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quake/articles/1997/art-956



Path: mantis!not-for-mail


From: Daniel Kotschorek


Newsgroups: rec.games.computer.quake.announce


Subject: Great Quake DeathMatch addon, The Rings Game


Date: 16 Jan 1997 17:56:44 -0000


Organization: University of Saskatchewan


Lines: 83


Sender: tony@jobstream.co.uk


Approved: quake@mantis.co.uk


Message-ID: <01bc027f$13970de0$844c8bc0@Falcon.usask.ca>




by Daniel Kotschorek


mailto:djk136@mail.usask.ca



Much more detailed information and the quake files


are available on my web page:


http://www.engr.usask.ca/~djk136/quake



This is a Quake DeathMatch addon.



With the rings game, everyone that joins a DM game starts with a ring.


When a player dies, all the rings he's carrying go flying (ala sonic).


If you get all the rings, you get whatever power-up is currently set, and


you keep that power-up till you drop a ring or get killed.



To use it, unzip the progs.dat into a directory off the quake


directory, ie: /quake/rings


then run: 'quake -game rings'



There are 3 keys that you can bind and use during play:


impulse 100 - shows you the number of rings you have


impulse 101 - tosses a ring (ie: for a teammate)


impulse 102 - shows what the rings bonuses are set to



On the computer running the server, you can set the DeathMatch bonus.


The available options are:



float RING_DEATHMATCH_RULES_1 = 1;


float RING_DEATHMATCH_RULES_2 = 2;


float RING_QUAD_DAMAGE = 4; // Get quad damage with all rings


float RING_INVISIBILITY = 8; // invisibility bonus


float RING_HEALTH_BONUS = 16; // heath goes up by 5 per second


float RING_ARMOR_BONUS = 32; // armor goes up by 5 per second


float RING_UNLIMITED_AMMO = 64; // guess


float RING_DROP_ON_DAMAGE = 128; // drop a ring if hit good


float RING_VISIBLE_ON_DAMAGE = 256; // if have invis powerup, temp vis on


damage


float RING_ENVIRO_SUIT = 512; // slime suit


float RING_STRICT_ITEMS = 1024; // if have power-up from rings, can't get


them in level


// (ammo, quad and inviso only)


float RING_NO_ARMOR = 2048; // player can't have armor





To see what options you have currently set, use impulse 102.



To set what options are going to be used, set the 'DeathMatch' variable


at the quake console on the server. Set it to the total of the options


that you want enabled. ie: health bonus AND inviso = 16 + 8 = 24


The new settings will be updated in the game when the server does an


impulse 102 to check the game status.



NOTE: this will not change the power-up a player currently has, just


the next power-up that someone will get when all the rings are collected


again (drop a ring and pick it up again if you want to).



Included in this zip is all the quake-c source I have for the Rings game


and the progs.dat. There is also a player.mdl with a red armband, and


a invisiab.mdl with a red texture. If you have those in your rings/progs


directory, you will see that anyone with a ring has an armband.



Please tell me of anything that needs to be fixed, or if you think


it would work better or be more fun with some changes, I'm open to


suggestions.



Notes about the rings:


The option to become visible on damage will do nothing if


the invisible option is not also selected.


It is assumed that if the current position of a rings is -5000 or lower,


that the ring has fallen out of the level. If there are any levels with


valid positions below that value, the rings will not work properly for


that level.


If a rings falls in lava or slime, it will try to jump out, and


continue to try, until it's not in lava or slime anymore. If you see


a ring in lava, you don't have to go after it! The rings can also be


shot, and they will take a random jump. If you see someone going


for a ring you want, shoot it!




Have Fun!