--- T A N X ---
   Beta v0.2

by:
The Lieutenant
Adam Vanbuskirk

LTH thanks:
Laurie Cheers
Otaku
Headshot_Magnet

Adam thanks:


INTRODUCTION

This is a tank game. You shoot things. They blow up.


GETTING STARTED

Unzip tanx.zip into the /quake/tanx directory.
To play, run 'glquake -game tanx' from the Start Menu.
This mod currently doesn't work in WinQuake. Sorry.


GAME MODES

*** Deathmatch - deathmatch 1, teamplay 0
It's deathmatch. Shoot things, pick up the money they drop. When you die you can spend money to upgrade your tank.
*** Round-based Deathmatch - deathmatch 2, teamplay 0
It's last-man-standing style deathmatch. As players are eliminated, they cannot respawn until there is a single victor.
*** Teamplay - deathmatch 1, teamplay 1-2
Pick a side, red or blue, then fight. Set teamplay to 2 to turn friendly fire on.
*** Round-based Teamplay - deathmatch 2, teamplay 1-2
As above, but when you are eliminated you do not respawn until one side is victorious.


MAPS

You can play Tanx on pretty much any map at the moment in straight DM, but due to the way the teamplay is implemented, you can only play teamplay on maps specially made for it.

Currently there is one map included in the Tanx zip, others will come later:
tx_snowbound - 4-8FFA / 4v4 teamplay


BOTS

Add bots into your Tanx experience - use the following impulses to control them:
100 = add a bot / add a bot onto RED team
101 = add a bot / add a bot onto BLUE team
102 = kick a bot
103 = bot cam
104 = waypoint studio
105 = kill all bots (eg. in case they are stuck, in round-based mode)


DEVELOPERS

Some mapping info for Tanx:

Deathmatch starts can be given a 'team' keyvalue. Set 1 for Red team, 2 for Blue team. DM starts with no team value will not be used in teamplay. Similarly, starts WITH team values will not be used in ordinary deathmatch.

The 'world' entity can (and should) be given the 'style' keyvalue. This controls the skins that the tanks use on the map:
0 = Green camo
1 = Arctic
2 = Desert.

Use of waypoint studio: the bots will perform terribly on any map without waypoints. Start up a multiplayer game of Tanx with the additional command line parameter '-condebug', and do 'impulse 104' at console. The easy way to generate waypoints it to set dynamic waypointing mode and run around all areas of the map. Then dump waypoints in .way form. This will generate a qconsole.log file in your tanx directory (some custom engines name this file differently, but it still ends in .log). Copy and paste the part in between the comments (// markers) into a new file with the same name as your map, suffixed with '.way', and put it in the same directory as your map (ordinarily /quake/tanx/maps). For more info, refer to the frikbot readme file (http://www.inside3d.com/frikbot).


KNOWN BUGS

The bots like to sit on each others heads. I don't make the rules up, but kudos to you if you can send me a screenshot of a tower of more than 3.

Sometimes projectiles teleport into the centre of the last person you fragged. I have no idea either.

There are no desert skins currently.


CONTACT

Found any other bugs? Tell me!

lt.hollers@technologist.com
http://www.planetquake.com/commandhq


DEV HISTORY

I don't know why people bother writing these things, but I always find it intriguing to read them later.

Beta 0.2
Thoughts for future versions:
-Really must finish up the Objectives code - this will give a whole new dimension to teamplay maps.
-Definitely considering rewriting code from scratch for QW or (good heavens!) Q3.
-Implement QC-based chasecam

Added in this version:
-2 new guns! Reaver twin macinegun, and combo light cannon / machinegun (model doesn't look too good atm).
-Cleaned up the spawning code somewhat.
-An interesting new bug! Apparently the bots 'disappear' over time. What??
-Money now shrinks to show when it is about to disappear. There is also a money display on the sbar.

Beta 0.1
Thoughts for future versions:
-use of the show_lmp command in TQ to make more impressive menus
-waiting on sounds and sprites from Adam to make flamethrower, and other misc sounds
-twin-barrelled 'reaver' machinegun to be added soon
-a fourth wheel type: emplacement (suggested by Duncan). Some other ideas too for (much) later: hovercraft / outboard / C&C-style 'orca' engines (flying).
-problem: how to make boat-type vehicles 'float'?
-future bodies: smoke launcher body / body w/ built-in machinegun
-future guns: mortar, small cannon + machinegun combo, hyperlaser(?)
-possible conversion to QW before it's too late???

Added in this version:
-A half-decent map! tx_snowbound is done in a bit of festive theme. Textures courtesy of Pingu's excellent Q1SP 'A3', sky from [Kona]'s Brumal Quest.
-New skins! they aren't quite so crap now. Green camo and arctic, desert not currently finished, due to lack of appropriate colours on the Quake pallette. The skins were inspired by Adam's first model that he sent me of an old t80 tank.
-New weapon! finally you can buy something with that cash! heavy cannon - 5 dollars, high damage, low rof.
-Made the bounding box half normal size so projectiles hit correctly - however, this has resulted in the tanxticks bug (appropriately named by Duncan).

Alpha 0.01 - 0.04
Added in this version:
-Some terrible test maps
-Some terrible models, later replaced by some slightly better ones, but still with crap skins.
-Three wheel types: wheels / halftracks / tracks - wheels are light and fast, tracks are heavy and slow.
-Three body types: light / medium / heavy - self explanatory really.
-Three turret types: cannon / RL / machinegun