37 lines
1.4 KiB
Markdown
37 lines
1.4 KiB
Markdown
# FreeDMC
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
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
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
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
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## To-do list:
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- Damage calculation is not done how DMC/Quake would, so rocket jumps are fatal most of the time.
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- All official maps need waypoints.
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- Lots of inaccuracies, as this isn't based on any existing code.
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## Overview
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This is a port of Deathmatch Classic to FreeHL/Nuclide.
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It's basically just QuakeWorld deathmatch, but with a splash of Half-Life. This means that sprays and all that stuff work. Even crouching works in this particular version for the time being.
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There's a small compat layer so you can play on existing HL:DM maps without ent hacks.
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## License
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ISC License
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Copyright (c) 2023 Marco Hladik <marco@icculus.org>
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Permission to use, copy, modify, and distribute this software for any
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purpose with or without fee is hereby granted, provided that the above
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copyright notice and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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