This is the first pre release for SuperCoop:
>>>DOWNLOAD<<<(1.14M)
If this package is working fine then I'll upload it to the ShubHub today.
The package is Beta 2, Beta 1 was not a public release, it was for a freinds home network.
The focus of the patch is cooperative gameplay, but it's not at all limited to that. The retuned weapons are just as much fun in deathmatch and the monsters can be enjoyed in single player or deathmatch. The game is still very much Quake, it's still all about shotguns and Fiends but it has been tailored to provide a more intense, prolonged state of frenzy than the original.
There is a lot of other peoples work in here, including some old skool classics from CDRom.com. I'm adopting a pretty relaxed attitude to IP with this, basicly if it's not nailed down I'll use it, and make sure the author (by whatever name they are known) gets a name check in the credits. Much of the code has not been used as is but as a basis for my own alterations, the source is included in this RAR and is heavily commented by myself and mostly includes the original authors comments too.
Heres the readme:
===================
SUPER COOP +beta 2+
===================
Designed for fast-paced cooperative play, also featuring monsters in deathmatch mode, and (obviously) Frikbot X.
WARNING! This patch does not contain invisible exploding dogs. If you see one please report the matter to a
psychiatric profesional.
Instalation and playing in windows:
Extract to c:\quake or whatever directory you play quake from. Then just go to run in the windows start menu and paste in:
c:\quake\quake.exe -game supercoop . if you are using a diferent direcory or prefer a diferent game engine chage the command line
as apropriate.
Changes since beta 1:
^ Limited Weapons game variable added. Basicaly each player can carry 2 guns, 1 light and one heavy (shotgun, double
shotgun and nailgun are the light weapons super nailgun, grenade launcher, rocket launcher and lightning gun are
heavy weapons.)
^Shotgun slightly more powerful.
^Cleaned up the code for various minor typo's left by Id.
^Wasteboxes respawn now! No reasonable person can imagine how proud I am of this accomplishment!
^You can sneak if moving slow enough.
Weapon and Item Balance:
}Have changed amounts of ammo available for each weapon.
(36 Shells, 250 Nails, 20 Rockets, 100 Cells)
}Slower, more powerful shotguns (by about 50%), with bigger spread.They also shoot through corpses
(specifically newly created ones), giving them better crowd control characteristics.
}Nails are now Armour Piercing (by 75%), Velocity is up and they have a bit of trajectory to them. (So aim high at range)
}Pentagram of Protection now quarters damage (before armour) rather than avoiding it completeley.
Quad damage therefore cancels out the Pentagram exactly.
Monsters:
>Cranked Monsters (Patrik Martin) Best to just check cranked_readme.txt in the docs folder some of
the monsters have been tweaked in mostly minor ways. Scrags don't warp away from shot gun blasts,
Vores have some FX added to their cloaking ability etc.
>Zombies can now be dismembered by axes or shredded by sustained fire.
>Knights, Deathknights, Enforcers and some Grunts have armour (balanced by reduced health) so try the
nail-guns on them.
Misc & Other:
>Falling and drowning ignore armour (sadly so do lava and slime, will fix this when I can).
>Teamplay protects armour as well as health.
Cosmetics:
=New sound and model for Double Shotgun.
=New sound for shotgun (from Doom!)
=Footstep SFX. (Not entiely cosmetic, can be used to hunt and kill other players.)
=BloodFix: Buttons no longer bleed when you shoot them.
=Monsters get obituaries too now.
Settings:
>coop 1: Respawning cooperative gameplay (players, monsters and equipment).
>coop 2: Old style coop (whether weapons stay is controlled by the "teamplay" variable now though).
>deathmatch 3: deathmatch with respawning monsters, (otherwise the same as deathmatch 1).
>skill 3: Nightmare mode with respawning monsters, (also selected by the nightmare teleporter on the start map).
>teamplay 1/3: now protects allies armour as well as their health.
>teamplay 1/2: weapons now stay as in deathmatch 2, but keys are removed from the map when picked up and placed in backpacks
when the player dies.
>teamplay 3/4: Limited Weapons (choose one each from 2-4 and 5-8 ). Armour affects speed in this mode.
Controls:
>impulse 30: Toggle chase Cam (more for debuging than gameplay, will be used to provide
some fun FX at some point).
>impulse 20: Drop backpack. Drops all unneeded ammo.
>impulse 21: Drop weapon. Drops your selected weapon, needed for teamplay 3/4.
>impulse 22: Drop armour. Drops your current armour, also needed for teamplay 3/4.
Config Files:
Use exec xxx.cfg in the console to load each config file.
*drop.cfg: F drops armour, G drops gun, H drops back-pack.
*bot.cfg: creates addbot, removebot and botcam aliases (for Frikbot)
*sniper.cfg: improved zoom. Edit the file (with notepad or something) if you don't use mouse sensitivity 13 or fov 90
*cam.cfg: binds B,U,J,K & L to chasecam controls. (not autoexec incase you use the keys for
other things) B is toggle, the others are settings.
*exec.cfg: execs all the other .cfgs
To do (and daft ideas) list:
+Limited weapons (Qalo?) mode. still a few things to do here. (Pick up super health instead of a heavy weapon
to play as a medic? Fine tune move speeds for different armour types)
+Limited Lives (Last Man Standing; on Deathmatch 4 + 5 and Coop 3, Deathmatch 5 will have non-
respawning monsters and weapons, deathmatch 4 will be without monsters) Lives will be determined by fraglimit, defaulting to 1 if no
limit is set.
+make frikbots understand coop and teamplay 3 & 4 better.
+find a proper model for the shotgun (ground and view preferably.)
+port for Tenebrae.
+debug CSpike code (nothing major here).
+shell casings for shotguns, possibly nailguns too.
+Gibbable corpses (if I can do it without them getting in the way too much).
+Alt Fire (Maybe)
+Reloading (limited clip size)
+Monster Weapons (chainsaw and blaster for players, to be taken from monsters backpacks)
+Nail Rifle, a sniper rifle style deal with zoom and headshots (hopefuly).
+Hand Grenades (throw a grenade, if you don't have a launcher, as in QII). If I can I'll make it so that you can put them in items
like ammo, health and armour as a booby trap.
+Biosuit enables WMD mode (DU nails add armour save to damage taken, flamethrower, clusterbombs)
Known Bugs that I haven't fixed yet:
-Obituaries for dogs a bit wrong.
-You sometimes get stuck at the top of some of the slopes, for a moment. Jump to escape. This has been happening for a long time,
and no, I don't know why.
-Lava and slime ignore armour just now.
CREDITS
Patrick Martin: Respawning Monsters, Cranked Monsters and Doom Shotgun code. Pure genius!
Ryan "Fika" C Smith: The all conquoring Frik Bot (not to mention FrikGui the QC compiler I'm using)
Monster: FrikBot waypoints for single player maps.
Charlie Zimmerman: CSpike10 (riccochet spikes and nailbombs, written in but not active yet.)
Rob Albin: Chasecam code.
Noctrun: Clean QC code.
Electro: Quake 1 Arena from whence the shotgun model.
David Norton: SAS Quake Patch. (double shotgun .MDL)
Brett "Vuh" Wagner and Darksnow: Footsteps.
CeeJay: BloodFix.
Doom: Shotgun sound.
Quake III: Super-Shotgun sound.
TED Notepad: For being a lot like MS Notepad but also being an actual text editor.
http://www.gamers.org/pub/idgames2/quakec/ : an invaluable resource for oldskool QC patches. (a CDRom.com mirror.)
>>>DOWNLOAD<<<(1.14M)
If this package is working fine then I'll upload it to the ShubHub today.
The package is Beta 2, Beta 1 was not a public release, it was for a freinds home network.
The focus of the patch is cooperative gameplay, but it's not at all limited to that. The retuned weapons are just as much fun in deathmatch and the monsters can be enjoyed in single player or deathmatch. The game is still very much Quake, it's still all about shotguns and Fiends but it has been tailored to provide a more intense, prolonged state of frenzy than the original.
There is a lot of other peoples work in here, including some old skool classics from CDRom.com. I'm adopting a pretty relaxed attitude to IP with this, basicly if it's not nailed down I'll use it, and make sure the author (by whatever name they are known) gets a name check in the credits. Much of the code has not been used as is but as a basis for my own alterations, the source is included in this RAR and is heavily commented by myself and mostly includes the original authors comments too.
Heres the readme:
===================
SUPER COOP +beta 2+
===================
Designed for fast-paced cooperative play, also featuring monsters in deathmatch mode, and (obviously) Frikbot X.
WARNING! This patch does not contain invisible exploding dogs. If you see one please report the matter to a
psychiatric profesional.
Instalation and playing in windows:
Extract to c:\quake or whatever directory you play quake from. Then just go to run in the windows start menu and paste in:
c:\quake\quake.exe -game supercoop . if you are using a diferent direcory or prefer a diferent game engine chage the command line
as apropriate.
Changes since beta 1:
^ Limited Weapons game variable added. Basicaly each player can carry 2 guns, 1 light and one heavy (shotgun, double
shotgun and nailgun are the light weapons super nailgun, grenade launcher, rocket launcher and lightning gun are
heavy weapons.)
^Shotgun slightly more powerful.
^Cleaned up the code for various minor typo's left by Id.
^Wasteboxes respawn now! No reasonable person can imagine how proud I am of this accomplishment!
^You can sneak if moving slow enough.
Weapon and Item Balance:
}Have changed amounts of ammo available for each weapon.
(36 Shells, 250 Nails, 20 Rockets, 100 Cells)
}Slower, more powerful shotguns (by about 50%), with bigger spread.They also shoot through corpses
(specifically newly created ones), giving them better crowd control characteristics.
}Nails are now Armour Piercing (by 75%), Velocity is up and they have a bit of trajectory to them. (So aim high at range)
}Pentagram of Protection now quarters damage (before armour) rather than avoiding it completeley.
Quad damage therefore cancels out the Pentagram exactly.
Monsters:
>Cranked Monsters (Patrik Martin) Best to just check cranked_readme.txt in the docs folder some of
the monsters have been tweaked in mostly minor ways. Scrags don't warp away from shot gun blasts,
Vores have some FX added to their cloaking ability etc.
>Zombies can now be dismembered by axes or shredded by sustained fire.
>Knights, Deathknights, Enforcers and some Grunts have armour (balanced by reduced health) so try the
nail-guns on them.
Misc & Other:
>Falling and drowning ignore armour (sadly so do lava and slime, will fix this when I can).
>Teamplay protects armour as well as health.
Cosmetics:
=New sound and model for Double Shotgun.
=New sound for shotgun (from Doom!)
=Footstep SFX. (Not entiely cosmetic, can be used to hunt and kill other players.)
=BloodFix: Buttons no longer bleed when you shoot them.
=Monsters get obituaries too now.
Settings:
>coop 1: Respawning cooperative gameplay (players, monsters and equipment).
>coop 2: Old style coop (whether weapons stay is controlled by the "teamplay" variable now though).
>deathmatch 3: deathmatch with respawning monsters, (otherwise the same as deathmatch 1).
>skill 3: Nightmare mode with respawning monsters, (also selected by the nightmare teleporter on the start map).
>teamplay 1/3: now protects allies armour as well as their health.
>teamplay 1/2: weapons now stay as in deathmatch 2, but keys are removed from the map when picked up and placed in backpacks
when the player dies.
>teamplay 3/4: Limited Weapons (choose one each from 2-4 and 5-8 ). Armour affects speed in this mode.
Controls:
>impulse 30: Toggle chase Cam (more for debuging than gameplay, will be used to provide
some fun FX at some point).
>impulse 20: Drop backpack. Drops all unneeded ammo.
>impulse 21: Drop weapon. Drops your selected weapon, needed for teamplay 3/4.
>impulse 22: Drop armour. Drops your current armour, also needed for teamplay 3/4.
Config Files:
Use exec xxx.cfg in the console to load each config file.
*drop.cfg: F drops armour, G drops gun, H drops back-pack.
*bot.cfg: creates addbot, removebot and botcam aliases (for Frikbot)
*sniper.cfg: improved zoom. Edit the file (with notepad or something) if you don't use mouse sensitivity 13 or fov 90
*cam.cfg: binds B,U,J,K & L to chasecam controls. (not autoexec incase you use the keys for
other things) B is toggle, the others are settings.
*exec.cfg: execs all the other .cfgs
To do (and daft ideas) list:
+Limited weapons (Qalo?) mode. still a few things to do here. (Pick up super health instead of a heavy weapon
to play as a medic? Fine tune move speeds for different armour types)
+Limited Lives (Last Man Standing; on Deathmatch 4 + 5 and Coop 3, Deathmatch 5 will have non-
respawning monsters and weapons, deathmatch 4 will be without monsters) Lives will be determined by fraglimit, defaulting to 1 if no
limit is set.
+make frikbots understand coop and teamplay 3 & 4 better.
+find a proper model for the shotgun (ground and view preferably.)
+port for Tenebrae.
+debug CSpike code (nothing major here).
+shell casings for shotguns, possibly nailguns too.
+Gibbable corpses (if I can do it without them getting in the way too much).
+Alt Fire (Maybe)
+Reloading (limited clip size)
+Monster Weapons (chainsaw and blaster for players, to be taken from monsters backpacks)
+Nail Rifle, a sniper rifle style deal with zoom and headshots (hopefuly).
+Hand Grenades (throw a grenade, if you don't have a launcher, as in QII). If I can I'll make it so that you can put them in items
like ammo, health and armour as a booby trap.
+Biosuit enables WMD mode (DU nails add armour save to damage taken, flamethrower, clusterbombs)
Known Bugs that I haven't fixed yet:
-Obituaries for dogs a bit wrong.
-You sometimes get stuck at the top of some of the slopes, for a moment. Jump to escape. This has been happening for a long time,
and no, I don't know why.
-Lava and slime ignore armour just now.
CREDITS
Patrick Martin: Respawning Monsters, Cranked Monsters and Doom Shotgun code. Pure genius!
Ryan "Fika" C Smith: The all conquoring Frik Bot (not to mention FrikGui the QC compiler I'm using)
Monster: FrikBot waypoints for single player maps.
Charlie Zimmerman: CSpike10 (riccochet spikes and nailbombs, written in but not active yet.)
Rob Albin: Chasecam code.
Noctrun: Clean QC code.
Electro: Quake 1 Arena from whence the shotgun model.
David Norton: SAS Quake Patch. (double shotgun .MDL)
Brett "Vuh" Wagner and Darksnow: Footsteps.
CeeJay: BloodFix.
Doom: Shotgun sound.
Quake III: Super-Shotgun sound.
TED Notepad: For being a lot like MS Notepad but also being an actual text editor.
http://www.gamers.org/pub/idgames2/quakec/ : an invaluable resource for oldskool QC patches. (a CDRom.com mirror.)
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