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SpeedQuake v1.0 Documentation
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Table of Contents
1.0 INSTALLATION
2.0 CONFIGURATION
2.1 Client Variable
2.2 Server Variables
3.0 GAMEPLAY
3.1 Speed
3.2 New Powerup - Crack
3.3 SpeedFrags
4.0 TROUBLESHOOTING
4.1 DLLs
4.2 Known Bugs
4.3 Reporting Bugs
4.4 Coming Soon
5.0 FRAGBAIT STUDIOS
5.1 About
5.2 SpeedQuake Dev Team
5.3 Fragbait Studios Roster
5.4 On the Web
5.5 Acknowledgments
------------------------------
1.0 INSTALLATION
1. Install the latest Q3A Updates. (1.16j as of 2/27/2000)
2. Extract speedquake_v10.zip into your quake3 directory
using folder names.
3. You should now have a quake3\speedquake\ directory
4. Now just start Quake and use the MODS menu, or connect to
a SpeedQuake server.
5. (Optional) A SpeedQuake icon was included, you can find it
in your \quake3\speedquake\ directory after installation.
If you would like, you can create a shortcut directly to
speedquake. To do this, just make a copy of your current
Quake III Arena shortcut, and add "+set fs_game speedquake"
to the end of the command line.
------------------------------
2.0 CONFIGURATION
2.1 Client Variable
sq_slowflames [0/1]
This client side variable toggles a "slow flames" version
of the crack syringe. Since the cool flame created by the
crack syringe is made of a number of shaders placed very
close to another. This may be very slow on some computers.
Toggling sq_slowflames to 1 will space out the flame shaders
to the same distance as haste, lowering FPS impact.
2.2 Server Variables
sq_scoring [0/1]
This server side variable toggles between the two methods of
scoring in SpeedQuake. The default (0) makes each consequative
SpeedFrag's value increase by powers of two. (See Chart 1)
If set to 1, sq_scoring changes the scoring to a more
conservative scoring scheme. Instead of powers of 2, the value
of the consequative SpeedFrags by multiples of 2. (See Chart 2)
Chart 1 Chart 2
+--------------+ +--------------+
| sq_scoring 0 | | sq_scoring 0 |
+---+----------+ +---+----------+
| # | Value | | # | Value |
+---+----------+ +---+----------+
| 1 | 1 | | 1 | 1 |
| 2 | 2 | | 2 | 2 |
| 3 | 4 | | 3 | 4 |
| 4 | 8 | | 4 | 6 |
| 5 | 16 | | 5 | 8 |
| 6 | 32 | | 6 | 10 |
| n | (n-1)^2 | | n | (n-1)*2 |
+---+----------+ +---+----------+
The following server variables are used to replace existing
items with the Crack Syringe holdable. They are all simple
boolean commands [0=off, 1=on]. In example, by default
sq_battlecrack is 1. Therefore by default, the battle suit
will be replaced with the Crack Syringe during SpeedQuake
play.
sq_battlecrack [0/1] Default "1"
sq_flightcrack [0/1] Default "1"
sq_inviscrack [0/1] Default "1"
sq_quadcrack [0/1] Default "0"
sq_regencrack [0/1] Default "1"
sq_medkitcrack [0/1] Default "0"
sq_telecrack [0/1] Default "0"
sq_bfgcrack [0/1] Default "0"
sq_megahealthcrack [0/1] Default "0"
sq_redarmorcrack [0/1] Default "0"
sq_yellowarmorcrack [0/1] Default "0"
------------------------------
3.0 GAMEPLAY
3.1 Speed
One of the most obvious aspects of SpeedQuake is the increased
speed. Every person always has Haste. Period. That means
that SpeedQuake always plays fast and furious, especially with
large numbers.
3.2 New Powerup - Crack
As a replacement for haste, (and almost any other item), there
is a new powerup. Crack. Now on the maps one can find the
Crack Syringe. The Crack Syringe looks like a blue medkit.
But instead of getting health, using the Crack Syringe will
begin your Crack Trip.
While tripping on crack, the player is _very_ fast, lay
_flames_ behind while running, and only takes 1/2 of all
damage that would typically be inflicted on you. After all,
tripping on crack, it don't hurt! =)
However, all damage that is protected from my crack is
stored, and when the crack is up, it is all accrued. On the
SpeedQuake HUD, a damage meter is visible while tripping on
crack, displaying how much damage has been stored.
3.3 SpeedFrags
After making all players faster, it didn't take long to find
out that a lot of players out there started running with the
new speed instead of just duking it out. To make sticking in
the battle more rewarding, now SpeedFrags are possible.
For every frag within 2 seconds, a SpeedFrag is awarded. And
for multiple SpeedFrags, extra frags are accrued. See the
configuration section for an explaination of, and the amounts
of the extra frags.
------------------------------
4.0 TROUBLESHOOTING
4.1 DLLs
You must remove any DLLs from your baseq3 directory in order
to run SpeedQuake correctly. With the point release, you
should _always_ put any DLLs in a seperate directory for that
particular mod, and be certain that the source of the DLL files
is trusted.
4.2 Known Bugs
Autodownloading - We are uncertain at this time if the
autodownloading function for servers is completely reliable.
Visual Discrepancy - Occationally when falling off an edge or
hitting a sprong pad just right, the smoke from haste will
continue to trail while flying through the air. This is
also the case with the crack flames. This will most likely
be addressed soon, however, the bug is there in the latest
version of Quake 3: Arena available at the time (1.16j), so
we can't really say take credit for it. =)
Console - console is a little tough to read. It should be
addressed soon.
4.3 Reporting Bugs
If you find ANY bugs in this mod, please notify:
Travis "Ash" Bradshaw
Fragbait Studios Director
[email protected]
and/or
Steve "IronMan" Lee
Lead Programmer
[email protected]
4.4 Coming Soon
In the next version the following enhancements are planned:
1. Custom Death Messages
2. Single Player / Bot Support
3. Easier to read console.
4. Bug fixes. ( None I'm sure. =)
------------------------------
5.0 FRAGBAIT STUDIOS
5.1 About
(also found at http://www.planetquake.com/fbstudios)
Fragbait Studios began as a local group of dedicated Classic
Quake players in El Dorado, KS. As time passed, our computer
skills and desire to create grew. We began to dabble in level
editing and demo recording. About half way through the Quake 2
era, we actually released a small demo called "Up, Up, and
Away!!" It was a simple demo, put to music and shot using
Keygrip 2, that featured the highest jump possible on an id
level in Quake 2.
That demo landed us on Blues News, and our web page hosted on
my dial-up ISP took over 2000 hits in two days. We were
hooked. There was nothing more fun than creating something
quality for the Quake Community. The fun, while creating, and
while others enjoyed our work, was amazing.
As time went on, skills continued to improve (especially
considering the college educations present now) and we've
continued our goal from the beginning: To create quality
projects to be enjoyed by the Quake Community, and have a damn
good time doing it. =)
After those days we've grew considerably in size and remained
local to the Wichita, KS metro area (for the most part). Since
the original demo, we've created a number of interesting things
for the Quake Community, including Fragbait.org for the local
gaming scene. However, it is now, with the soon to be released
SpeedQuake, that we have finally made something of high enough
quality and outrageously fun to become part of the GameSpy
Network, hosted by non other than PlanetQuake.
It is a very bright era for Fragbait, and it only adds fuel to
the collective fire for us to create even bigger, better, and
more for the Quake Community.
We hope to be around for the duration, thanks for reading the
page.
-- Travis "Ash" Bradshaw
5.2 SpeedQuake Dev Team
Ash [fb]
Travis Bradshaw
Director
[email protected]
Projects: SpeedQuake, Webmaster
IronMan [fb]
Steve Lee
Lead Programmer
[email protected]
Projects: SpeedQuake
Ronin [fb]
James Marshall
Play Tester
[email protected]
Projects: SpeedQuake
D-Force.HOPw
Todd Evans
Play Tester
[email protected]
Projects:
SpeedQuake
Orb
Danial Porter
Play Tester
[email protected]
Projects: SpeedQuake
5.3 Fragbait Studios Roster
Travis "Ash" Bradshaw
Director
Specialties: Concept and Design, Web, Networking, Clan [fb]
Email: [email protected]
ICQ: 1478208
Matt "DamageInc" Clark
Content Provider
Specialties: Concept and Design, Web Content
Email: [email protected]
ICQ: 34145378
Todd "DForce" Evans
Level Designer / Coder
Specialties: Level Design, C, Networking
Email: [email protected]
ICQ: 2773639
Rob "}{ell" Minard
Level Designer
Specialites: Level Editing
Email: [email protected]
ICQ: 941230
Steve "IronMan" Lee
Lead Programmer
Specialties: Programming, Networking, Linux, Clan [fb]
Email: [email protected]
ICQ: 656793
Danial "Orb" Porter
Play Tester / Photographer
Specialties: Photography, Web Content
Email: [email protected]
ICQ: 6504364
Craig "QT2NA" Atchley
Level Designer
Specialties: Level Editing, Clan [fb]
Email: [email protected]
ICQ: 16216864
James "Ronin" Marshall
Play Tester
Specialties: Level Editing, Play Testings, Clan [fb]
Email: [email protected]
ICQ: 34756094
5.4 On the Web
You can find Fragbait Studios and Clan Fragbait on the web at:
http://www.fragbait.org
Fragbait.org is a Quake Gaming website for the Wichita, KS
area. Here you can find the sites for all of the Fragbait
Local LAN parties, pictures of local quakers, and a busy
Quake messageboard.
http://www.planetquake.com/fbstudios
The Fragbait Studios Site on PlanetQuake is home to all of the
major Fragbait Projects.
5.5 Acknowledgments
Special Thanks to the following:
Abby "sunbaby" Bryan
for putting up with Ash
Caryn "Hellchick" Law
For going the extra mile to get Fragbait onto PlanetQuake
PlanetQuake Staff
For the awesome content and hosting
The Gamespy Network Staff
Bar none the best hosting network on the web. Period.
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