Title : Real Life QuakeWorld Filename : rlqwg110.zip Version : 1.10 Date : 1/8/99 Author : James Eavis (Crusader^SI) Email : crusader_si@hotmail.com NOTE : Since porting to QuakeWorld, I have had to remove some features of RLQ. These are: ChaseCam, Crouching, FlashBombs, Level Orderring. Level Orderring can be done under QW anyway. credits : (NOTE: these e-mail addresses are taken from the relevant readme files and NOT guaranteed to work at all.) New weapon models and code based on work by: Minh Le (Gooseman) e-mail: gooseman@smartt.com Flashlight based on code by: Unknown Floater Code by: Alan Kivlin e-mail: alan.kivin@cyberiacafe.co.uk All other stuff must presumably be by me. Build Time: On RLQ: About 8 months actual work now. On RLQW: 9 days so far. Build Machine: Intel P90 originally with 8Mb RAM, now with 24Mb RAM (time to upgrade I know..) *news just in* I'm getting a new system! hurray! (P II 450, 256 Mb RAM, 14.4Gb HDD etc. etc. *grin*) Type of Mod ----------- Quake C : yes Sound : yes MDL : yes Format of QuakeC (if a Quake C Mod) ----------------------------------- unified diff : no context diff : no .qc files : no progs.dat : yes System Requirements: ------------------------------- Uses approximately 2.5Mb of hard disk space QuakeWorld (coded on version 2.30) I run it on a P90 and it has worked well with 8Mb of RAM so... pretty much any PC. Description of the Modification ------------------------------- Taking elements from "Real Life" to enhance Quake, this modification includes more realistic weaponry, hit location whereby shots do differing damage depending on where on the target's body they hit, floating corpses and body parts, as you collect more equipment, you get progressively slower, a flashlight and a laser sight, and probably more that I've forgotten to mention. Now with recoil to make life interesting when firing automatic weapons etc. Hit location ------------------------------- The most important part of this modification is the hit location, and it changes the way Quake is played quite considerably. No longer can you burst into a room with guns blazing and be *sure* you will survive because you have good armour. A couple of shots to your head, and you are as dead as anyone else. Jumping out of the way is no guarantee either, as being shot in the legs will cause you to move slower and slower until you can't move any more. Once you have been crippled like this, you will slowly regain your movement, until you are at 50% speed, after that you have to find health packs. And strafing out of the way is not as safe, because being shot in your arms can alter your accuracy dramatically. Real Life Quake is a different game to Quake. New Commands: ------------------------------- COMMAND EXPLANATION Impulse 14 Reload Current weapon voluntarily (if reloadable) Impulse 15 Cycle through DEBUG modes. Impulse 16 Print Arms/Legs Damage Readout. Impulse 17 Flashlight on / off toggle (needs cells) Impulse 18 Display RLQW version number Impulse 22 HitReport on / off, reports player to player hits. (eg. "Xencat shot Crusader in the head" etc.) Impulse 23 Recoil on / off, recoil when firing for all players Impulse 24 / 25 Inventory Next Item / Inventory Previous Item. Impulse 26 Inventory: Drop Current Item. Impulse 27 Inventory: Show Current Item. Impulse 31 Laser Sight on / off toggle (where available) Future Features --------------- Weapon Jams. maybe. not sure if this will add anything to the game yet. Body parts mapped to creatures other than the humanoid ones. Graphics without glitches in them, so things look nice :) Possibly enhanced damage on some hit locations. Known bugs ------------------------------- Quite a few. "Super Jump" bug, whereby if your legs are damaged to less than or equal 60%, you do a super high jump if looking horizontally or downwards. "Double Jump" bug, whereby if you hold the jump button down, you jump twice, once after the other. Neither of these have anything to do with calls to PlayerJump() and the code therein, seems to be something more fundamental. NOTE: all the following bugs were reported with the Quake, not QuakeWorld, version. Hit locations go weird sometimes because of the angle of your shot, for instance having to shoot way above someone's head to hit them in the "head" when up close / below them. Also has a bug where, if your target has it's origin anywhere on a 0 line, ie. it's x, y or z co-ordinate is 0, then hit locations register as body hits. In Deathmatch, occasional packet overflow as too many bullets/casings are sent to clients. Occasional "tried to sprint to non-client" message, not sure why, think its because its not doing a classname check for "player" all the time (even though the code is there...) How to Install the Modification ------------------------------- First: Make a directory called RLQW in the same place you keep the server program. (eg. c:\quake\rlqw) Second: Unzip the pak0.pak into the RLQW directory. Unzip the qwprogs.dat into the RLQW directory also Third: Start the quakeworld server with -rlqw (eg. qwsv -rlqw) Fourth: Every client will need to have an RLQW directory in the same place as their quakeworld client program. Fifth: set gamedir and sv_gamedir on the server as rlqw set recoil to 1 on the server if you want recoil set hitreport to 1 on the server if you want hit reports Sixth: change to a new map on the server to initialise the patch, and its ready to run! Technical Details ----------------- Real Life Quake is a simple enough concept, to include those parts of real-life that will enhance the Quake experience. The hit location code is a lengthy set of if elseifs, and the actual location of the collision between projectile and the target's bounding box uses a function checking for the bounding box as it traverses a limited section of the flightpath of the projectile. Author Information ------------------ This is the second public release of my QuakeWorld work. I am a student at Oxford Brookes University, UK, studying Computing. Copyright and Distribution Permissions -------------------------------------- The modifications included in this archive are Copyright 1998,1999 James Eavis. The original QuakeC source is Copyright 1996, id software. Authors MAY NOT use these modifications as a basis for other publicly or commercially available work. Contact me first please. You may distribute this Quake modification in any electronic format as long as all the files in this archive remain intact and unmodified and are distributed together. Do the new generation even know who Actura are/were ? Screw Actura anyway! Availability ------------ This modification is available from the following places: Main RLQ Site http://www.users.netlineuk.net/~crusader/rlq/index.html