SuperDuper DeathMatch Single Player Quake Beta 4.2
Thanks to aardapel, per-kr

What's new? More monsters, less weapons! Bots that don't know where to go!


If you want to edit the map rotation, you need to edit combat.qc in .\source
These "bondo" have extra coop starts for the bots. You'll need those. Otherwise you can use any deathmatch maps.

This is the function you need to edit
if (coop) {
   rand = ceil(random()*12); //originally 36
if (rand == 1) nextmap = "bondo03";
if (rand == 8) nextmap = "bondo11";
if (rand == 2) nextmap = "bondo02";
if (rand == 3) nextmap = "bondo14";
if (rand == 4) nextmap = "bondo13";
if (rand == 5) nextmap = "bondo16";
if (rand == 6) nextmap = "bondo17";
if (rand == 7) nextmap = "bondo18";
if (rand == 9) nextmap = "bondo19";
if (rand == 10) nextmap = "bondo21";
if (rand == 12) nextmap = "bondo15";
if (rand == 11) nextmap = "bondo24";
}
else
{
   rand = ceil(random()*24); //originally 36
if (rand == 13) nextmap = "aerowalk";
if (rand == 14) nextmap = "agnosia";
if (rand == 15) nextmap = "axeme9";
if (rand == 16) nextmap = "argonaut";
if (rand == 17) nextmap = "archaic1";
if (rand == 18) nextmap = "armory";
if (rand == 19) nextmap = "basewalk";
if (rand == 20) nextmap = "muny16";
if (rand == 21) nextmap = "gworld";
if (rand == 22) nextmap = "prgatory";
if (rand == 23) nextmap = "persia";
if (rand == 24) nextmap = "q2dm1";
if (rand == 1) nextmap = "bondo03";
if (rand == 8) nextmap = "bondo11";
if (rand == 2) nextmap = "bondo02";
if (rand == 3) nextmap = "bondo14";
if (rand == 4) nextmap = "bondo13";
if (rand == 5) nextmap = "bondo16";
if (rand == 6) nextmap = "bondo17";
if (rand == 7) nextmap = "bondo18";
if (rand == 9) nextmap = "bondo19";
if (rand == 10) nextmap = "bondo21";
if (rand == 12) nextmap = "bondo15";
if (rand == 11) nextmap = "bondo24";
}

Impulses
9		Cheat
30		Chasecam
87		keys
89		change skins
92		hologram
10		change weapon type
95		taunt
96		flare
200		add bot
Bind a key to "+hook" to use the grappling hook

20060513
added flamethrower/rocket launcher enforcer and plasma/lightning enforcer
added jetpack: "item_artifact_envirosuit"
removed some buggy maps from map rotation combat.qc
fixed killed monster count thanks to Bengt
fixed steam particles on flame and blaze guns thanks to Bengt
added "ring of ammo": "item_artifact_invisibility"
made elephant rifle more powerful, similar to doom 2 double barrelled shotgun. thanks patrick martin


20060225
added monster_baron by Carlos Silva
removed heavy enforcer and shalrath
made heavy monsters spawn according to skill setting

20060223
Fixed up the last of the broken death messages. I think
removed hologram
removed gas gun
added sticky grenades
removed blaze gun/nailgun
changed super blaze/nail and smartgun from SUPER_NAILGUN to NAILGUN
added twin chaingun


20060211
Added a new monster, using per-kr's awesome "armor" model. robot.qc and dmsp.qc
removed god weapons weapons.qc
added lightsaber and proton storm coop modes. frikbots will not fight in lightsaber mode (??) client.qc items.qc weapons.qc
bugs: sometimes you'll run into a monster with damage_no on when it's not supposed to be. don't know why. don't know how to fix it other than remove some code. i've removed just about all the guns i want to. don't want to remove any monsters.
fixed some death messages client.qc
fixed super shambler attack


20060124
Changed where player and bots spawn in coop. They now spawn in deathmatch spawns as in original DMSP2. client.qc
Changed a few bot names. frikbot\bot_misc.qc
Changed ranged attack of scourge to blender nails. hipscrg.qc
Changed map rotation code to allow for more maps. combat.qc
