= Dusk - A "Zombie Mod" for Enemy Territory: Quake Wars = Version: a2 Date: 2008-04-24 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 severely damaged vehicle that must be repaired in order to reach the escape area. 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 against 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 currently look like ammo packs, but you can see the type of pickup by looking at it. Strogg Aggressors now move slower but have 400 HP and one hit kill spike. Strogg Oppressors now move much faster but have only 70 health, and do very weak spike damage. Set to Objective mode, 30 Mins on any of the following maps: Area 22, Canyon, Island, Outskirts, Quarry, Refinery, Salvage. If playing with bots make sure bot skill is not on training, that number of bots on strogg side is high. = Known bugs and Limitations = Only 7 maps supported with initial rough gameplay. Strogg patrol points are rough, as are item spawn points. On initial map start the server (including 'Play Computer') spawns approximately 100 pickups which are physics objects, so there will be a few frames of punishment CPU/bandwidth wise until they settle. NOTE: See changelog.txt for more info. = 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. NOTE: Remove any previous version of Dusk first. 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. = Performance = 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 = GaussDecay for Linux build. Splash Damage and id Software for the awesome game/engine. Cody64 for his blood mod. = Final Thoughts = a2 - Took a bit longer than planned, a bunch of stuff to make it easier (larger pistol clip, crates at spawn points, mines) is countered somewhat by making the strogg more tenacious. Didn't get to what I had planned this release, to expand on more objectives, and likely more resources for different classes (or rather, rework the existing ones) to be found and used to complete them. The new Radio for the Field Ops is fun of itself and I have a few more features for it further down the track. a1 - 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!