= Dusk - A "Zombie Mod" for Enemy Territory: Quake Wars = Version: a1 Date: 2008-03-30 Author: Jarad Hansen aka TinMan aka Tex email: tinman_squad at hotmail dot com NOTE: This is an Alpha version. While theoretically the worst that will happen is the game crashes, I hold no responsibility if your computer explodes in a ball of incandescent fury. = What = A 'Zombie Mod' - Few vs Many, with one-to-a-few GDF forced to scavenge for weapons and ammo, while the many Strogg roam at will, but are limited to melee. =Gameplay= Strogg side are limited to melee spike. Strogg bots roam the level randomly. GDF spawn only with pistols and must scavenge the level for pickups - weapons/ammo/health packs and repair packs. There is a evactuation area for the GDF in the map (shows up on mission list), it can only be reached using a flying vehicle. The only flying vehicle is a severely damaged bumblebee. The engineers repair pliers now run off a repair pool, to fill this up use a repair pack. GDF do still have respawns, but since they drop all their weapons/packs, spawn back from where they want to be and they are running againt the clock, it's a setback they should avoid. To pick up 'pickups'(weapons and packs), aim at them and pressing Use ('F' key by default). To 'use' a pack, press alt-fire while holding one, normal fire drops the currently held pack. Players are limited to holding two primary weapons at a time the drop weapon command ( _drop, '\' key by default, can be rebound via menu ). Players are limited to holding four packs of any mix. Repair packs currenly look like ammo packs, but you can see the type of pickup by looking at it. Strogg Agressors now move slower but have 400 HP and one hit kill spike. Strogg Opressors now move much faster but have only 70 health, and do very weak spike damage. Objective mode, 30 Mins on any of the following maps: Area 22, Canyon, Island, Outskirts, Salvage. If playing with bots make sure bot skill is not on training, that number of bots on strogg side is about 20. Strogg bots will not attack during warmup. = Known bugs and Limitations = Initial release, so only the basic elements are in, but it's playable, and can be fun. Only 5 maps supported with intial rough gameplay. Strogg patrol points are rough, as are item spawn points. Currently no linux game binary. On initial map start the server (including 'Play Computer') spawns aproximately 100 pickups which are physics objects, so there will be a few frames of punishment CPU/bandwidth wise until they settle. There's still many engineer build missions for gun emplacements and towers, but they havent been set to a repair kit value that makes them worth while pursuing. GDF forward spawns can be recaputured by strogg, though bots will not do this, in later versions they will not be recapturable. They are there to give GDF a better chance in exploring parts of the map further from initial spawn. = Using the Mod = NOTE: This mod is for Quake Wars version 1.4, it will not work on earlier or later versions. 1. Installation: Create a folder inside the Quake Wars folder called "dusk" and unzip the files into it. 2. Loading the mod: Load Quake Wars and choose Dusk from the mods menu. At the console you can run the 'gamename' command to check if the mod loaded. Dusk must be loaded before attempting to connect to a server running Dusk. 3. Playing the mod: Play against Computer, or start a server, or connect to a server running Dusk. = Performace = Running a bot game takes a bit of CPU power, the more bots you have the bigger the hit. The system does scale the bots thinking rate down if your system isn't handling thing well, but there is a limit. Therefore it may be necessary to drop some of your settings down a notch to get a more consistent experience. Of course if you mainly play bots anyway you would have already done this. = Feedback = Email me at tinman_squad at hotmail dot com Or on the Quake Wars community forums. = Distribution = Distribute as you will, just keep the zip unmodified. Sweet. = Thanks and credits to = Splash Damage and id Software for the awesome game/engine. Cody64 for his blood mod. = Final Thoughts = a3 - Intial public release: The basic gameplay is in and is playable. And it is (imho) fun. And feedback is always good to get. I decided to do a release at this point because I have to throttle back my time on the mod for a bit while 'real life' priorities take over. It still worth while giving the community a chance to kick it over in the interim. Aside from that I think the 'release early, release often' policy from other software fields is a good policy to pursue for mods. Anyway, no doubt as soon as I release this, ETQW1.5 final will come out to break it. Or I've missed out on a completely obvious show stopper. Yay!