quake/articles/1996/art-515
Path: mantis!not-for-mail
From: a00563@giant.mindlink.net (Dave Kirsch)
Newsgroups: rec.games.computer.quake.announce
Subject: ThreeWave Quake Server - http://quake.threewave.com/
Date: 18 Sep 1996 17:02:34 +0100
Organization: MIND LINK!/iSTAR Internet Inc., New Westminster, BC, CANADA
Lines: 124
Sender: olly@mantis.co.uk
Approved: quake@mantis.co.uk
Message-ID: <51p644$pt1@fountain.mindlink.net>
Quake.ThreeWave.COM is a Linux based Quake Server in Ottawa, ON. The
home page for the server is http://quake.threewave.com/
The server address is 204.191.24.66
The server features several modifications to the standard Quake deathmatch
server in the hopes of making the game more interesting and exciting. Note
that currently I'm working with my Capture the Flag modifications, so the
sever is running in team mode and some of the following changes are not
active. See http://quake.threewave.com for more information.
ThreeWave Server Changes
+------------+---------------------------------------------------------------+
| |The basic premise is: attack the enemy base, grab their flag |
| |then take it back to your base. In the variation I've written |
| |into Quake, you must touch your base flag when carrying the |
| |enemy flag in order to score. |
| |1. Two sections of the map are designated as base encampments. |
| |Currently only e1m4, The Grisly Grotto and e1m1, The Slipgate |
| |complex are available with the bases at the start and end of |
| |the level. |
| |2. When you join the game (or enter the level) you are assigned|
| |to a team and you are spawned at the base. If you die, you are |
| |not spawned at the base, but at one of the deathmatch start |
|Capture the |spots. This way, you don't kill a guy trying to get the flag at|
|Flag |the base and he comes back to life immediately there. |
| |3. The flags are based on the key models. If you pick up the |
| |enemy flag, you must touch your flag in order to win. Note that|
| |if you get back to your base, your flag might not be there if |
| |the other team has it! Get the rest of your team to go get your|
| |flag back! The player who touches his base flag when carrying |
| |the other team's gets 20 frags, and everyone on his team gets |
| |10 frags. Also, when you get a flag, you have that nice glow |
| |around you (such as when you get the quad damage) If you kill |
| |an opposing team player who has your flag, he drops it. If you |
| |touch your flag, it will teleport back to your base. |
+------------+---------------------------------------------------------------+
| |The next level is chosen randomly. The levels e1m7 (House of |
|Random Level|Chthon), e2m6 (The Dismal Oubliette), e3m4 (Satan's Dark |
|Selection |Delight) and end (Shub-Niggurath's Pit) removed since they |
| |are really suck for DM games, though e1m7 is a nice DM |
| |level, but causes massive lag for some reason. |
+------------+---------------------------------------------------------------+
| |Runes are spawned randomly, one of each with an unique |
|Rune |power. A player can only carry one rune at time and there |
|Artifacts |are only four in the level at once. You can get a rune by |
| |finding it, or by fragging the player who has it and picking |
| |it up after they drop it. |
+------------+---------------------------------------------------------------+
|MOTD |A Message Of The Day is printed upon connection to the |
| |server, or at the beginning of the next level. |
+------------+---------------------------------------------------------------+
| |Includes support for MultiSkin 1.1 but also fixes it so that |
| |corpses get the right skin and skins are presistant across |
| |levels. Also changed so that skins are not available in |
|Skins |teamplay, since you can't tell what color people are with |
| |many of the skins. |
| |IMPULSE 200 for next skin |
| |IMPULSE 201 for previous skin |
+------------+---------------------------------------------------------------+
|Suicide |A person can suicide four times, then can't suicide anymore. |
|Protection |They are not kicked from the server, but a told that they |
| |simply can't suicide anymore. |
+------------+---------------------------------------------------------------+
| |When telefragged, the person who was killed stays dead for |
| |three to nine seconds. This is needed to get rid of the |
|Telefrag |"frag snowball" effect one sees at the beginning of a new |
|Delay |level, when 16 players try to fit into five deathmatch |
| |spots. The telefrags would snowball and eventually crash the |
| |server. With this delay, its reduced so that it doesn't |
| |snowball. |
+------------+---------------------------------------------------------------+
| |This is really useful in for a Linux server, since I save |
|Server |the log files. Reports on why a client connects, how they |
|Logging |died, etc. This is still being fine tuned. Just because I'm |
| |not in the game playing doesn't mean I don't know what is |
| |going on! |
+------------+---------------------------------------------------------------+
| |From Ron Mercer's Teleweapon patch. The lightning gun |
| |discharge in water bug, where if you are near the water (but |
| |not in) you get fragged. Now only targets in the water will |
| |get damaged. Also, if you fire the lightning gun into the |
| |water while you are not in the water yourself, you will cook |
| |who ever is in the water. They'll receive two points of |
|Lightning |damage for each cell you fire into the water. |
|Gun Changes |Note that Ron Mercer's Teleweapon patch included the |
| |facility for making entities other than players to be able |
| |to go through teleporters (such as rockets, nails, etc.) |
| |This is a neat idea and had it installed when I first added |
| |his patch, but my server was locking up. Seemed to go into |
| |an endless loop. I've changed it back so that only players |
| |can teleport again and the server seems stable. |
+------------+---------------------------------------------------------------+
| |New weapon added. "Mike"
| |Star, renamed to grappling hook. Changed to use existing |
| |models (vore ball for hook, spikes for the chain links). |
| |This weapon lets you hook the ceiling (or walls or whatever) |
| |and get pulled toward it (think of Batman's grapple in the |
|Grappling |movies). You can also hang from the ceiling and snipe at |
|Hook |people. Don't worry, its doesn't make camping any more |
| |effective, as a rocket at the ceiling usually deals with |
| |anyone handing around. |
| |IMPULSE 22 to select hook or |
| |Select Axe Twice to select the hook as well. |
+------------+---------------------------------------------------------------+
| |Removed redundant messages such as "You got the shells" or |
|Message |"You got the armor." This was just cluttering up the message |
|Reduction |stream and isn't needed since pickups are already signified |
| |by a flash and an audio cue. Makes it so that the messages |
| |displayed at the top of the screen are much more meaningful. |
+------------+---------------------------------------------------------------+
The server is welcome for anyone to play. Come on down and check out
the new Capture the Flag mods I've installed! They really give a meaning
to organized teamplay.
Special thanks to id software for making Quake, and for making Quake-C, then
releasing all the source for it! I can't believe what I'm allowed to do for
the piddly $50 I spent on my registered Quake.
--
/// Dave 'Zoid' Kirsch __ | http://mindlink.net/zoid
dave.kirsch@istar.ca \/ | R&D Dept. -- iSTAR Internet Inc.