2019-03-13 19:20:07 +00:00
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KMQuake2_Lazarus
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2020-05-05 01:24:51 +00:00
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Version 2.230
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2019-03-13 19:20:07 +00:00
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NOTE: This game DLL requires KMQuake2 to run!
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This customized version of Lazarus (www.planetquake.com/lazarus) has several new features
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in addition to the original, including:
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Support for setting the sound attenuation of moving objects. This allows the overriding of the default
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attenuation of most func_* entities, as well as model_spawn, model_train, and target_speaker. Acceptable ranges for
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the attenuation key are from 0.02 to 3.98.
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Support for camera effect and letterbox screen modes added to func_monitor and target_monitor via new
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spawnflags. Letterbox mode is also available for info_player_intermission.
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Support for func_train_origin, a func_train variant that follow path corners by its origin instead of its
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lower southwest corner. It must have an origin brush, unless built at the map's origin.
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Similar variants of model_train, misc_viper, and misc_strogg_ship have also been added.
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Support for custom sounds for doors, plats, func_trackchanges, and buttons. To use this, give the door
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(regular, rotating, swinging, or secret), plat, func_trackchange, or button a sounds value from 5 to 99.
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The custom sounds for doors are named the following:
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doors/drxx_strt.wav, doors/drxx_mid.wav, doors/drxx_end.wav
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The custom sounds for plats and func_trackchanges are named the following:
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plats/ptxx_strt.wav, plats/ptxx_mid.wav, plats/ptxx_end.wav
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The custom sounds for buttons are named the following:
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switches/butnxx.wav
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where xx is the style value in 2 digits, e.g. 01 for a style value of 1.
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Support for mapper-specified Ogg Vorbis music. Use the key "musictrack" in the worldspawn to specify
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the name of the track, e.g. a musictrack key "foo" will play "gamedir/music/foo.ogg". This key
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also works with target_cd. Tracks are not yet supported inside pak or pk3 files.
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Support for double-barreled turrets. Code by Musashi.
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Set the turret_breach's combattarget to the targetname of the second info_notnull.
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To have the barrels alternate in firing, give the turret_breach a style value of 1.
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Integrated ACE bots. The ACE Bot is a product of Steve Yeager, and is available from the
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ACE Bot homepage, at http://www.axionfx.com/ace. This program is a modification of
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the ACE Bot, and is therefore in NO WAY supported by Steve Yeager.
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To add bots in deathmatch or CTF mode, type in the console:
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sv addbot <CTFteam> <name> <skin>
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Example for DM mode:
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sv addbot Grunt male/grunt
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Example for CTF mode:
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sv addbot red Grunt male/grunt
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If you omit the name and skin, random ones will be chosen from those listed in the included bots.cfg.
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Make sure bots.cfg is in the game dir you are running under if you wish to use random bots.
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If you omit just the skin, and the name matches one in bots.cfg, then the skin for that name will be used.
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To remove a bot, type in the console: sv removebot <name>
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Example: sv removebot Grunt
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To save route nodes before quitting, type in the console: sv savenodes
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To pause and unpause the game, type sv dmpause (HINT: bind a key to this).
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CTF and 3Team CTF support, with cvars to control techs and flag dropping. Set the cvar "ctf" to 1 to enable
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CTF support, or "ttctf" to 1 to enable 3Team CTF support. CTF and 3Team CTF game types are also now
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selectable in the start server menu. Special Thanks to Scarface for the double capture support and tech
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scaling code.
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See the file lazarus/default.cfg for more info on CTF and tech cvars.
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To find the 3Team CTF files, search the web for 3tctffinal.exe (10.7 MB) and 3t_pack1.exe (4.75 MB).
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Lithium weapon and item balancing cvars, including how much ammo you can pick up, and how much each box is worth
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(see the included default.cfg).
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CTF cvars:
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ctf_blastercolors 0/1- whether to have teams use matching colored blasters
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allow_flagdrop 0/1- whether to allow players to drop flags in CTF
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allow_flagpickup 0/1- whether to allow players to take flags of empty teams
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Tech cvars:
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use_techs 0/1- whether to use techs in deathmatch
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use_coloredtechs 0/1- whether to use colored shells on techs
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use_lithiumtechs 0/1- whether to use Lithium-style colored pyramid key techs
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tech_flags - determines which tech will show in the game, a sum of these:
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1 = resist, 2 = strength, 4 = haste, 8 = regen, 16 = vampire, 32 = ammogen
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So, to have the resist, haste, regen, and vampire techs, set it to 29.
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To have all 6 techs, set it to 63.
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tech_perplayer- how many techs to spawn per player (decimal between 0 and 1)
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tech_min- minumum number of techs to spawn in level
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tech_max- maximum number of techs allowed to spawn
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tech_life- how many seconds each tech stays put before respawning
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tech_resist- what ratio the resistance tech divides damage taken by (2 = 1/2 damage)
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tech_strength- what ratio the strength tech multiplies damage by (2 = 2x damage)
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tech_regen_armor 0/1- whether the regen tech regenerates armor
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tech_regen_armor_always 0/1- whether regen tech regenerates armor even if player hasn't any
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tech_regen_health_max- maximum health regen tech rengenerates to
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tech_regen_armor_max- maximum armor regen tech rengenerates to
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tech_vampire- what ratio vampire tech adds to health from damage
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inflicted (decimal between 0 and 1, 0.5 = 50% of damage)
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tech_vampiremax- maximum health vampire tech will add up to
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Other cvars:
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2020-05-05 01:24:51 +00:00
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sk_dm_start_shells- Number of shells to spawn with
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sk_dm_start_bullets- Number of bullets to spawn with
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sk_dm_start_rockets- Number of rockets to spawn with
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sk_dm_start_homing- Number of homing rockets to spawn with (requires Lazarus data files)
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sk_dm_start_grenades- Number of grenades to spawn with
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sk_dm_start_cells- Number of cells to spawn with
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sk_dm_start_slugs- Number of slugs to spawn with
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sk_dm_start_shotgun- Whether to start with with shotgun in DM
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sk_dm_start_sshotgun- Whether to start with with super shotgun in DM
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sk_dm_start_machinegun- Whether to start with with machinegun in DM
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sk_dm_start_chaingun- Whether to start with with shotgun in DM
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sk_dm_start_grenadelauncher- Whether to start with with grenade launcher in DM
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sk_dm_start_rocketlauncher- Whether to start with with rocket launcher in DM
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sk_dm_start_hyperblaster- Whether to start with with hyperblaster in DM
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sk_dm_start_railgun- Whether to start with with railgun in DM
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sk_dm_start_bfg- Whether to start with with bfg in DM
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2019-03-13 19:20:07 +00:00
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Entity alias script support- this enables mappers to create predefined entity aliases, allowing easy placement of
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pre-configured entities in maps, based on highly configurable generic entities like model_spawn and model_train.
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These aliases are defined in a text file called ext_data/entalias.def. Alternately, aliases can be defined on
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a per-map basis in a map-specific file called ext_data/entalias/<mapname>.alias. A sample alias file is included.
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NOTE: This file can be loaded from inside a pak file.
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Func_breakaway, a new bmodel entity that will break away from its surroundings. See the included QERadiant entity
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defintion file for more information.
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Target_command, a new entity that sends a command to the console to be executed. See the included QERadiant entity
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defintion file for more information.
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Item_armor_shard_flat, a version of the armor shard that sits on the ground.
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An salpha entity key, to set the transparency of entities. Give it a decimal value between 0 and 1 (exclusive) to use it.
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It supports 254 levels of transparency.
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NOTE: don't combine this with trans33 or trans66 surfaces on the same brush model.
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A commander skin spawnflag for misc_eastertank.
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A Big spawnflag for target_explosion, which makes it spawn a larger explosion.
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Single-player obituaries- tells you which monster killed you and how.
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Blaster_color and hyperblaster_color cvars- these change the color of the bolts fired by the blaster and hyperblaster-
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1 for standard orange, 2 for green, 3 for blue, and 4 for red.
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Cybernetic monsters now give off sparks in addition to blood when shot.
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Includes CDawg's fix for player frames.
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NOTE: to fix a conflict with the CTF "id" command, the Lazarus "id" command has been renamed to "entid".
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