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- *==============================================================*
- * TeamFortress v1.1 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.
-
- Once you have some clear goals like this, and start using the
- individual class's abilities to complement each other, it's a hell
- of a lot of fun! :)
-
- At the moment, we've got one FortressMap almost finished. As we, or
- you :), make more maps for this patch, we'll put them up on the
- WWW page (see Availability).
- If you're interested in making maps to use the extra features
- of this patch, see the TeamFortress Map Details below.
-
- Oh, and one more thing, I know there are some things in this
- patch, such as pipe-bombs, that are in other patches, but they're
- here because they're good to have. I'd far rather people complain
- about our lack of originality than say "Why the hell didn't they
- put in pipebombs?" :)
-
- 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 :)
-
- _NOTE_: The aliases created for you, such as helpme, do _not_
- work in a single-player game if you type them into the
- console. Instead, you _must_ bind a key to them, get out
- of the console, and press the key.
- e.g. In the console, type "bind h helpme" and then
- get out of the console and press your h key.
- If you're interested in why you have to do this, see
- the Impulse and Alias summaries below.
- Although this is a pain, it's worth it. Trust me! ;)
-
- Player Classes
- --------------
- TeamFortress uses multiple player classes. Whenever a new map is loaded,
- all players start as an Undefined class. This class has 1 health, an axe,
- and cannot pick up anything. Once a player class is chosen, you cannot
- change class for the rest of that level. To choose a class, just use the
- appropriate impulse. (See Impulse Summary)
- 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
- 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.
-
- 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.
-
- 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. It taks 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.
-
- 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. 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.
-
- ToggleAble Game Settings
- ------------------------
- There are now a few toggleable game settings which can be changed while
- playing. Each has an alias which toggles it.
- The options at the moment are:
- Multiskin/Classkin
- This option switches between Multiskin, where each player can use the
- skin commands to cycle through all the available skins and choose one
- they like, and Classkin, where each player has his/her skin chosen
- for them based on their class.
- Class Persistence On/Off
- This option allows you to turn on Class persistence between levels.
- E.g. If it's on, when you go to a new level each player will stay
- the same class they were in the last level.
- Cheat Checking On/Off
- This option toggles whether you want speed checking of players in
- an attempt to catch people tinkering with their maxspeed. It's not
- an elegant way of checking, and is by no mean foolproof, so you
- may wish to turn it off. If you're playing with friends, turn it off
- and save some of the server's computing time. If you're playing on
- the net, you might want to leave it on. It's better than nothing :)
- FortressMap On/Off
- This option turns on the use of effects which only work on maps
- built specifically for TeamFortress. I'd advise against turning
- it on in maps that aren't built for TeamFortress.
- If you play on a TeamFortress Map, TeamFortress will detect this,
- and set this setting On, but you're welcome to turn it off if
- you want to deathmatch.
- See TeamFortressMap Details below for more info.
-
- 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
- preimphelp : Display Pre-Impulse help
- showpreimp : Display a list of the Pre-Impulses used
-
- General
- inv : Display your inventory
-
- 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 : Chnage class to Heavy Weapons Guy
-
- 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
-
- Toggleable Game Settings
- t_skin : Toggle Multiskin/Classkin
- t_classpersist : Toggle Class Persistence
- t_cheatcheck : Toggle Cheat Checking
- t_fortressmap : Toggle FortressMap
-
- 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
-
- 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.
- By next release we hope to have a full Team structure implemented.
-
- TeamFortressMap Details
- -----------------------
- As of v1.1 we've got support built in for maps designed specifically
- for this patch. This allows us to do fancy things, such as:
- - Team Spawnpoints. If you belong to a team, you'll spawn at
- a spawnpoint owned by your team.
- - Armor types. Different types of armor which protect against
- specific weapons. See the New Items for more info.
-
- These only come into effect if the Toggleable game setting FortressMap is On.
- If you want to create your own Maps for TeamFortress, the details you
- need to know are in a separate file, included in this .zip, called tfortmap.txt
-
- 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.
-
- Servers with this Code
- ----------------------
- If you're interested in using some/all of this code for a Net server,
- then all I ask is one thing: Mail me (address below) and tell me.
- I'd like to know if anyone uses it as a Net server, simply because I'd like
- to play a server on the net using this code.
- Since I don't have a server...;)
- The biggest advantage of notifying me that you're running a server
- with this code is that I'll mail you new versions whenever they come out.
-
- Also you may wish the edit the defs.qc file and change the value of
- the last line, which looks like this:
- float IS_NET_SERVER = 0;
- Change the 0 to a 1, and recompile the code. Now, TeamFortress will
- only use graphics/sounds that come with quake, so people connecting to
- your server won't need any extra files.
- Of course, it won't sound/look half as good... :)
-
- Copyright and Distribution
- --------------------------------------
- Authors may use this code for the basis of other freeware quakec
- code, but not for any for-profit code.
-
- You may distribute this patch in any electronic format as long as this
- textfile remains unmodified and all of the files in the archive are
- present, and as long as no charge is made for it.
-
- Quake Servers are free to run this patch, but it'd be nice in
- you mailed us and mentioned that you are.
-
- Availability
- ------------
- The latest version of this patch can always be found at the
- TeamFortress WWW page - http://minyos.its.rmit.edu.au/~cookj
-
- 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)
- We wouldn't have got past 1.0 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 :)
-
- What are we working on now?
- More classes :) Technician, Observer/Referee, Engineer, Barbarian
- More items - Personal Teleporter devices, Deployable autocannons(like Aliens :)
- - JumpJets, Personal Shields Generators, Rebounding Shield
- - Armor protecting against specific weapons(Got this done, just a
- little bit more work to do)
- More weapons - BioDiseases
- More grenades - Shock gren.(get out of the water!), Teleport Grenades
- Mdls for all weapons and grenades, and for reloading.
- And some maps built specifically for this code. (We're _that_ close :)
-
- Yeah, I know this list looks a lot like what we said we were working
- on after v1.0, but we had a lot of requests for some things we hadn't
- started on, such as multiskin, so we side-tracked and did them.
- If all goes as planned, the next version should have a completely
- rewritten teamplay options, multiple fortress maps, and 3-4 new
- player classes.
-
- I'm happy to help with any questions about the source you have.
- One thing that we took pains to do was to make almost _everything_ #defined.
- You can 'tweak' 90% the game details just by editing the defs.qc
-
- Robin. (Bro in Quake)
- walker@netspace.net.au
-
- =======
- Version info for those that interested:
-
- -----------
- Version 1.1
- -----------
- Features added:
- - Help revamped.
- - Aliases for Help, Detpacks, and Scanners added.
- - Multiple Player skin support added.
- - Added World Toggleables handling.
- - Classkin and Multiskin Toggle added.
- - Class persistence between levels Toggle added.
- - Cheatchecking Toggle added.
- - TeamFortressMap Toggle added.
- - Detpack CountDown added.
- - Scanner now gives directions of blips
- - NetServer setting which uses no non-standard quake files
- - TeamFortress Map Support (Yeah!!)
-
- Classes: Scout, Sniper, Soldier, Demolitions Man, Combat Medic,
- Heavy Weapons Guy.
-
- Changes:
- - Undefined players are now invincible, but can't move.
-
- Bugs Removed:
- - Detpack was spawning two objects.
- - Gibbed while Reloading bug fixed.
- - Dying while concussed bug fixed.
-
- -----------
- Version 1.0
- -----------
- Initial Release
- Classes: Scout, Sniper, Soldier, Demolitions Man, Combat Medic