and 1 Mirv Grenade.



RANDOM CLASS: Each time you respawn you have your class randomly


assigned to you.



New Weapons


-----------


Sniper Rifle:


This weapon is used instead of the shotgun by the SNIPER playerclass. It


uses shotgun shells for ammo, and operates in two modes:


- Single Shot. With a reload time of 3 seconds, this mode is what


sniping is all about. One shot from this will kill most players


except for a heavily armored SOLDIER or DEMOLITION MAN.


- Auto Shot. Although this fire mode does a lot less damage than


single shot and uses a lot of ammo, its great for picking off


a wounded target, or a fast moving SCOUT.


The other tricky bit about the sniper rifle is that it is a rifle. You


can't just snap shot from the hip with it. If you're moving too fast,


the rifle simply won't fire. Besides, you're a sniper, you're not


supposed to be strafe-fighting with soldiers! :)



Assault Cannon:


Big! Fires lotsa bullets! Really fast!


What more do you want?


It's used by the Heavy Weapons Guy. Select it like you would the


Rocket Launcher. It takes 10 cells just to power up each time you


pull the trigger, and then starts to eat up your shotgun ammo like


you wouldn't believe!


It also tends to eat up enemies too, so it isn't all bad :)


As you fire the Assault Cannon, it gets hotter and harder to control.


After firing, it has to cool. This can take a while, and is dependant


on how long you fired it for, natch :)


Luckily, cooling require no effort on your part, so you can change


weapons while you wait.


Oh, you can't move while firing either, and you can't fire when


you're not on the ground.



BioWeapon:


This weapon is used by the COMBAT MEDIC. The COMBAT MEDIC's axe has two


modes: Medikit and BioWeapon. In Bioweapon Mode, when the COMBAT MEDIC


hits someone with the axe, they will become infected, and begin to lose


health. Anyone coming in contact with an infected person also becomes


infected. Infection can be cured by the COMBAT MEDIC's medikit.


COMBAT MEDICS are immune to the Bioweapon.



Grenades


--------


Several new types of grenades now exist, and all classes have access to at


least one of them. They are not to be confused with the grenades used by


the grenade launcher.


Use of these grenades is exactly as one would expect. Pull the pin, throw


it, and wait. After 3 seconds it goes off. Just make sure you throw it


_before_ the 3 seconds are up :)


The grenade types are as follows:


Normal : Normal grenades simply explode. They are twice as powerful


as those shot from the grenade launcher.



Concussion : Concussion grenades don't actually hurt anyone, they just


blow everyone away from the grenade explosion at a high


speed, and then make them woozy. They're the SCOUT's best


way of escaping from a roomful of enemies. The ensuing confusion


usually gives him enough time to run.



Nail : Nail grenades are good in large rooms. Instead of detonating,


they raise up into the air and hover. They then begin to


rotate while firing nails. After doing this for a few seconds


they explode like a normal grenade.



Mirv : Mirv grenades are room-clearers. When one explodes,


it divides into approximately 15 individual grenades which


then explode.



New Items


---------


Motion Detector:


This item is the SCOUT's best friend. The SCOUT can specify an amount of


cells spent on a scan. The detector displays a list of all enemies/friends


within a distance around the SCOUT, and their direction in relation to the



SCOUT. The more energy spent, the larger the detection distance.


Bear in mind though that the motion detector only detects motion (natch!


:)


So it won't pick up stationary or very slow moving players.


You can toggle detection of friends and enemies using the aliases "scane"


and "scanf"


or impulse 1 and 2 after the Pre-Impulse. For more information on


Pre-Impulses, see the Impulse Summary.



Medikit:


The COMBAT MEDIC has a medikit which allows him to heal any other member


of his/her team by hitting them with his axe, when it is in Medikit Mode.


Each hit will heal them 10 points and reduce the 'ammo' for the medikit


by 10. You can see how much 'ammo' for the medikit you have by looking


at your inventory. If the COMBAT MEDIC walks over a health box while at


maximum health, the health box will be used to replenish the medikit


'ammo'.



Detpack:


The DEMOLITION MAN has a Detpack. This is a large-scale explosive device.


When the DEMOLITION MAN places it he is unable to move for 4 seconds


while he primes it.


The timer on the Detpack is set by the DEMOLITION MAN. e.g. After the


Pre-Impulse, an Impulse of 10 sets the timer for 10 seconds. For more


information on Pre-Impulses, see the Impulse Summary.


Oh yeah, Scouts can disarm them by running over them :)



New Rules


---------


Reloading:


All basic weapons except the Nailgun and Super Nailgun have clips. When


all


the ammo in a clip is spent, the weapon is reloaded. This can take


anywhere


from 1 second for the Shotgun to 5 seconds for the Rocket Launcher. Ammo


amounts in the clips varies between weapons.


While reloading, you cannot change weapons.



Alias Summary


--------------


Aliases are fine and dandy, but there's just one small problem with them :)


If you're playing a single-player game, aliases that use a Pre-Impulse,


such


as all the Help, Scanner, Detpack, and Setskin aliases, don't work if you


type them in at the console.


If you're playing a single-player game, you'll have to bind them to a key,


get out of the console, and press the key. It's a bummer, but hey!, this


patch is for team games :)


And Pre-Impulses are too good to remove because of it.


The aliases that are automatically created for you by TeamFortress are:



Help Related


helpme : Display Help Index


generalhelp : Display General command help


classhelp : Display Class command help


weaponhelp : Display Weapon command help


itemhelp : Display Item command help


skinhelp : Display Skin command help


teamhelp : Display Team command help


preimphelp : Display Pre-Impulse help


showpreimp : Display a list of the Pre-Impulses used


showimp : DIsplay a list of the Impulses used



General


inv : Display your inventory


showtf : Display the status of all Toggleflags



Class Changing


scout : Change class to Scout


sniper : Change class to Sniper


soldier : Change class to Soldier


demoman : Change class to Demolitions Man


medic : Change class to Combat Medic


hwguy : Change class to Heavy Weapons Guy


randompc : Change class to Random Class



Grenades


primeone : Prime a grenade of Type 1


primetwo : Prime a grenade of Type 2


throwgren : Throw whatever grenade you've primed



Pipebombs


detpipe : Detonate all your pipebombs



Scanner


scane : Toggle detection of enemies with the Scanner


scanf : Toggle detection of friendlies with the Scanner



Sample aliases for the Scanner


scan10 : Scan using 10 cells


scan50 : Scan using 50 cells


scan250 : Scan using 250 cells



Sample aliases for the Detpack


det5 : Set your detpack for 5 seconds


det20 : Set your detpack for 20 seconds


det250 : Set your detpack for 250 seconds



Skin Selection


nextskin : Change skin to the next skin in the player.mdl


prevskin : Change skin to the previous skin in the player.mdl



Sample aliases for Set Skin


skin10 : Change skin to number 10 in the player.mdl


skin20 : Change skin to number 20 in the player.mdl



Team Handling


imin1 : Start/Join Team 1


imin2 : Start/Join Team 2


imin3 : Start/Join Team 3


imin4 : Start/Join Team 4


showscores : Display Team Scores



The sample aliases are examples of how the Pre-Impulses commands are used.


For more information on Pre-Impulses and how to create your own aliases for


Scanner/Detpack/Setskin etc, see the Impulse Summary.



Impulse Summary


---------------


In version 1.0 everything relied on Impulses. Now, it's all bound to


aliases.


This means you don't have to know the impulses unless you want to merge


this


with another patch, in which case you can look at the code, or type


"showimp"


in the console.


The only thing I should mention is Pre-Impulses. A Pre-Impulse is an


impulse


which must be used before another impulse. The second impulse can then be


interpreted in a different way.


For example:


The SCOUT's Motion Detector has a Pre-Impulse of 249. You specify the


amount of energy you want to spend on the scan with an impulse after it.


So if you wanted to use 50 energy to scan, you would do Impulse 249


followed by Impulse 50. The recommended way to do this is to bind


a key to an alias. In the console, you could do this:


alias scan_50 "impulse 249; wait; impulse 50"


bind S scan_50


This would make 'S' do a scan using 50 energy.


There are already aliases created for all Pre-Impulse things, but you might



to make your own, for different time/energy usages.


You will probably want to make an alias to set your favourite skin when


playing Multiskin, so you don't have to use nextskin 14 times if you


like skin 15. Create an alias which does the Multiskin Pre-Impulse(202),


and


then does the Impulse matching the skin you want, e.g. 15.



Team Details


-----------------------


We now handle a basic Team structure. Apart from standard Teamplay,


you can use FortressTeams. In FortressTeams we allow upto 4 different


teams on the one map.


Players can join a team by using the aliases imin1,imin2,imin3, and imin4.


The first player to join a particular team becomes the Team Leader, and


the color of his/her pants becomes the Team Color. Any players who


join that Team from then on will have their colors automatically changed


to the Team Colors.


Once players join a team they cannot change to another team.


Any player who attempts to change their _pants_ color away from the


Team Color will be penalised. Shirt colors can be changed freely.


FortressTeams are a must on any Map that was written for TeamFortress,


since the spawnpoints on a TeamFortress Map are allocated to particular


teams. See the TeamFortressMap Details for more info.



Multiskin Details


-----------------


We now have support for skins in TeamFortress. There are two modes:


Multiskin and Classkin, which is the default. With Classkin, your


skin is set to a skin based on your Class, and you cannot change it.


Multiskin works the same way as the Original Multiskin by Dennis


Noordsij. For now, all skins we use are skins which come with Multiskin,


but we've got a couple of people drawing skins right now, and when


they're done, we'll give them to Dennis to include in Multiskin.


If you download a newer version of Multiskin that has more skins


in it, you will have to edit defs.qc. Right near the end of the


file is line like this:


float MS_MAX_SKIN = 32;


Change the 32 to the number of skins in the new player.mdl.


The latest version of Multiskin's player.mdl can always be


found at http://www.inter.NL.net/users/L.J.Noordsij/qc.htm



We've now have skins for 3 of the TeamFortress classes, so


hopefully by the next release we'll have them all done.


Anyone who's interested in doing mdls/skins for our new


weapons and items, please email us.




Availability


------------


The latest version of this patch can always be found at the


TeamFortress WWW page - http://minyos.its.rmit.edu.au/~cookj/index.htm



The latest version should also be on the following locations:


ftp.cdrom.com/pub/quake/ <- check incoming, newstuff or quakec/multiplayer


The Quake Stomping Grounds - http://www.stomped.com/files.shtml



Other Stuff


-----------


TeamFortress was written by Robin Walker and John Cook. Various other


people


contributed ideas to it. I can't hope to list them all, but here's some of


them:


Ian Caughley, Peter Wilson, Jason Grant.



Some of the code for TeamFortress was influenced by other people's.


They are as follows:


Mirv Grenade code was influenced by Firewall code from Steve Bond


(wedge@nuc.net)


Pipebomb code was influenced by code from AsmodeusB (tazq@sos.on.ca)



Although we've never seen their code, these people are credited here


because they've got great ideas:


Multiskin, from the first person to work it out, Dennis Noordsij


(lnoordsi@inter.NL.net)



Also, thanks must go to the following people for their comments and


suggestions:


John Wolsch (john_w@bga.com)


Thomas LULLIER (106110.1406@compuserve.com)


Bas Olthoff (reboot@dsl.nl)


Phil Sykes (phil@centrenet.co.uk)


Serendip (an705819@anon.penet.fi)


Frank O'Connor (FrankO@mail.Publix.com)


Chi Tang (ctang@nucleus.com)


Chris Etheridge (etherbi@castlegate.net)


We wouldn't have got past 1.0, let alone 1.1, if it wasn't for these


guys/gals.



And finally, thanks must go to Mike Kaminski (LKKAM@msn.com), for pointing


out the stupidest mistake I've made for a while :)



Robin. (Bro in Quake)


walker@netspace.net.au



_____________________________________________________


Sample cfg file:


{Obviously, these keys are based on my own style of keyboard play. You may


need to alter the actual keys used radically to suit the shape of your own


hands! Note that I trash the function keys, so don't use this in single


player and expect quick-save/load keys!}


-------------------------------------------------


bind F1 scout


bind F2 sniper


bind F3 soldier


bind F4 demoman


bind F5 medic


bind F6 hwguy


bind F7 randompc


bind d primeone


bind g primetwo


bind f throwgren


bind q detpipe


bind , det5


bind . det20


bind / det250


bind [ prevskin


bind ] nextskin


------------------------------------------------




Phew!


There will be an exam on this on Monday! Have a good time!



--


====


Rick Owen


UK Quake server


minos.beyond2000.co.uk 194.217.248.15


http://www.beyond2000.co.uk/minos/