
                      Inept's Dope Deathmatch Patch
                                 3/13/97
                            by Ernie Thomason

This Quake mod provides an excellent deathmatch game for 2 to 8 players, and
        features custom weapons, power-ups, and two games:
        1) Capture the Flag - played without teams
        2) Feed the Shambler - similar to Capture the Head

This patch is available at:     http://heart.engr.csulb.edu/~thomason
(Source code also available)

Please Note: This mod has no monsters or bots... Deathmatch only.

Feature Summary:
        9 weapons: axe, sniper gun, meteor gun, freeze gun, assault cannon,
          pipebombs, tripwire, rocket launcher and a modified lightning gun.

        Power-ups: regeneration, resistance, haste, fly, invisibility,
          2nd chance, 7 weapon specialties, speed power-ups, rocket curse,
          and occasional low gravity/low friction runes.

        Capture the Flag - Solo Style: Pick up a flag, kill someone,
          then touch the other flag at a base for the capture.  No teams.
          Designed for games with relatively few players (2 to 8 players).

        Feed the Shambler - A game in which you pick up players' heads
          and feed them to the Shamber for bonus frags.

        Extras: Grappling hook, missile morph, self destruct, holograph,
          and a nice little dog.

Credits:
        While most of the code was written by me, some code, models, and
        sounds came from other sources.  Many thanks to...

        Threewave Capture (Dave 'Zoid' Kirsch): Flag model and sounds,
          hook model, sounds and code (thanks Mike, also), and some
          rune code.
        TeamFortress (Robin Walke, John Cook, Ian Caughley): Sniper gun
          sound, Sniper target model, and some Sniper and Assault Cannon code.
        Killer Quake Pack (Howard Roy): Freeze gun models and sound.
        Capture the Head (Charlie Zimmerman): Game idea for Feed the Shambler.

Weapons:
        Here's the deal.  I got tired of having only one good weapon during
        deathmatch - the rocket launcher.  The other weapons might have
        well not even been there.  With this mod, all weapons can be very
        effective.  I also avoided (almost) having multiple weapons per
        weapon model.  Only the grenade launcher model has two weapons --
        pipebombs and the tripwire.

1       Axe : No good normally, but with the axe weapon-specialty, every  
          hit is critical.

2       Sniper gun: Very similar to Team Fortress's version. (Shotgun model) 

3       Meteor gun: Very cool.  Shoots out two lava balls which explode into
          flames.  Thanks to my friend Beast (Paul) for the idea.
          (Double-barrel shotgun model)

4       Freeze gun: Each shot from gun will do some damage.  When the
          opponent's health gets low OR the opponent is hit enough times,
          he will become frozen for 3 to 6 seconds.  While frozen, he will
          take 3 times the damage from any OTHER weapon.  It takes 12 hits
          to freeze your opponent, or 6 if you have this weapon specialty.
          Really only effective with specialty.  (Nailgun model)

5       Assault Cannon: Very similar to Team Fortress's version.  This
          one makes you feel pretty manly. (if your a man)
	  (Super nailgun model)

6       Pipebombs / Tripwire : The pipebombs are fairly standard.  A separate
          key is used to detonate these guys.  This is a good strategic
          weapon, and very effective.  The tripwires are a little different
          that others I've seen.  They can be thrown.  I also have an good
          way of showing the wire given the limitations of drawing lightning
          segments within the quake engine.  Tripwires can be destroyed.
          (Grenade Launcher model)

7       Rocket Launcher : Same ol' weapon.

8       Lightning gun : This one is modified.  I disliked how the original
          barely hit the enemy as you're running and strafing in combat.
          This one "arcs" in the center of the beam and shoots out toward
          your opponent (as long as you're somewhat facing him). Shakes you 
          around a bit too. Very cool. (Thanks again to Beast for this idea)

Power-ups (Runes) :
        Here's what makes these power-ups cool: You can pick up multiple
        runes, giving you many different possible combinations of power-ups.
        There are four types of runes.  
          1 - general power-ups (you can pick up two of these)        
          2 - weapon specialties (you can only have one)
          3 - speed increases (you can get a max of 8 speed increases)
          4 - "world runes". These affect the entire world.  They
                really aren't power-ups, and don't work like the others.
                
        Many combinations of type 1 and 2 runes are very cool.  I enjoy the
        invisibility, flying, and critical axe hits combination, for example.

Type 1 Runes:
        
        Regeneration
        Resistance
        Haste : Some weapons will fire faster
        Fly : Toggle fly mode on and off with a key
        Invisible : Stay invisible until you fire.  Return after 5 seconds.
        2nd Chance: When your health gets to zero, you teleport away and
                are given 100 health for a 2nd chance at life.

Type 2 Runes:
        These are weapon specialty runes.  When picking one up, you will be
        told which weapon you have a specialty in.  This usually means that
        the weapon will cause double the normal damage.  I like these because  
        they get you to try out all the weapons.  Only the sniper gun has
        no specialty.  There are only four of these runes on a level, so when
        you pick one up, quake will pick one of the seven specialties at 
        random to give you.

        Axe           - all hits are critical
        Meteor Gun
        Freeze Gun    - increased ability to freeze opponent
        Assault Cannon
        PipeBombs / Tripwire
        Rocket Launcher
        Lightning Gun

Type 3 Runes:
        These are speed runes.  Each time you pick one up, your running speed
        will increase a little.  There is not a set number of type 3 runes
        on a map.  Quake will continually put a new one on the level every
        15 seconds or so.  When you die, no speed runes will come from
        you body.  You can pick up a max of eight speed runes.

        When picking up a speed rune, there is a chance it will be a
        "rocket curse" rune instead.  You will randomly fire 2 rockets from
        your shoulders.  These can kill you if you're too close to a wall
        when it fires.  The curse will last for 30 seconds.

Type 4 Runes:
        These are kind of funky.  They don't become part of your possession.
        When one is touched, the physics of the entire world is changed for
        one minute.  There are two possibilities:
                1) low gravity
                2) low friction (like walking on ice)
        After one of these runes is touched, it won't appear for another
        10 minutes after the effect stops.  These runes add a little
        interest once in a while.

Capture the Flag:
        I like CTF.  Unfortunately, I usually only get about 4 people to
        bring their computers over to my house to "hook up".  With few
        players, team CTF isn't quite as good.  This mod has a custom version
        of capture the flag where there are no teams.  Here are the rules:

        In the beginning, there is one flag in the level somewhere, and one
        flag at a base.  First, pick up the flag in the level.  Next, kill
        someone.  After making a kill, you can go to the other flag (at a
        base) and "capture the flag."  You automatically send the flag you
        were carrying to the other base, and now you're carrying the flag
        you just touched.  It's now time to make another kill...

        Your speed is reduced by 6 units while carrying a flag.

        Status bar Keys: The blue and red keys on the status bar will show up
        when you pick up the flag.  Only one key will be displayed after
        you've made your kill and are ready to capture the flag.

        This mod can start a CTF game on certain id levels.  CTF games can
        also start when playing any map designed for CTF, such as the
        Threewave levels.

Feed the Shambler:
        In this game, you receive bonus frags for picking up players' heads
        and feeding them to the resident Shambler.  If a player is gibbed,
        his head will be thrown as usual.  If you touch a head, you will pick
        it up and put it on your back.  You can carry a max of four heads.
        Bring your collected heads to the Shambler and you will received a
        bonus based on the number of heads delivered.
                1 head : 1 frag
                2 heads: 3 frags  (2+1)
                3 heads: 6 frags  (3+2+1)
                4 heads: 10 frags (4+3+2+1)

        Your speed is reduced by 1 unit for each head you are carrying.

        Status bar Keys: One key on the status bar will show when you are
        carrying one head.  Two keys will show with 2, 3 or 4 heads.

        The Feed the Shambler game only starts only on pre-programmed levels.
        See below for the list of supported levels.

Extras:
        Yeah, there's a few more things... Sorry.

        Grappling hook: How can we do without this? In this version, the
                hook is completely independent of weapons.  Hit a key once
                to fire and pull.  Hit again to let go.
        Missile morph: This is similar to the guided missile.  Here, you
                actually turn into a missile.  While a missile, you are
                invulnerable.  You can run into walls.  Hit the key again
                to detonate the missile.  It will auto detonate in six
                seconds.  You will respawn where you originally fired the
                missile.  Can only be used once per life.
        Self destruct: You blow up and cause a lot of damage.  If anyone
                still is alive, maybe the many grenades thrown from your
                body will finish 'em off.  We like it, even though it may be
                a little cheap.  Use with 2nd chance rune to frustrate your
                opponents even more!  Only gives you -2 frags for doing it.
        Holograph: This can be turned on and off at any time.  The holograph
                also turns as you turn.
        A Nice Little Dog: There's a dog that wonders around the level
                looking for some lovin'.  He can't be killed.  If he gets
                lonely, he'll may follow you around for a bit.  If he's
                really excited to see you, he'll bark and come running
                after you.  If he does this, pet him.  He'll give you a
                gift you'll definately appreciate.
        Handicapping: This patch is for friendly games.  Many times, the
                players are at different skill levels, and handicapping is a
                way to help out the less skilled.  Everyone starts with a
                handicap of 0.  Setting your handicap to 1, 2 or 3 makes
                the game increasingly easier for you by potentially
                increasing the damage done by you and decreasing the damage
                done on you.  (If the handicaps of the attacker and the
                target are different, the damage will be adjusted.)  When
                changing a handicap, all other players will be notified.
                Also note that handicaps are reset to 0 at the begining of
                each new level.

                Here are the console commands:
                        
                        phc     (print handicap)
                        hc0     (handicap - 0) no handicap
                        hc1     (handicap - 1)
                        hc2     (handicap - 2)
                        hc3     (handicap - 3) 

Miscellaneous Notes About the Game:
        Weapons stay
        No invulnerabilities
        No cheat checking for speed
        Lightning guns are placed on id levels E1M2 and E1M5


Impulse Commands:

22      Grappling hook and Fly mode (press to toggle on/off)
23      Detonate pipebombs
24      Holograph (press to toggle on/off)
25      Display the runes which you possess
26      Missile morph (press once to morph; again to detonate)
28      Self destruct
29	Select specialty weapon

Installing:
        Make a directory in the quake directory called "dope".
        Unzip the .zip file in this new directory.
        The following files will be installed:

        readme.txt      This file
        progs.dat       The server .qc code
        pak0.pak        Custom models and sounds
        dopeserv.cfg    A configuration file for starting a server
        autoexec.cfg    Holds custom key bindings for this patch
        dopeserv.bat    Starts a quake listen server (put in quake dir)
        dope.bat        Starts a quake client (put in quake dir)

        First, edit the autoexec.cfg file to customize the impulse command
        bindings to your liking.  Next, move the .bat files into the quake
        directory.

        "dopeserv.bat" will start up the quake server.  It will be a listen
          server, meaning you can play the game on the same machine. (This
          seems to pose no speed problems on my PPro 200.)  Change the .bat
          file to start a dedicated server.  One person must start a server.

        "dope.bat" will start up quake for the clients.  After loading,
          press 'esc' to get to the quake menu, then connect to the server.

        dopeserv.bat will run the dopeserv.cfg file.  The .cfg file has some
        server parameters.  See the .cfg file for more info.

        The two .bat files disable cd audio, joystick support, and serial
	  and udp connections.  Edit the .bat files if you use one of these.


CTF and Feed the Shambler Levels:
        This patch supports CTF and Feed the Shambler on a few id levels:

        CTF          FTS
        ----         ----
                     START
        E1M2         E1M2
        E1M5         E1M5
                     E1M6
                     E2M2
        E2M3
        E3M3         E3M3
        DM2          DM2
        DM4          DM4
        DM6          DM6

        Also, any level designed for CTF should work for CTF.
        If you are comfortable with qc, you can add flags or the Shambler
          to any level pretty easily.  See the functions
          StartFlagsInNonCTFMap () in the dm_ctf.qc file, or the
          StartShamblerinMap () in the dm_cth.qc file. (cth=capture the head)

I guess that's about it.
Feel free to write me it you have questions, comments, or even requests.
Thanks for your interest,

Ernie Thomason
thomason@csulb.edu

PS: QC Programmers:
        Feel free to use anything in this patch for your own patches.
        If you do this, all I ask is that you write me to tell me about
        your patch.  I would also encourage everyone to make your source code
        available to rest of the world.

