mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-29 07:02:29 +00:00
97 lines
No EOL
3.1 KiB
Text
97 lines
No EOL
3.1 KiB
Text
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Stuff to do with the Paroxysm QC Code...
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Feel free to send any bug fixes, feature additions, optimizations or improvements. I will continue to update the mod as contributions are submited.
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To contribute QC code, send the modified files to pox@planetquake.com and include a thorough description of the change and why it was made. (Full credit will be given to the respective author(s) - I retain the right to refuse submissions for any reason)
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Here's a few things I had in my 'todo' list....
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General:
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- Improve the ChaseCam (so it doesn't clip into the void)
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- Allow dropped weapons to be picked up (remove weapons from backpacks)
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Bot Improvements:
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NOTE: I've begun experimenting with the FrikBot, if all goes well, most of these problems will go away :)
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- Fix those damn runaway loop errors!
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- Better Navigation (Roaming, Jumping, Swimming, Button detection/targeting,Teleporter Targeting)
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- Teach bots how to use Mines, Shrapnel Bombs, tShot Triple shot, & Bonesaw
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- Make Bots missfire occasionally when DM_AUTOSWITCH is not set
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- Force bots to reload the Annihilator
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- Bot miss-aiming in Predator mode could be improved
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- Fix aim at close range (when aiming at other bots)
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- Make bots 'tilt' (pitch) when aiming up/down
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- More fluid movement (vecocity based)
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- Flashlight usage in dark mode could be better
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- Make bots respawn on level changes
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- Better Teamplay support
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- Fix bot colours in GL Quake
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More Ambitious Additions:
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- CTF support
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- RocketArena Support
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When flipping through the QC code, please remember a few things;
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- I taught myself QuakeC while making this mod so some (ok, a lot) of stuff is hacky
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- Much of the early code went uncommented.
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- There is a lot of old code that is no longer needed. (mostly due to the fact that Paroxysm was intended to be a Single Player mod)
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- You may see some unfinished stuff in there (refrences to a Flamethrower and the like)
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- When making an 'official' modification or addition, keep in mind backward compatibilty, and the fact that Paroxysm was designed to be used with existing maps.
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Copyrights and other mumbo jumbo....
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You may use any of this code in your own mods, just give credit where credit is due (a lot of Paroxysm's code is borrowed and/or modified, so respect the original authors as well)
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If you want to use any of the Paroxysm weapons, or special powerups, I must get co-author status on your mod. You may not use any of this code in a commercial product of any kind (including compilation CD's) - To put it simply - if you use this code, your mod is free.
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The Paroxysm QC code is offered "as is" and you use and modify it at your own risk. I am not responsible for any problems encountered when modifiy the code. (That includes data and/or hardware loss or damage) |