Title    : Last Man Standing (LMS)
Filename : lms0666b.zip
Version  : 0.666b
Date     : 1997-03-11

Type of Mod
-----------
Quake C  : yes
Sound    : no
MDL      : no

Format of Quake C
-----------------
unified diff  : no
context diff  : no
.qc files     : no
progs.dat     : yes

Description of the Modification
-------------------------------

This patch grew out of our feeling that a lot of gibbing in a game does not necessarily mean
excitement, and that the real source for that in Quake is paranoia and fear. If you feel the 
same this patch is for you. 
The rules are simple... the one who lives longest wins (just like in real life :)). 
All Armour and guns are provided on start.

If you die you become observer until a winner is proclaimed.
If two players are left and they get killed at the same time there is an alert system on the
server which says "all observers respawning" and the round ends with a draw (no points).

Bonus system

There is a bonus system so that camping/hiding is prevented.
Bonuses are awarded upon killing someone... if server is set up to award you with X armour 
then if you kill someone get recovered health (100%) and the next in line armour 
"Green - Yellow - Red".
_Observe, no frags are awarded for killing players._

Timesystem

If none of the players get killed there is an internal time system that takes affect and stops
the game. This is so that people can't destroy the game for everyone who is already dead by 
refusing to kill each other.

Colorsystem

When killed you will change color to white. This is so that it will be more fun to be an 
observer and watch the game, and also so the people left in the game have some idea of who 
is still playing.


Just try it, youll love it.


Installation Note
-----------------
Bare with me if things get all blurry now... take a break and continue later :).

Install the patch like ordinary mod, ie in an directory alongside with the "ID1" dir.

Run the server with the "-game " flag.

ex.
If the patch is in:
"c:\quake\lms"
the command line should be:
"winquake -dedicated -game lms"

You better know this, I cant help ya more here :).

Now for the config file. If you do not want to mess with this a standard autoexec.cfg has been 
included in the release, just use that and you will be fine.

The amount of weapons/armour/health/time and levels to play is decided on server config files.
This is done with the variables temp1 and developer.

Syntax for calculating the bits is adding the values (as listed below) of the different options,
and setting the sum as the value for the variable.

If you want the players to start with Nailgun (which has value 2, see below) and Rocketlauncher 
(value 16) then the value would be,

2 + 16

And you might want them to start with the "green" shield (value 64.)

2 + 16 + 64

and so on.

_Dont forget to choose levels :)_

Timebits:
If no bit is set, there will be no timeout, each bit adds the time as given below.
These little buggers can be combined by just adding them together. So adding, 
512+1024 (that is 1536) to the value of the temp1 variable will make the timelimit 3 minutes.
But _beware_ the maxtimebit is 7. (the combined amount of lms time may _not_ be larger than 7).


Examples.
temp1 234623
(means: lms-time 2 min, all weapons bonuslevel 1
and levels: dm1, dm4, dm5, dm6)
developer = 2097235
(Means levels: e1m1, e1m2, e1m5, e1m7 (hehe), e3m7)
timelimit 20

KrYo suggest.
temp1 242815
developer 2162720
hostname REALLY_COOL_SERVER
noexit 1
pausable 0
fraglimit 10
timelimit 20

-------Here follows the values for the bits---------------
//cvar temp1 bits. Important for the end user to know about
float GIVE_SUPER_SHOTGUN     = 1;
float GIVE_NAILGUN           = 2;
float GIVE_SUPER_NAILGUN     = 4;
float GIVE_GRENADE_LAUNCHER  = 8;
float GIVE_ROCKET_LAUNCHER   = 16;
float GIVE_LIGHTNING         = 32;

float BONUSLEVEL_1           = 64;
float BONUSLEVEL_2           = 128;
float BONUSLEVEL_3           = 256;

float TIME_BIT0              = 512;  (lms maxtime + 1. If no bit set, there will be no timeout)
float TIME_BIT1              = 1024; (lms maxtime + 2)
float TIME_BIT2              = 2048; (lms maxtime + 4)

float DM1                    = 4096;
float DM2                    = 8192;
float DM3                    = 16384;  
float DM4                    = 32768;
float DM5                    = 65536;
float DM6                    = 131072;

float E4M1                   = 262144;
float E4M2                   = 524288;
float E4M3                   = 1048576;
float E4M4                   = 2097152;
float E4M5                   = 4194304;
float E4M6                   = 8388608; //max bit.

//cvar developer bits.
float E1M1                   = 1;
float E1M2                   = 2;
float E1M3                   = 4;
float E1M4                   = 8;
float E1M5                   = 16;
float E1M6                   = 32;
float E1M7                   = 64;
float E1M8                   = 128;

float E2M1                   = 256;
float E2M2                   = 512;
float E2M3                   = 1024;
float E2M4                   = 2048;
float E2M5                   = 4096;
float E2M6                   = 8192;
float E2M7                   = 16384;
         
float E3M1                   = 32768;
float E3M2                   = 65536;
float E3M3                   = 131072;
float E3M4                   = 262144;
float E3M5                   = 524288;
float E3M6                   = 1048576;
float E3M7                   = 2097152;

float E4M7                   = 4194304;
float E4M8                   = 8388608; //max bit.

---------------END BITS-------------------

You should put the usual stuff like timelimit and/or fraglimit as you like :).


Author Information
------------------
Evildead is a really swell guy :) inspite of all his studying he completed this release.

E-mail contact person at: kryo@geocities.com


Copyright and Distribution Permissions
--------------------------------------
You may (for personal use) distribute this Quake modification in any electronic
format as long as this description file remains intact and unmodified
and is retained along with all of the files in the archive.

If you want to distribute this patch on an cdrom for public use, you HAVE to send a copy of
the cdrom to each of the persons listed in the credits part of this file.

Credits
-------
Coder: Evildead/BLI
Original idea: Hobbex[+]
Beta tester and Contact person: KrYo[H18] kryo@geocities.com
Supportin Ideas: Arnolth[CMC]
Technical betatester: HeCUll

Availability
------------
All over I guess :) + ehh yer computer.

