2003-10-22 09:24:50 +00:00
|
|
|
Paroxysm II - Release Notes
|
|
|
|
Copyright (C) 2002 Jeff Teunissen <deek@d2dc.net>
|
|
|
|
Copyright (C) 2002 Contributors to the QuakeForge Project
|
|
|
|
|
|
|
|
This program is free software; you can redistribute it and/or modify it
|
|
|
|
under the terms of the GNU Lesser General Public License as published by
|
|
|
|
the Free Software Foundation; either version 2.1 of the License, or (at
|
|
|
|
your option) any later version.
|
|
|
|
|
|
|
|
This program is distributed in the hope that it will be useful, but
|
|
|
|
WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser
|
|
|
|
General Public License for more details.
|
|
|
|
|
|
|
|
You should have received a copy of the GNU Lesser General Public License
|
|
|
|
along with this program; if not, write to:
|
|
|
|
|
|
|
|
Free Software Foundation, Inc.
|
|
|
|
59 Temple Place, Suite 330
|
|
|
|
Boston, MA 02111-1307 USA
|
|
|
|
|
|
|
|
Paroxysm II is based on "Paroxysm", created and donated to the public
|
|
|
|
domain by Frank "p0x" Condello <pox@planetquake.com>.
|
|
|
|
|
|
|
|
Table of Contents
|
|
|
|
~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
|
|
1 Special Thanks
|
|
|
|
2 About Paroxysm II
|
|
|
|
3 Requirements
|
|
|
|
4 Installation
|
|
|
|
5 New Commands
|
|
|
|
6 Weapons
|
|
|
|
7 Armor
|
|
|
|
8 Configuring Deathmatch Options
|
|
|
|
9 Troubleshooting
|
|
|
|
10 Credits
|
|
|
|
|
|
|
|
|
|
|
|
1 Special Thanks
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
|
|
The QuakeForge Project would like to thank Frank "p0x" Condello, first for
|
|
|
|
writing, and then donating Paroxysm to the public domain. You've created
|
|
|
|
a great game, and we hope that Paroxysm II lives up to the high standard
|
|
|
|
you've set.
|
|
|
|
|
|
|
|
We would also like to thank Id Software, Inc. for writing and releasing
|
|
|
|
Quake under the GNU General Public License. The Quake engine is a most
|
|
|
|
excellent gift for the Free Software community, and has created an
|
|
|
|
entire subculture dedicated to playing all the wonderful Quake
|
|
|
|
modifications. Thank you!
|
|
|
|
|
|
|
|
|
|
|
|
2 About Paroxysm II
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
|
|
Paroxysm II (Pox2) is a Deathmatch game for the QuakeForge engine. While
|
|
|
|
most (if not all) of Pox2 will work with non-QuakeForge Quake engines,
|
|
|
|
it will take some work, and we will not go out of our way to support
|
|
|
|
running Pox2 without QuakeForge servers and clients.
|
|
|
|
|
|
|
|
|
|
|
|
3 Requirements
|
|
|
|
~~~~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
|
|
Pox2 requires a QuakeForge engine built with compression support. The
|
|
|
|
files in the package are gzip-compressed for small size and speed of
|
|
|
|
loading.
|
|
|
|
|
|
|
|
An OpenGL-supporting client is HIGHLY recommended. The game works in
|
|
|
|
software mode, but it's nowhere near as cool. :)
|
|
|
|
|
|
|
|
|
|
|
|
4 Installation
|
|
|
|
~~~~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
|
|
Copy the "paroxysm" directory in the distribution to the directory in
|
|
|
|
which your shared QuakeForge data files are located. On a Unix-based
|
|
|
|
system, these will usually be in "/usr/local/share/games/quakeforge"; on
|
|
|
|
a Windows system, this will usually be C:\QUAKE or something similar.
|
|
|
|
Create a subdirectory called "paroxysm" in your unshared data files (on
|
|
|
|
a Unix system, typically ~/.quakeforge/ -- on a Windows system, it's
|
|
|
|
usually the same as the shared directory), and copy the autoexec.cfg
|
|
|
|
there. You should edit this file to create a standard configuration for
|
|
|
|
yourself.
|
|
|
|
|
|
|
|
NOTE: Make sure the "secondtrigger" command is bound to a key or button
|
|
|
|
that you have fast, ready access to; you won't be very formidable in a
|
|
|
|
deathmatch if you can't use the special features of the weapons! :)
|
|
|
|
|
|
|
|
|
|
|
|
5 New Commands
|
|
|
|
~~~~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
|
|
These commands can by typed into the console, or bound to a key.
|
|
|
|
|
|
|
|
The default bindings can be changed in the autoexec.cfg file (note: this
|
|
|
|
will change in the future -- there will be a "bindkeys" command that
|
|
|
|
will rebind the default keys for you, allowing you to use autoexec.cfg
|
|
|
|
for your own stuff.
|
|
|
|
|
|
|
|
Command Description
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
secondtrigger - Activate the current weapon's secondary trigger.
|
|
|
|
- Default key binding: ALT
|
|
|
|
- This command is used a LOT. The Paroxysm II weapons
|
|
|
|
are most powerful when you learn how to use both of
|
|
|
|
their functions.
|
|
|
|
idtarget - Display the names of players that pass through your
|
|
|
|
line-of-sight. (toggles)
|
|
|
|
- Default key binding: I
|
|
|
|
rules - Display the state of all Deathmatch modifiers.
|
|
|
|
|
|
|
|
|
|
|
|
6 Weapons
|
|
|
|
~~~~~~~~~~~~~~~
|
|
|
|
|
|
|
|
Pox2's weapons are substantially different from Quake's. Paroxysm II
|
|
|
|
contains a number of rule changes that you may not be used to:
|
|
|
|
|
|
|
|
There is no weapon auto switching when you run out of ammo. You will
|
|
|
|
hear some sort of click or buzz indicating you need more ammo. (Although
|
|
|
|
you can run out of ammo, you still can't cycle to a weapon if you have
|
|
|
|
no ammo for it.)
|
|
|
|
|
|
|
|
NOTE: This rule can be overridden by using the Weapon Autoswitch Option.
|
|
|
|
|
|
|
|
If you touch a weapon, it becomes your active weapon (no auto best
|
|
|
|
weapon). Picking up a backpack that contains a weapon will NOT change your current weapon.
|
|
|
|
|
|
|
|
NOTE: This rule can be overriden by using the Weapon Autoswitch Option.
|
|
|
|
|
|
|
|
You can not pick up a weapon if you already have it. The chief reason
|
|
|
|
for this is that it prevents things like respawn camping of certain
|
|
|
|
powerful weapons to dominate a map.
|
|
|
|
|
|
|
|
Here is a table of the weapons, what they are and what they do.
|
|
|
|
|
|
|
|
Weapon (#) Description
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
T-Shot (2) A rotating triple-barreled shotgun. The secondary
|
|
|
|
trigger primes all three barrels for a powerful
|
|
|
|
triple-blast.
|
|
|
|
(you spawn with this weapon)
|
|
|
|
|
|
|
|
Combo Gun (3) Double-barreled shotgun. The secondary trigger fires a
|
|
|
|
short-range impact grenade.
|
|
|
|
|
|
|
|
Plasma Gun (4) Fires short, fast-moving bursts of charged plasma. The
|
|
|
|
secondary trigger overloads the weapon, firing a large
|
|
|
|
plasma burst with high radial damage...but it takes time
|
|
|
|
to recharge when you do.
|
|
|
|
|
|
|
|
Nail Gun (5) The gift that keeps on giving, the Nail Gun has a
|
|
|
|
secondary trigger that launches a Shrapnel Bomb. A
|
|
|
|
second press on the second trigger detonates your
|
|
|
|
deployed shrapnel bomb.
|
|
|
|
|
|
|
|
Grenade Primary trigger fires "bouncy" grenades. Secondary
|
|
|
|
Launcher (6) trigger plants phase mines. Phase mines fuse with
|
|
|
|
inanimate objects and arm themselves on contact. They
|
|
|
|
are triggered by touch, damage, or movement. Phase mines
|
|
|
|
explode after 60 seconds, and can be placed inside
|
|
|
|
powerups, dead bodies, attached to walls or ceilings,
|
|
|
|
etc. In a future version, phase mines may become
|
|
|
|
invisible, but do less damage.
|
|
|
|
|
|
|
|
Annihilator (7) The Annihilator is the weapon your mother warned you
|
|
|
|
about (or should have). It's a semi-automatic,
|
|
|
|
shoulder-mounted, double-barreled high-impact grenade
|
|
|
|
launcher. It fires two grenades per shot, and must be
|
|
|
|
reloaded after four shots. Because its main function can
|
|
|
|
be so devastating, the secondary trigger performs a
|
|
|
|
reload instead of some other offensive capability.
|
|
|
|
|
|
|
|
|
|
|
|
7 Armor
|
|
|
|
~~~~~~~~~~~~~
|
|
|
|
|
|
|
|
Like Paroxysm before it, Paroxysm II deals with armor in a different way
|
|
|
|
than Quake does. You don't pick up armor, you stand in a regeneration
|
|
|
|
station. There are three types of regeneration stations; blue, yellow,
|
|
|
|
and red. This color coding shows how high the station can recharge your
|
|
|
|
armor; blue can give you 50 armor points, yellow 150, red 250. Your
|
|
|
|
powered armor only has the capacity to hold 150 power units without
|
|
|
|
losing some over time...so if your armor meter shows red, you will lose
|
|
|
|
armor points over time until it reaches 150.
|
|
|
|
|
|
|
|
The color of the armor indicator only shows how much armor you have --
|
|
|
|
unlike Quake, there are not multiple armor types, they all protect
|
|
|
|
equally.
|
|
|
|
|
|
|
|
|
|
|
|
8 Deathmatch Options
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
|
|
Server administrators can change how Paroxysm II plays by setting the
|
|
|
|
"deathmatch" Cvar in the server console. Deathmatch modifiers are
|
|
|
|
"bitfields" -- to combine two modifiers, add their values.
|
|
|
|
|
|
|
|
NOTE: Normal deathmatch has a flag of 1.
|
|
|
|
|
|
|
|
The "fraglimit" and "timelimit" Cvars still apply, but may not work the
|
|
|
|
same in various game modes.
|
|
|
|
|
|
|
|
Mode (value) Description
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
Predator Mode (2) All players are cloaked (eyes only)
|
|
|
|
|
|
|
|
Dark Mode (4) Lighting is dimmed, and players are equipped
|
|
|
|
with flashlights.
|
|
|
|
|
|
|
|
Last Man Standing (8) Players start with a set number of frags, and
|
|
|
|
lose a frag when they die. When only one player
|
|
|
|
remains, the game is over.
|
|
|
|
* fraglimit sets the initial frags for players
|
|
|
|
|
|
|
|
Free For All (16) Players spawn with full health (200), armor, all
|
|
|
|
weapons, and 5 seconds of invulnerability.
|
|
|
|
Shield generators, quad damage, cloak, and
|
|
|
|
MegaShields are the only power-ups.
|
|
|
|
Backpacks contain health and any ammo left when
|
|
|
|
its owner died.
|
|
|
|
|
|
|
|
Gib Mode (32) Players always gib when killed, and never drop
|
|
|
|
backpacks.
|
|
|
|
|
|
|
|
Weapon Autoswitch (128) Similar to the original Quake weapon pickup
|
|
|
|
rules; Switches to another weapon when you run
|
|
|
|
out of ammo, selects your best weapon when you
|
|
|
|
pick up weapons or ammo.
|
|
|
|
|
|
|
|
(NOTE: You still can't pick up a weapon you
|
|
|
|
already have)
|
|
|
|
|
|
|
|
|
|
|
|
9 Troubleshooting
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
|
|
|
|
Problem: My flashlight doesn't work in dark mode when using OpenGL!
|
|
|
|
Fix: Hit "L" to toggle the gl_dlight_lightmap Cvar. This may slow your
|
|
|
|
gameplay down a bit, but it is necessary for dark mode to work in GL.
|
|
|
|
|
|
|
|
Problem: There's not enough ammo on (insert map here).
|
|
|
|
Explanation: Although Paroxysm II is compatible with existing DeathMatch
|
|
|
|
maps, some maps may not be ideal. Due to weapon and rule changes, many
|
|
|
|
(mostly older) maps will not have enough ammo for a solid game.
|
|
|
|
Unfortunately, none of the original Quake Deathmatch maps are
|
|
|
|
ideal Paroxysm II maps. For this reason, we are compiling a list of maps
|
|
|
|
that are known to work well with Paroxysm II. If you know of a map that
|
|
|
|
works well with Paroxysm II, please let us know via email, at:
|
2003-10-22 21:08:49 +00:00
|
|
|
"QuakeForge Users" <quakeforge-users@lists.quakeforge.net>
|
2003-10-22 09:24:50 +00:00
|
|
|
|
|
|
|
10 Credits
|
|
|
|
~~~~~~~~~~~~~~~
|
|
|
|
|
|
|
|
All models, and all skins (except for the Plasma Gun) were created by
|
|
|
|
Frank Condello. The Plasma Gun was skinned by Forest "LordHavoc" Hale
|
|
|
|
with help from Jeff "Deek" Teunissen.
|
|
|
|
|
|
|
|
The QuakeC code was written by Frank Condello. It is currently being
|
|
|
|
maintained by Jeff Teunissen.
|
|
|
|
|
|
|
|
|
|
|
|
Ok, that's all of it. Really, no foolin'.
|
|
|
|
|
|
|
|
|
|
|
|
GO PLAY!
|