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258 commits

Author SHA1 Message Date
Bill Currie
b7dbb32b3c More DelayThink fixes. 2012-07-18 10:59:57 +09:00
Bill Currie
bbfde21196 Make DelayThink always remove self.
It turns out this is correct behaviour. Problem found while playing
Geophobia.
2012-07-18 10:11:44 +09:00
Bill Currie
b01ba9a9c6 Remove some redundant code. 2012-05-06 21:04:15 +09:00
Bill Currie
5bb7d1daba Ignore object files. 2012-05-06 21:04:14 +09:00
Bill Currie
1385e604d4 Make the hellknight a little more interesting.
While looking for information on IQM on inside3d, I found a tut on making
the hellnight use all three magic attack animations (id used only the
third). It seemed like a good idea, so here it is :)
2012-04-29 18:01:50 +09:00
Bill Currie
1a6a4efe47 Correct Shub's movetype.
It seems her movetype really should be NONE rather than STEP. She never
moves anyway, and the changes stops the shubs in coag3 from falling to the
bottom of the map.
2011-06-15 17:28:30 +09:00
Bill Currie
f3919cb132 Fix the ignore files to include the object files. 2011-06-15 17:27:15 +09:00
Bill Currie
029ca87f8c Fix up waypoing queues.
Now that List is gone, have to use Array.
2011-06-15 17:20:15 +09:00
Bill Currie
a7ff8332c5 update the fb+qw patch 2011-03-30 19:59:40 +09:00
Bill Currie
6d921e4f75 Update for the int changes. 2011-03-30 10:38:44 +09:00
Bill Currie
7d1f271764 Various compile fixes for the new qfcc. 2011-03-20 17:27:47 +09:00
Bill Currie
a8fab74a2c Get fbxa compiling with -Wall 2010-12-16 21:24:53 +09:00
Bill Currie
c7072560e8 Use pre instead of post decrement for ammo tracking. 2010-12-03 22:50:06 +09:00
Bill Currie
f169db62b1 Add some notes.
The call tree of the bot, and the meaning of some cvars.
2010-08-24 10:02:07 +09:00
Bill Currie
a8aed356d0 fix getState and toggleState as suggested by Deek 2010-08-23 14:08:37 +09:00
Bill Currie
9f859a53e4 clean out some bitrot 2010-08-23 14:07:54 +09:00
Bill Currie
b2819cad3c Use -Cvector-calls when building the built-in waypoint files
The number of globals used in map_dm1.o dropped by about 50%, though I guess
the code probably trippled in size.
2010-01-13 08:24:06 +00:00
Bill Currie
3bfcdf61c0 fix duplicated frames 2008-07-29 23:28:28 +00:00
Bill Currie
2a78bfb98c use Qreadstring to read the whole file rather than reading it one line at a
time, reducing memory requirements.
2007-06-28 22:06:43 +00:00
Bill Currie
929f341e34 deal with the new local init semantics for traditional code 2007-05-13 09:22:36 +00:00
Bill Currie
de0481cfd5 fix some warnings 2007-05-07 23:37:41 +00:00
Timothy C. McGrath
9f614920bd Modification as suggested by taniwha: Make monsters have a 50/50 chance of
staying PO'd at you - Now you'll have even a harder time figuring out where
they are!

Hikaru

M    quake/bringback.qc
2007-05-07 15:24:42 +00:00
Bill Currie
47c500011e clean up some flag manipulation 2007-04-28 00:39:42 +00:00
Bill Currie
7f6ed1c476 do more cleaning when cleaning 2007-04-11 10:42:40 +00:00
Timothy C. McGrath
095e2e71d2 Minor update to qfcc's options now that I'm aware of them 2007-04-11 10:36:33 +00:00
Bill Currie
f09d445a3c fix the "zillion torches in the center of the world" bug 2007-04-10 10:09:23 +00:00
Bill Currie
0909b381cf use pkg-config to work out where to install the header and lib 2007-04-09 01:07:40 +00:00
Bill Currie
34dae66a63 Quake map sources as released by John Romero. 2006-12-23 02:43:47 +00:00
Bill Currie
0300910166 format of origin string was wrong 2006-12-20 12:16:16 +00:00
Bill Currie
0a1864a583 waypoint saving works (wrong place, but oh well) 2006-12-20 12:09:31 +00:00
Bill Currie
aa731990e2 waypoint creation/deletion and linking seems to be working 2006-12-20 11:41:11 +00:00
Bill Currie
9bbdc67fbf ai flags seem to work (both menus) 2006-12-20 10:51:16 +00:00
Bill Currie
07969da2a0 cancel edit mode on (owner) player disconnect 2006-12-20 09:53:32 +00:00
Bill Currie
cc4429d1fe waypoint info now works 2006-12-20 08:46:36 +00:00
Bill Currie
efde0e8ab1 fix the waylist menu layout/numbering 2006-12-19 14:23:03 +00:00
Bill Currie
88e3253543 the editor is starting to work. lots of bugs left 2006-12-19 14:17:58 +00:00
Bill Currie
43c9295fc5 echo bot chat to the server console (must remember about this for nq) 2006-12-17 11:25:03 +00:00
Bill Currie
dbcb664ab4 get stuff that was supposed to be called for the player called again 2006-12-17 11:15:19 +00:00
Bill Currie
c115d935c5 most of the work to get the waypoint editor working. not quite there yet,
though
2006-12-16 14:42:55 +00:00
Bill Currie
466184e103 more clean 2006-12-15 10:51:56 +00:00
Bill Currie
9cd6038423 waypoint loading. currently done by hand. while it's safe to load waypoints
with bots already in the game, re-loading doesn't seem to be a good idea.
waypoint file must be in the quake fs.
2006-12-11 10:39:43 +00:00
Bill Currie
3450ccb016 various cleanups and some name changes for ease of reading 2006-12-10 06:31:39 +00:00
Bill Currie
25f6b353f7 make sure client number converting doesn't become an infinite loop 2005-01-02 14:27:26 +00:00
Bill Currie
a97652dccf more bitop cleanups and fix a bug where players wouldn't be able to pick
things up after getting gibbed
2004-05-13 20:59:09 +00:00
Bill Currie
93aa9812f6 set the ping etc /after/ setting b_skill and update the diff 2004-05-12 03:36:38 +00:00
Bill Currie
8070348d8a update to match Ruamoko's entities.h 2004-05-12 03:24:29 +00:00
Bill Currie
1e503e2b3d don't need csqc now 2004-04-06 20:21:53 +00:00
Bill Currie
27e31a50fa remove an extra SVC_TEMPENTITY byte that was causing protocol errors 2004-03-15 23:36:30 +00:00
Bill Currie
f75528ced1 use the correct selector in clearMyRoute 2004-03-03 02:21:20 +00:00
Timothy C. McGrath
9e9ddc4017 Fixed the bug with ogres on e1m4 - they now spawn in midair and happily try to
kill you again after they fall down. (were exploding when they respawned midair
previously)

This interestingly enough was due to the fact that apparently droptofloor();
does not work if the monster is in death animations. That's OK, I figured it
out. :)

Hikaru
2004-02-19 10:10:15 +00:00
Timothy C. McGrath
ed2cdd502a Fixed a bug: Normal fish deaths were not producing sounds. Oops.
Made fish health a little more realistic. Fish can now be gibbed (it's HARD) by
a super shotgun blast to the face. You have to be extremely close and hit with
all of the pellets. :)

Hikaru
2004-02-19 08:26:38 +00:00
Timothy C. McGrath
cdd54a89c1 Monsters that get stuck in floors/cielings/objects after a respawn will now
instagib. The way I'm doing it is buggy according to Grievre, but on the other
hand, I haven't seen any strangeness while playing.

Hikaru
2004-02-14 13:29:24 +00:00
Timothy C. McGrath
a86c777218 Fixed. Had it doing the loop before I was adding the number it was supposed to
be adding. Oops.

Thanks Grievre.

Hikaru
2004-02-14 11:41:28 +00:00
Timothy C. McGrath
9871fa2401 defs.qc: added killed_monsters_oldcount so I can keep track of how many
monsters were previously seen by the kill detection code in combat.qc.

combat.qc now has a while loop to determine how many kills it should update
the client with.

boss.qc has an adjustment to prevent the boss death from giving you 2 frags.

all the rest have adjustments to make killed_monsters++ on monster death,
assuming you have respawn_enabled set to 1, it will only count gibs. Otherwise
it should work normally.

This code is a little buggy, but Grievre wanted to see, so... *shrug*

Hikaru
2004-02-14 11:23:40 +00:00
Timothy C. McGrath
029ab404b5 bringback.qc moved respawn_enabled to defs.qc and made a float, whitespace fixes
defs.qc added respawn_enabled
world.qc added setup for respawn_enabled. Is only checked on map load.
2004-02-14 10:35:17 +00:00
Timothy C. McGrath
9da852c80f Decided to not make the initial teleporter flash, and so was able to get rid of
some (now) unnecessary code :)

Fixed some spelling errors.

Added a suggestion by grievre for setorigin - I now do it all the time, he says
this supposedly needs to be done to prevent weirdness with monsters losing
solidness. I dunno, but it can't hurt.

Hikaru
2004-02-14 08:24:25 +00:00
Timothy C. McGrath
116c809332 Two bugfixes suggested by Grievre - don't tell respawning monsters to run AND walk,
and setorigin properly :)
Hikaru
2004-02-14 07:28:40 +00:00
Timothy C. McGrath
cb5e8084cf Make monsters spawn half the time precisely where they died. I plan on making
it eventually do more than just this for the half of the time when they respawn
where they died.

Hikaru
2004-02-13 10:24:30 +00:00
Bill Currie
15c35ae121 remove need for symlinking 2004-02-12 22:16:17 +00:00
Bill Currie
1fdecdcafd fix a few compile issues 2004-02-12 22:15:37 +00:00
Bill Currie
be35af6714 ignore the .dat and .sym files 2004-02-12 22:03:31 +00:00
Ragnvald Maartmann-Moe IV
c39447a5cf Missed one. 2004-02-12 05:47:23 +00:00
Ragnvald Maartmann-Moe IV
d686fe0b2e More &= ~FLAG stuff, plus Write*(s|V) use. 2004-02-12 05:38:54 +00:00
Timothy C. McGrath
3298f47019 Grievre used prior experience fixing shamblers in prozac to convince me that
the code used to wake up monsters after a respawn was broken :)

He also told me how to fix it. I like the way monsters act now.

Hikaru
2004-02-12 02:48:51 +00:00
Jeff Teunissen
5d0b7f81ed Fix a couple warnings new qfcc gave. 2004-02-11 10:01:45 +00:00
Timothy C. McGrath
e288b1a18a Removed the self.frags holdover from the historical bringback.qc - it was used
for timing purposes.

Fixed respawned scrags - they now don't go straight through walls.

Still trying to determine why demons are getting hung up on some walls...

Hikaru
2004-02-11 09:21:59 +00:00
Bill Currie
dd9e935d81 actually wake up after resurecting 2004-02-11 08:10:21 +00:00
Bill Currie
f2806c8d7b get debug info into the link 2004-02-11 07:28:49 +00:00
Jeff Teunissen
9ef1a2f337 Okay, before I break the whole thing, it's time to check in. About to start
rewriting it in full Ruamoko -- time to give qfcc something to choke on. :)
2004-02-11 07:21:30 +00:00
Bill Currie
2c4f7410fd extern with = really should be an error... 2004-02-11 06:06:56 +00:00
Bill Currie
05df43535e use a switch statement for the monster class config stuff 2004-02-11 04:11:29 +00:00
Bill Currie
825691490b use the new 3 arg state expression to do the respawn delay much less
hackily
2004-02-11 04:00:56 +00:00
Bill Currie
f4c1b758d0 Osmod's (John Schuessler, osmod@hotmail.com) "bringback" mod merged in.
controled by the respawn_enabled flag (always off at the moment). Most of
the merge work done by Hikaru/Misty (Tim C. McGrath), especially the bug
fixes.
2004-02-11 03:40:03 +00:00
Ragnvald Maartmann-Moe IV
56ea8abf9f Wandering tabs suck. 2004-02-10 00:00:13 +00:00
Ragnvald Maartmann-Moe IV
a35ed77592 ) ) -> )) 2004-02-09 17:03:23 +00:00
Bill Currie
7d516a9ecd unfortunatly, WriteBytes needs floats 2004-02-09 07:43:28 +00:00
Ragnvald Maartmann-Moe IV
90d7c11e08 Stuff. 2004-02-09 06:15:13 +00:00
Ragnvald Maartmann-Moe IV
ff00c005cc See above. 2004-02-09 05:16:55 +00:00
Ragnvald Maartmann-Moe IV
17cd47173a Remove quakec implementation of bit shifts. 2004-02-09 05:15:55 +00:00
Bill Currie
f5e0d75736 add -g for debug 2004-02-09 04:47:52 +00:00
Ragnvald Maartmann-Moe IV
c9150ef436 Sanity improvements. It's not enough, yet, though... 2004-02-09 04:41:39 +00:00
Ragnvald Maartmann-Moe IV
f63eb36504 Ignore progdefs.h 2004-02-09 04:27:23 +00:00
Ragnvald Maartmann-Moe IV
1cb1b902f9 Beware. klik of death. 2004-02-09 04:25:00 +00:00
Ragnvald Maartmann-Moe IV
cf14b40c95 Whitespace, and use WriteBytes, WriteCoordV, WriteAngleV, and switch. 2004-02-09 00:03:10 +00:00
Timothy C. McGrath
2a2cd058cd More whitespace, one more line. :)
Hikaru
2004-02-08 08:27:33 +00:00
Timothy C. McGrath
2e45f628b9 Minor one line whitespace fix.
Hikaru
2004-02-08 08:21:07 +00:00
Ragnvald Maartmann-Moe IV
88fcbcbcfd Whitespace, codingstyle, and other QFisms. 2004-02-08 07:34:17 +00:00
Bill Currie
12b2ce3787 oops, too over zealous 2004-02-08 06:56:06 +00:00
Bill Currie
b3998b0f96 bit manip cleanup 2004-02-08 06:50:44 +00:00
Bill Currie
523094fa2f bit manip cleanup 2004-02-08 06:18:03 +00:00
Bill Currie
0a95abcc29 bit manip cleanup 2004-02-08 05:38:36 +00:00
Bill Currie
66891f8e88 bit manip cleanup and fixes 2004-02-08 05:32:28 +00:00
Bill Currie
c045f27f43 bit manip cleanup 2004-02-08 05:11:49 +00:00
Bill Currie
0dcd9a9515 bit manipulations fixes 2004-02-08 05:02:20 +00:00
Bill Currie
9b44735884 bit manipulation cleanup 2004-02-08 04:52:32 +00:00
Bill Currie
9d82f07eaa fix a slew of precedence bugs 2004-02-08 04:37:28 +00:00
Bill Currie
d352e0529f fix for Array going from free to dealloc 2004-02-04 07:57:48 +00:00
Bill Currie
14bd241c8e fix some warnings 2004-01-31 08:24:03 +00:00
Bill Currie
bd4b8f5647 update for qfcc's --advanced 2004-01-21 21:24:37 +00:00
Bill Currie
490c8087e8 kill a warning 2003-11-05 20:13:41 +00:00
Bill Currie
256edd3714 keep the .dat file local 2003-10-30 18:49:57 +00:00
Bill Currie
aaa199284d fix dependencies wrt equipid.qh and nuke progdefs.h 2003-10-29 16:59:13 +00:00
Bill Currie
4f8c883bbd yay, finally links 2003-10-28 21:20:34 +00:00
Bill Currie
60082be06f compiles, doesn't link 2003-10-27 22:27:29 +00:00
Bill Currie
13ecbceba2 progress getting klik to compile 2003-10-27 21:26:50 +00:00
Bill Currie
cc9c73acf9 ignore .deps 2003-10-27 21:14:38 +00:00
Bill Currie
01fff80c07 better dependencies tracking (hopefully:) 2003-10-27 21:13:53 +00:00
Bill Currie
8b5c6b324e get the generated files generating properly and work around some issues
caused by changes in cpp
2003-10-25 06:05:14 +00:00
Bill Currie
88c055ea3c <zinx> taniwha: FWIW, the code is officially donated to quakeforge :)
<taniwha> zinx: thanks :)

zinx' klik mod :)
2003-10-24 21:43:32 +00:00
Bill Currie
0e88e9927a move over to separate compilation mode 2003-10-22 23:29:34 +00:00
Bill Currie
dbaac505b3 s/self/@self/g in the eventual hope of using Objective-QC features :) 2003-10-22 21:54:29 +00:00
Bill Currie
21379455db make it build :) 2003-10-22 21:17:18 +00:00
Bill Currie
662ca62207 update the email address 2003-10-22 21:08:49 +00:00
Jeff Teunissen
5b81f01e3b Okay, this is the first import of my recovered (thanks, Despair!) PoxII tree.
It works, and is playable, but you need to symlink source/config.qw to
source/config.qw -- otherwise it won't build a qwprogs.dat for you. :)
2003-10-22 09:24:50 +00:00
Bill Currie
698f7e322d make intended precedence explicit 2003-09-23 16:36:35 +00:00
Bill Currie
3493b80dd0 fixes for the latest qfcc changes 2003-09-20 04:21:13 +00:00
Bill Currie
508d7da410 check targets[0] before sending it messages 2003-09-18 22:34:30 +00:00
Bill Currie
8935fc4c84 bot_ai.qc bot_way.qc:
test classname `properly' (ie, with -classname)
bot_move.qc:
	re-implement the lost obstruction detection code in a way suitable for
	the new physics handling. Probably needs tuning.
bot_qw.qc libfrikbot.h:
	Break and itos for debugging
waypoint.r:
	implement -realorigin. oops. that caused how long a wild goose chase?
2003-09-04 07:44:47 +00:00
Bill Currie
8b784f2ede bot_qw.qc:
make all bots "lose" a player that disconnects
waypoint.r:
	make sure all waypoint data structs get initialized
2003-09-02 06:25:03 +00:00
Bill Currie
19fef1890c get -preThink called and call -AI at the right time. things slowly getting
better
2003-08-31 07:11:04 +00:00
Bill Currie
63c835333e add bot_add and bot_kick server console commands :) 2003-08-31 06:18:37 +00:00
Ragnvald Maartmann-Moe IV
20adb3530f All hail the whitespace shambler! 2003-08-27 23:43:13 +00:00
Bill Currie
78e1059007 bot kicking now works 2003-08-25 05:12:41 +00:00
Bill Currie
1049ca1ac3 patch for gettinf frikbot into our qw :) 2003-08-25 01:19:09 +00:00
Bill Currie
a13dad4b08 can't get the bots to do any exploring, but oh well (probably because I
don't really grok waypoints yet)
2003-08-25 01:13:25 +00:00
Bill Currie
ae00d10d15 don't bother with the NIL first entry 2003-08-24 20:36:22 +00:00
Bill Currie
61f3d32eae get closer to working waypoints 2003-08-24 08:18:50 +00:00
Bill Currie
1c48b8a977 don't access Waypoint.b_sound directly (one less place to fix when I come
up with a better name:)
2003-08-24 07:27:44 +00:00
Bill Currie
b5e1597081 replace some missing {}s 2003-08-24 07:21:49 +00:00
Bill Currie
29f0c3bb6e mention self -> @self 2003-08-22 20:14:04 +00:00
Bill Currie
1408ef7253 update instructions for adding bot 2003-08-22 19:57:44 +00:00
Bill Currie
c0a7b045f4 kill some magic numbers 2003-08-22 19:49:40 +00:00
Bill Currie
53f32aa3b8 don't target self 2003-08-22 16:19:42 +00:00
Bill Currie
44929b99e3 move sendMove from Bot (Phys) to Bot (move) 2003-08-22 14:52:34 +00:00
Bill Currie
88df663ce7 make sisible more generic (still ick) and make lookForCrap look for
waypoints, too.
2003-08-22 06:56:31 +00:00
Bill Currie
f4f6e897b3 yay for type checking (I think). now the bots are /really/ screwed :( 2003-08-22 06:35:19 +00:00
Bill Currie
c45e996252 impulse fixes plus partial (doesn't compile) changes to priorityForThing 2003-08-22 00:37:36 +00:00
Bill Currie
66d1186651 bot finally moves around properly. still doesn't shoot, though :/ 2003-08-21 20:39:04 +00:00
Bill Currie
947f50de48 use |= instead of = for keys 2003-08-21 04:57:25 +00:00
Bill Currie
1f0d73a45e fix button usage and use the new SV_Spawn function 2003-08-21 03:53:15 +00:00
Bill Currie
f5c5b2a9a2 make a 1:1 mapping for entities that get targeted and Targets 2003-08-20 23:25:16 +00:00
Bill Currie
e33e7a73c1 remove some no longer needed definitions/declarations 2003-08-18 22:57:18 +00:00
Bill Currie
e281e43e53 rename methods so _ isn't in their names 2003-08-18 16:48:53 +00:00
Bill Currie
17ca25a64a can get a bot added to the server, but the server crashes as soon as the
bot sees the player (treating entity as an object: oops)
2003-08-18 06:30:05 +00:00
Bill Currie
f298e0e8e6 CL_KeyMove got replaced by -sendMove 2003-08-17 23:12:25 +00:00
Bill Currie
3b77c09310 more work. get there eventually 2003-08-01 05:25:07 +00:00
Bill Currie
d4b5b87334 more spells of dispell magic getting cast 2003-07-31 18:36:19 +00:00
Bill Currie
27409dc710 split out Target implementation and kill a bunch of magic numbers 2003-07-31 16:57:01 +00:00
Bill Currie
e1d70fa840 more "self" cleanup 2003-07-30 16:53:57 +00:00
Bill Currie
34f4aaa1c7 split out and objectize chat code 2003-07-30 16:45:28 +00:00
Bill Currie
71b886d231 split out the waypoint implementation 2003-07-29 20:28:18 +00:00
Bill Currie
6046c21ea1 more general fixes 2003-07-29 20:27:41 +00:00
Bill Currie
58bd3a5a6d use @self instead of self 2003-07-29 20:09:30 +00:00
Bill Currie
0704ef5a9c update for recent changes to Object 2003-07-29 19:55:41 +00:00
Bill Currie
e78a511261 d'oh 2003-07-29 19:45:03 +00:00
Bill Currie
dbeacae4d8 waypoint thinking for chain following /should/, in theory, work :) 2003-07-29 17:45:30 +00:00
Bill Currie
4031e6ed6d add DESTDIR too 2003-07-28 17:40:55 +00:00
Bill Currie
abded114cf add install target 2003-07-28 17:38:19 +00:00
Bill Currie
c86b0d359f kill the compression for now to speed up builds 2003-07-28 01:36:08 +00:00
Bill Currie
d462ef9a7e clean up a bunch of redundant selfs 2003-07-25 22:38:18 +00:00
Bill Currie
14d14761f1 clean up some unneeded declarations 2003-07-24 23:16:43 +00:00
Bill Currie
a2239726e4 remove some obsolete files 2003-07-24 22:04:13 +00:00
Bill Currie
2af71716a9 lots more progress. it compiles, but I highly doubt it will work yet :) 2003-07-24 21:54:24 +00:00
Bill Currie
35be5480ca waypoints should hopefully be a little faster :) 2003-07-24 20:23:03 +00:00
Bill Currie
ae3e600a7f s/WayPoint/Waypoint/g 2003-07-24 18:25:46 +00:00
Bill Currie
d81bb81732 yay, it compiles again. certainly doesn't work yet 2003-07-24 18:23:13 +00:00
Bill Currie
e730793581 even more break^Wprogress :) 2003-07-24 08:25:04 +00:00
Bill Currie
d186408279 progress :) 2003-07-23 22:44:15 +00:00
Bill Currie
f0845d2710 more work on converting frikbot to using objects. doesn't compile 2003-07-23 06:35:39 +00:00
Bill Currie
520583d8ef now with 32 bot names and no runaway loop error during name hunt 2003-04-07 18:25:14 +00:00
Bill Currie
42825adab7 switch/case/break audit 2003-03-18 21:59:47 +00:00
Bill Currie
8785e2af3d finally have nails working properly again (put the break in the wrong place
:P )
2003-03-17 08:07:34 +00:00
Bill Currie
21ef7e2f7f d'oh :P 2003-03-17 07:24:03 +00:00
Bill Currie
e1715ca331 fix a missing break 2003-03-17 07:14:03 +00:00
Bill Currie
432559543a more pre vs post decrement fixes 2003-03-17 06:48:05 +00:00
Bill Currie
fec71a3687 need pre-decrement rather than post-decrement for ammo tracking 2003-03-17 06:46:10 +00:00
Bill Currie
dbe31e5911 stub implementation of Bot class 2003-03-13 19:15:42 +00:00
Bill Currie
9a6aa658d5 mention used standard fields 2003-03-13 03:31:10 +00:00
Bill Currie
7771777a15 working on objectising frikbot :) 2003-03-12 22:39:21 +00:00
Bill Currie
454ff21260 add declarations for SV_UserCmd 2003-03-10 23:54:41 +00:00
Bill Currie
464ea26cba don't send frag updates now that the server does it for us 2003-03-09 03:11:28 +00:00
Bill Currie
a8d0038696 compile compile fixes that slipped through 2003-03-08 05:43:26 +00:00
Ragnvald Maartmann-Moe IV
40b262b9ee Stuff. Lots of stuff. Possibly buggy stuff. No shaking shamblers at it. 2003-03-08 03:20:32 +00:00
Bill Currie
819688576d hopefully fix mis-skinned bots 2003-03-06 22:06:59 +00:00
Bill Currie
b1e29990e5 d'oh, forgot @extern isn't constant :) 2003-03-06 16:39:31 +00:00
Bill Currie
64fa70d359 whitespace and convert SV_Physics_Client to using switch 2003-03-05 21:12:56 +00:00
Bill Currie
8afe673da1 fix the ghost problem 2003-03-05 18:16:46 +00:00
Bill Currie
cbe476e82a remove the no longer needed function defs 2003-03-05 05:18:58 +00:00
Bill Currie
d187b49be6 remove the obsolete files list 2003-03-05 04:59:11 +00:00
Bill Currie
79ddd94e6f don't need that define 2003-03-05 04:40:37 +00:00
Bill Currie
89b68fb386 bot player stats seem to be working 2003-03-05 03:57:55 +00:00
Bill Currie
490eeb89bc remove some debug code 2003-03-05 00:13:15 +00:00
Bill Currie
bad81338fd more docs, unused field nuckage and whitespace 2003-03-05 00:10:15 +00:00
Bill Currie
3c8806a56c start documenting frikbot entity fields (and nuke a useless field) 2003-03-04 23:19:07 +00:00
Ragnvald Maartmann-Moe IV
1858565c2c More codestyle cleanups. 2003-03-04 23:15:54 +00:00
Bill Currie
53ec603bd0 bring back aim, sound and setspawnparms (oops, kind of important) 2003-03-04 21:59:49 +00:00
Bill Currie
de9a59fbf2 bah, // comments between if and { :P 2003-03-04 18:48:44 +00:00
Bill Currie
04f269992a whitespace sweep 2003-03-04 18:26:17 +00:00
Bill Currie
8b92578ab5 various fixes, including getting the bot names into server status 2003-03-04 17:46:04 +00:00
Bill Currie
e83aa4fcc6 spelling :) 2003-03-04 16:30:51 +00:00
Bill Currie
e260183d85 paritally working with the new server bot support (half borked, though) 2003-03-04 07:29:42 +00:00
Bill Currie
4ab3a55325 add .deps 2003-03-04 03:45:50 +00:00
Bill Currie
ef8a89c573 fix dependencies, use .o instead of .qfo, compress object files 2003-03-04 03:45:22 +00:00
Ragnvald Maartmann-Moe IV
242f727b9c Fix a buglet with weapon selection. 2003-03-03 22:42:35 +00:00
Ragnvald Maartmann-Moe IV
31a1ed87a2 More optimizations, clean out some single use variables and cut & paste slop. 2003-03-03 22:04:22 +00:00
Ragnvald Maartmann-Moe IV
e16af82af2 Update for new QF features. 2003-03-03 19:17:04 +00:00
Ragnvald Maartmann-Moe IV
f9c0b28fec Updates to use new QF features. 2003-03-03 19:12:07 +00:00
Ragnvald Maartmann-Moe IV
afe43c3f76 More optimizations. 2003-03-03 05:22:59 +00:00
Bill Currie
8e92d4c421 this should fix the "no weapon" spam 2003-03-02 04:17:44 +00:00
Ragnvald Maartmann-Moe IV
a5f350679e Update to use new QuakeForge features, massive whitespace, many optimizations.
Whee!
2003-03-02 04:06:47 +00:00
Bill Currie
2dee2b38c9 convert frikbot to a lib. may or may not be broken 2003-02-24 16:05:25 +00:00
Bill Currie
2079867597 mention the waypoint files 2003-02-21 16:08:41 +00:00
Bill Currie
a695da4371 ignorage 2003-02-21 16:01:07 +00:00
Bill Currie
83b54e8a5f build the progs locally 2003-02-21 16:00:14 +00:00
Bill Currie
567f58c2fe reconstruct the player linked list when a player comes in because the server
zaps the edict wholesale. this fixes the runaway loop problem when an
incoming player takes the place of a bot. unfortunatly, the bot just
vanishes without a trace. Fixing that will take server extensions.
2003-02-21 15:33:05 +00:00
Bill Currie
28b1cc48b7 bring back the player linked list. rather vital for getting frikbot to pay
attention to you. also brings back the runaway loop, but I know how to fix
that
2003-02-21 15:12:42 +00:00
Bill Currie
6503dc6c16 faster inits and casting logic to float doesn't seem to work well atm. 2003-02-21 06:01:33 +00:00
Bill Currie
bedcb0d64f fix the runaway loop problem caused by a player connecting after bots have
spawned
2003-02-20 16:49:11 +00:00
Bill Currie
09fa223030 fix an incorrect bit op 2003-02-20 05:37:56 +00:00
Bill Currie
458375346c remove my hacked up readme.html. oops :) 2003-02-18 23:19:52 +00:00
Bill Currie
638da49aa9 qfcc fixes 2003-02-18 23:12:03 +00:00
Bill Currie
5167b9f833 initial checkin of the frikbot source (not standalone) 2003-02-18 23:11:05 +00:00
Bill Currie
4bb2aaeb14 clean up the warnings 2003-01-28 21:52:15 +00:00
Bill Currie
fa76c5ab30 clean up the warnings 2003-01-28 21:43:41 +00:00
Bill Currie
b617bd4d07 ignore generated files 2003-01-24 19:35:29 +00:00
Bill Currie
f994c0c98a whee, CTF will continue to live :) (see permission.txt). I haven't even
/tried/ to pass the code through qfcc yet.
2003-01-24 19:31:58 +00:00
Bill Currie
4a5732aac0 quad dropping should work now 2003-01-13 21:47:24 +00:00
Bill Currie
3eebd46df4 remove --traditional :) 2002-11-19 16:23:33 +00:00
Bill Currie
48b1c64844 clean up some warnings 2002-11-01 01:49:10 +00:00
Bill Currie
c1d3e4f3be bring in the killtarget fixes from quakeworld 2002-10-24 19:57:00 +00:00
Bill Currie
a46b5eb518 dos -> unix line endings 2002-10-24 19:56:03 +00:00
Bill Currie
e758608902 make pent and quad color effects unconditional rather than deathmatch
dependent
2002-10-24 18:07:45 +00:00
Bill Currie
6638284d29 Tonik's single player progs for quakeworld 2002-10-24 15:02:26 +00:00
Bill Currie
dbeec86043 whitespace 2002-10-21 21:41:52 +00:00
Bill Currie
d8ea11c80b fix an uninitialized var warning 2002-10-08 03:39:05 +00:00
Bill Currie
61a2e9b8ce fix some uninit warnings 2002-09-13 02:43:47 +00:00
Bill Currie
b6f1361263 whitespace 2002-07-21 03:59:34 +00:00
Bill Currie
ec46bd7cb7 more SUB_UseTargets fixes and a trailing \n 2002-04-26 20:10:46 +00:00
Bill Currie
59ec64557a bring in the SUB_UseTargets from quakeworld 2002-04-26 20:09:04 +00:00
Bill Currie
78e625a336 don't remove self if self.killtarget == self.targetname 2002-04-26 20:07:12 +00:00
Bill Currie
dcbb64cfe7 subs.qc:
make sure self.killtarget doesn't get nuked with sv_old_entity_free 0
	and self.targetname == self.killtarget
triggers.qc:
	don't remeve self if self.targetname == self.killtarget (I suspect this
	is /always/ the case, but no harm in being certain).
2002-04-26 19:58:47 +00:00
Ragnvald Maartmann-Moe IV
60675de584 Fix complaints during make due to lack of new lines at end of file. 2002-03-03 05:18:53 +00:00
Bill Currie
d8d86b931e bring in Deek's bug fixes and whitespace cleanups 2002-02-22 20:01:05 +00:00
Bill Currie
e158247afb --traditional is no longer needed. paroxysm/quake will take a lot more work
to get to this point, but now quake, quakeworld and paroxysm/quakeword can
start using qfcc's features.
2002-02-22 19:12:55 +00:00
Bill Currie
7f3ef60d60 compiles with qfcc (this was probably a pointless exercise due to Deek's
work, but it's nice having a compilable base paroxysm).
2002-02-21 20:36:23 +00:00
Bill Currie
30eb259d02 this should make a dropped quad glow 2002-02-21 19:15:45 +00:00
Bill Currie
fbc8c4c600 warnings cleanup again :) 2002-02-19 05:26:50 +00:00
Bill Currie
4b376c2ba0 more consistent builds :) 2002-02-19 05:19:33 +00:00
Bill Currie
ce9581e654 heh, oops, didn't notice that 2002-02-19 05:17:44 +00:00
Bill Currie
0490dbc283 cleanup all the warnings 2002-02-19 05:16:48 +00:00
Bill Currie
23e1fd824e make consistent builds a little easier 2002-02-19 05:15:07 +00:00
Bill Currie
3cf0b480ff remove a bunch of unused locals and two locals shadowing params 2002-02-19 00:27:04 +00:00
Bill Currie
d8cfc929c7 oops, forgot to remove the traceon/traceoff calls 2002-02-19 00:22:45 +00:00
Bill Currie
718ae1049e fix two locals shadowing parms. this should fix the bogus lasers 2002-02-19 00:21:30 +00:00
Bill Currie
3be5c77603 clean up a bunch of unused local params 2002-02-19 00:19:27 +00:00
Bill Currie
a9e3a8e018 move progs.dat from .. to . 2002-02-18 06:45:22 +00:00
Bill Currie
19fa1aea11 fix the one error I refuse to gloss over using --traditional 2002-02-18 06:19:00 +00:00
Bill Currie
3204b44273 yada yada yada 2002-02-18 06:13:31 +00:00
670 changed files with 541273 additions and 8121 deletions

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^L
14. If you wish to incorporate parts of the Library into other free
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END OF TERMS AND CONDITIONS
^L
How to Apply These Terms to Your New Libraries
If you develop a new library, and you want it to be of the greatest
possible use to the public, we recommend making it free software that
everyone can redistribute and change. You can do so by permitting
redistribution under these terms (or, alternatively, under the terms
of the ordinary General Public License).
To apply these terms, attach the following notices to the library.
It is safest to attach them to the start of each source file to most
effectively convey the exclusion of warranty; and each file should
have at least the "copyright" line and a pointer to where the full
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<one line to give the library's name and a brief idea of what it
does.>
Copyright (C) <year> <name of author>
This library 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 of the License, or (at your option) any later version.
This library 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 library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Also add information on how to contact you by electronic and paper
mail.
You should also get your employer (if you work as a programmer) or
your
school, if any, to sign a "copyright disclaimer" for the library, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the
library `Frob' (a library for tweaking knobs) written by James
Random Hacker.
<signature of Ty Coon>, 1 April 1990
Ty Coon, President of Vice
That's all there is to it!

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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:
"QuakeForge Users" <quakeforge-users@lists.quakeforge.net>
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!

14
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o = todo
X = done
? = maybe but not likely
M = more testing
I = in progress
W = waiting on other work
I Single source tree, using qfcc with cpp support
o Add code to exec a script on map change (e.g. if maps/q1_q3dm17.bsp is
loaded, exec q1_q3dm17.bsp.cfg)
X commit to a CVS tree somewhere
o Better team support (classes?)
W Client-side game code (waiting for QF support)
W secondtrigger as a +command (CSGC)

10
ParoxysmII/bin/makedist Executable file
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#! /bin/sh
mkdir paroxysm
mkdir paroxysm/source
cp -a COPYING README defaults qwprogs.dat.gz qwprogs.sym.gz pak0.pak paroxysm
cp -a source/*.{r,rh,qw,nq} source/progs.src paroxysm/source
tar -cho paroxysm | gzip -9 > paroxysm.tar.gz
tar -cho paroxysm | bzip2 -9 > paroxysm.tar.bz2
rm -f paroxysm.zip
zip -9r paroxysm.zip paroxysm
rm -rf paroxysm

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#! /bin/sh
gamename=paroxysm
LOCALRUNDIR=$HOME/.quake/paroxysm
gzip -9rv gfx maps progs sound
pushd source
make
cp qwprogs.dat qwprogs.sym ..
popd
for i in gfx.wad quake.rc qwprogs.dat qwprogs.sym; do
cat $i | gzip -9v > $i.gz
done
find gfx/ > file.list
find maps/ >> file.list
find progs/ >> file.list
find sound/ >> file.list
sort file.list -o file.list
echo gfx.wad.gz quake.rc.gz >> file.list
pak -cv -fpak0.pak `cat file.list`
cp pak0.pak qwprogs.*.gz $LOCALRUNDIR

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// An example server.cfg
gamedir "paroxysm" // Game directory MUST be 'paroxysm'
sv_gamedir "paroxysm"
sv_timestamps 1
sv_minqfversion "0.3.0" // Minimum QuakeForge version to play
sv_maxrate 2500
sys_dead_sleep 0 // don't go completely dead when sleeping
hostname "QuakeForge Paroxysm #1"
timelimit 20
samelevel 0
fraglimit 0
// 1 deathmatch
// + 2 predator mode
// + 4 dark mode
// + 8 Last Man Standing
// + 16 Free For All
// + 32 Gib Mode (no packs)
// + 128 weapon autoswitch
deathmatch 133 // See the documentation for adding deathmatch modifiers
teamplay 0
// 0 is KEEP, 1 is DROP
serverinfo dr 0 // Drop cloaking device
serverinfo dq 0 // Drop quad
// limits
maxclients 5
maxspectators 2
// serverinfo and setmaster ip# should follow
serverinfo Admin "[QF]-Deek <deek@d2dc.net>"
serverinfo URL "http://www.quakeforge.net/"
serverinfo Download "http://www.d2dc.net/~deek/paroxysm.tar.gz"
// Masters to report to
//setmaster 192.246.40.37:27004 192.246.40.37:27006
setmaster gozer.quakeforge.net
// Remote Connection password
// what, you think I'd give this to you?
// Map rotation
//localinfo q1_q2edge q1_q3dm13
//localinfo q1_q3dm13 q1_q3dm17
//localinfo q1_q3dm17 q1_q3tourney2
//localinfo q1_q3tourney2 q1_q2edge
localinfo q1_q3dm13 q1_q3dm17
localinfo q1_q3dm17 q1_q3tourney2
localinfo q1_q3tourney2 q1_q3dm13
// startup map
//map q1_q2edge
map q1_q3dm13

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// This is the default binding for the secondtrigger
bind alt secondtrigger
// Default binding for Target ID
bind i idtarget
// Default binding for gl_flashblend toggle
//NOTE: this item is not needed for software rendered Quake
bind g gllight
// These are the default bindings for Adding Bots
bind b addbot
bind n teambot
//This is the default binding for the ChaseCam
bind c chasecam
// These are the default bindings for the KasCam (Automatic Camera for Observing Only)
bind k autocam
bind ] camnext
//These are optional bindings for the Chasecam (Manual 3rd person Camera)
//To make them active, remove the comment tags '//'
//bind UPARROW camforward
//bind LEFTARROW camleft
//bind RIGHTARROW camright
//bind DOWNARROW cambackward
//bind HOME camup
//bind END camdown

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// This is the default binding for the secondtrigger
bind COMMAND secondtrigger
// Default binding for Target ID
bind i idtarget
// Default binding for gl_flashblend toggle
//NOTE: this item is not needed for software rendered Quake
bind g gllight
// These are the default bindings for Adding Bots
bind b addbot
bind n teambot
//This is the default binding for the ChaseCam
bind c chasecam
// These are the default bindings for the KasCam (Automatic Camera for Observing Only)
bind k autocam
bind ] camnext
//These are optional bindings for the Chasecam (Manual 3rd person Camera)
//To make them active, remove the comment tags '//'
//bind UPARROW camforward
//bind LEFTARROW camleft
//bind RIGHTARROW camright
//bind DOWNARROW cambackward
//bind HOME camup
//bind END camdown

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// An example server.cfg
gamedir "paroxysm" // Game directory MUST be 'paroxysm'
sv_gamedir "paroxysm"
hostname "QuakeForge Paroxysm server"
timelimit 0
fraglimit 0
deathmatch 129 // See the documentation for adding Deathmatch Modifiers
teamplay 1
// 0 is OFF, 1 is ON
serverinfo dr 0 // drop ring
serverinfo dq 0 // drop quad
// limits
maxclients 8
maxspectators 4
// serverinfo and setmaster ip# should follow
serverinfo Admin "Nobody"
serverinfo Email "postmaster@localhost"
serverinfo URL "http://www.quakeforge.net/"
// Masters to report to
setmaster 192.246.40.37:27004 192.246.40.37:27006
// maps to play
localinfo dm1 dm2
localinfo dm2 dm3
localinfo dm3 dm4
localinfo dm4 dm5
localinfo dm5 dm6
localinfo dm6 e1m8
localinfo e1m8 dm1
// startup map
map e1m8

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