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