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   Title : Wyrm 2 beta 3    
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Filename : wyrm2b3.zip, wyrm2b3.exe
Version : beta 3
Date : 09/01/98

Author(s) : Josep del Rio (programming), Toni Jaume "Auhsan" (maps)
Other mods: Wyrm 1 (for Q1)
            Turrets! 1.0 (for Q2)

Web Page : http://www.telefragged.com/wyrm

Email : wyrm@telefragged.com

Additional Credits :
Ground Zero by Rogue

PainKeep and Zaero by Team Evolve (http://www.teamevolve.com)

Threewave CTF by Dave 'Zoid' Kirsch

Amorphous Quake by Yaya (damian.slee@virgin.net)
Check this mod! is cool :) (http://www.amorphous.co.uk)

Stroggs Gone Mad v1.2.03 by Roscoe A. Sincero (legion@keg.zymurgy.org)

Rob the Strogg by Twisted Matrix (http://tmatrix.telefragged.com)

Chaos DM by Chaotic Dreams (http://www.planetquake.com/chaotic)

Weapons of Destruction by Matt Wright a.k.a. Punk (punkz93@geocities.com)

Positron Beam by Singe and Griphis (visit their webpage at http://singe.telefragged.com)

Guided Missile concept by Ken "Page Fault" Alverson (KenA@TSO.Cin.IX.Net)

Plasma gun and Antimatter Cannon by Iika Keranen

Shell model by Mr. Elusive

Tech Soldier skin by DarkNova

Ice cube model by Howard "Solo" Roy (howard@mpog.com)

Napalm mod by Patrick Martin (cimartin@flash.net)

Controllable Turrets by Ridah (ridah@frag.com)

CTF+ and Nightmare mode by Eavy (eavy@planetquake.com)
Check his Code Exchange page at http://www.planetquake.com/ce

Chasecam by sATaN (frolicka@hotmail.com) 
with some additions by WarZone (quake2@theleague.net)

Insane Ninja Vyper for Bug-detecting playtesting and typo/text fixing

id, of course :)


ͻ
  Type of Mod  
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C : yes
Sound : yes
MD2 : yes


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  Format of Source  
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unified diff : no
context diff : no
.c files : yep
gamex86.dll : yes


ͻ
  Description of the Modification  
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Wyrm returns!!! now, for Quake 2 :). A bunch of new stuff... tons of weapons,
monster enhancements, CTF, custom classes... and a lot more! Now comes with
some cool maps :)


ͻ
  Starting  
ͼ
Begin Quake 2 with:
 quake2 +set game wyrm +map base1

-If you want to play CTF, type "set ctf 1" at console
-If you want to enable classes, type "set enableclass 1" at console, and then
type "exec <classname>.rc", to set the class properties.

ͻ
  Features  
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+31 new weapons:
* Pistol (fires bullets)
* Flare Gun 
* Airfist (yeah, the Team Evolve's airfist!)
* Blood Drainer
* Double Impact (double grenade=double diversion?)
* Flak Cannon
* Explosive bullets (inspired from a Ghost in the Shell weapon)
* Pulse Rifle
* FlameThrower
* Street Sweeper
* Cluster Grenades
* Napalm Grenades 
* Plasma Grenades
* Sticking Grenades
* Rail Grenades
* BFG Grenades
* Prox Grenades
* Napalm Rockets
* Guided Missiles
* Homing Rockets
* Perforating Rockets
* Freezegun
* Disruptor
* Plasma Gun
* AntiMatter Cannon
* Positron Beam
* Vacuum Maker
* Energy Vortex
* Nuke Launcher
* Tripbomb
* Laser Tripbomb

+RWS (Random Weapon System): The most configurable weapon system ever made.
Check the rw.cfg file. You can define you own weapon system with your own
weapons.

+Cycle command: you can define your weapon cyclings with this command.
For example:
bind p "Cycle {bfg10k} {railgun} {chaingun} {rocket launcher} {super shotgun}"
each time you press "p" you'll cycle through these weapons.

+New monster enhancements!:
*Berserk really goes berserk when it's hurt. (try it:)
*Flipper (the fish) gained a new attack
*Added Rogue Q2MP2 enhanced AI
*Walking monsters now can enter into water :) also, they can swim a bit...

+New monster variants!:
*Fire Maiden: Harder, and armed with napalm missiles.
*Tech soldier: Owns a power shield and a laser :)
*Demon: Nice guy with red skin. It can kill you with his special attack... 
      (remember Wyrm 1?)
*Hammerstein: Alternate to the tank. Very, very tough :)

+New difficulty mode: hell! (skill 3), where the stroggs respawn! (yeah,
like in DooM :)

+New items:
*Power Screen: A power screen like the Brain and the Tech Soldier monsters
*Medipak: Like Duke Nukem... can heal up to 100 life
*IR Goggles: Now you can see in darkness (useful if Nightmare mode is activated)
*Flashlight: to light up the dark things. Also, now it has a lasersight mode
*Jetpack
*Steroids
*Scanner: has 3 modes: life (detects players and monsters), items (detects
 items) and CTF (detects players, flags and techs, only for ctf games)
*Can of Pork'N'Beans
*Auto Sentry: When used, is dropped in front of the player and allowed to drop
to the floor. When it lands, it unfolds and starts scanning the area. Once a
target is found, the sentry will track it's enemy until dead or it can't be seen.

+Fixed trigger_gravity! Check w2dm3.bsp

+Chasecam (heavily modified... it now has a lot less bugs, and works in water)

+Nightmare mode! (lights off). Check w2ctf1.bsp

+Controllable turrets! You may check w2ctf1 to check a map with them :)

+Custom Classes: Maybe, the coolest addition to Wyrm. You can define up to 32
classes, with it's own weapons and attributes (read class.txt for more info)

+New maps: There are some maps included in this release, that are made
by Auhsan. They are:
*"Hell Orphanage" (w2dm1): a little Deathmatch level that represents a 
cement-made school.
*"Broken Calm" (w2dm2): A futuristic DM level, with a lot of Railguns
*"Violent Adrenaline Overflow" (w2dm3): It's a little 3 floor level
with a lot of weapons, armour and items, and has a quick and non-stop action.
*"Nightmare Orphanages" (w2ctf1): This level is a conversion of auh2dm1. 
It's a Capture the flag level for Wyrm 2 that has a sunset atmosphere. 

ͻ
  How to Install the Modification  
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1. Make a directory in your REGISTERED Quake2 folder called "Wyrm"
2. Extract wyrm2b2.zip into that directory (using, for example, WinZip)
3. Go to the command prompt and type "quake2 +set game Wyrm"

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  New Server Commands  
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"sv nightmare" activates the nightmare mode...

If you want to set a class, you may execute the ".rc" files. For example:
"exec quake3.rc" will set some Q3 style classes
"exec example.rc" will set the example class system
"exec wyrm1.rc" will set the wyrm 1 class system
...

ͻ
  CVars  
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Name              | Default       | Definition 
---------------------------------------------------------------------
classfile         | default.class | It defines the file that contains the
                  |               | class structure
enableclass       | 0             | Any value other than zero means that
                  |               | classes are activated
setclassskin      | 0             | With any value other than zero, the defined
                  |               | class skin will be set on players
autokeybinding    | 1             | If activated, your keys will be automatically
                  |               | binded to the class defined keys
rwcfgin           | default.rws   | The RWS definition file. Defines the weapon
                  |               | system
rwcfgout          | rw.log        | The RWS log file (useful to check for errors)
rwcfgdef          | none          | If set, it will create a file with the default
                  |               | settings (useful for modifications)
footsteps         | 1             | If you don't want footsteps, set it to 0
changeframes      | 1             | If you don't want changeframes, set it to 0
dropitems         | 1             | If you don't want players to drop items,
                  |               | set it to 0 (recommended if using classes with
                  |               | different weapons
offhandgrapple    | 1             | Defines the avaiability of the offhand
                  |               | grapple (0: no, 1: only on deathmatch, other: yes)
start_666_time    | 0             | The number of invulnerability seconds when
                  |               | respawned
ctf_autoflagspawn | 1             | If CTF is activated and the map has no flag,
                  |               | Wyrm will set a flag on the map (set this cvar
                  |               | to 0 to disable this option)
cam_force         | 0             | The chasecam is forced on all players
maxshells         | 10            | Max ammount of shells at the same time
                  |               | If you want to disable shells, set maxshells
                  |               | to 0
maxbulletholes    | 20            | Max ammount of bullet holes at the same time
                  |               | If you want to disable them, set maxbulletholes
                  |               | to 0
tempents_timelimit| 0             | If set to 1, temporary ents like shelcases
                  |               | and bullet holes, will be removed after some
                  |               | time (if not, they are removed when another
                  |               | temp entity is spawned)

Also, you may use the CTF cvars (check ctf.txt for more information)

ͻ
 New Commands   
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-"chasecam": Activates/deactivates the chasecam
-"hud": Without any argument, will cycle between the 3 possible huds.
* "hud 0": the standard hud, with the ammos shown on it.
* "hud 1": a bit simpler hud... also, shows ctf information
* "hud 2": the simplest hud... only useful if you play at low resolutions :P
-"myclass": returns the name and number of your current class
-"infoclass": Info about certain class (defined on the argument). For example:
* "infoclass 0": Info about the class 0 (the 0 class is used as default)
* "infoclass cyborg": Info about the cyborg class
-"bindkeys": bind keys for the current class
-"hook" or "grapple": Use the offhand grapple
-"unhook" or "ungrapple": Reset the offhand grapple
*Tip for the Offhand Grapple: it's useful to use an alias to control the hook...
For example,
    alias +launch_hook hook
    alias -launch_hook unhook
    bind q launch_hook
-"cycle": Used to define your own weapon cyclings. For example:
bind p "Cycle {bfg10k} {railgun} {chaingun} {rocket launcher} {super shotgun}"
^each time you press "p" you'll cycle through these weapons^
Also, you may use any of the CTF commands (read ctf.txt for more information)

ͻ
  How to use Modification  
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Turrets
-------
Just jump into it... 

Weapons
-------
There are some standard cyclings defined into keys.cfg, so you may
cycle between them.

Monster enhancements:
--------------------
Ground Zero improved AI
Well, in skill 3 (Nightmare), monsters respawn.
Bitch fires at foot if she can.
Walking onsters can now go into water

Flashlight
----------
There are 3 modes to use the flashlight: light, lasersight
or combo mode, Just use the flaslight several times to get it.

Scanner
-------
It comes with 3 modes:
-Life mode: detects live things (players and monsters)
     *Green dot: live thing
     *Blue dot: live thing using quad
     *Red dot: live thing using 666
-Item mode: detects all items surrounding the player.
     *White dot: health
     *Blue dot: Quad Damage
     *Red dot: 666
     *Yellow dot: Tech
     *Rounded Red dot: Red flag
     *Rounded Blue dot: Blue flag
     *Green dot: all other items
-CTF mode: Detects players, flags and techs
     *Blue dot: Blue team player
     *Red dot: Red team player
     *Blue dot with a blue circle: Blue flag
     *Red dot with a red circle: Red flag
     *Blue dot with a red circle: Blue team player with red flag
     *Red dot with a blue circle: Red team player with blue flag
     *Yellow dot: tech

ͻ 
  Testing Notes  
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Seems to be quite stable, but I cannot test it in multiplayer mode.

ͻ
 Bugs 
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Uhm... don't know :) if you find any, e-mail me.

ͻ
  Future enhancements  
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None. Quake 3 is really close, and this will be (hopefully) the last release of Wyrm for Quake 2.

ͻ
  Revision History  
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09-XX-99 - Beta  3 -> Solved even more bugs
                      Added homing rockets
                      Added nuke launcher
                      Added perforating rockets
                      Added Auto sentry
                      Added Can of Pork'N'Beans
                      Added Hammerstein (alternate to Tank)
                      Added Launcher (launcher.exe)
                      Added Bullet Holes
                      Re-added Scanner (with multiple modes)
                      4 maps from Auhsan included :)
                      New Wyrm Editor version
                      New Conback.pcx and Conchars.pcx
                      New models for the jetpack and the cloaker
                      HTML manual
03-XX-99 - Beta  2 -> Solved tons of bugs :P
                      Added Demon (alternate to Mutant)
                      More options to class configuration
                      Wyrm Editor included into this release
                      Added the FGD file for Worldcraft
                      Added Blood Drainer
                      Added Lightning Gun
                      Added Jetpack
                      Added Steroids
                      Added extra modes for the flashlight
                      Source code included
01-XX-99 - Beta  1 -> Wyrm code moved to the 3.20 quake 2 code
                      Added Ground Zero enhanced AI
                      Added a bunch of weapons
                      Added CTF (techs, offhand grapple)
                      Added Custom Classes
                      Added RWS (Random Weapon System)
                      New floating code
                      New sticking code (tripbombs, sticking grenade)
                      Improved hud
                      Removed Scanner
                      Removed Cutscenes :P
10-13-98 - Alpha 6 -> Solved the skins problems :) it was a bug from NST, but I
                        solved it with an hex editor ;P
                      Added 5 new weapons
                      Removed Faster Blaster
                      Solved some minor bugs
09-15-98 - Alpha 5b-> Now, Wyrm will be unpaked due to some skin problems... :P
                      A crash bug solved
                      Cutscenes added! (cut.bsp)
                      New page design (better and faster to load)
                      Better ducking! now monsters only duck to dodge a missile
09-05-98 - Alpha 5 -> 2 new monsters (Tech Soldier and Fire Maiden)
                      Added Freezegun
                      Fixed a bad bug with floating -_-
                      Berserk now goes berserk when receiving some damage
                      Soldiers have gained a new attack
                      Flyers can now dodge projectiles
08-28-98 - Alpha 4 -> Better floating gibs
                      Updated the Napalm mod to a newer version
                      Cycle command
                      Fixed trigger_gravity (check test.bsp)
                      First upload to ftp.cdrom.com! :)
                      Fixed chasecam bad clipping (it seemed to be an id bug :P)
08-17-98 - Alpha 3 -> Added scanner
                      Added Napalm mod (not the last version. this will be
                        corrected into the next version :P)
08-12-98 - Alpha 2 -> Well, some new features :)
                      Fixed a small chasecam's bug...
                      Added Controllable turrets! (heavily modified...)
08-11-98 - Alpha 1 -> first release!!!! :)

ͻ
  Contacting Author  
ͼ
You may send me a mail at:

wyrm@telefragged.com
        -or-
   ryo@lettera.net

Also, you may send up to 120 character messages to:
   696675841@correo.movistar.net

ͻ
  Copyright and Distribution Permissions  
ͼ

* Authors MAY use these modifications as a basis for other
publically available work.

* If you have used part of this patch (code, model or sound) in
your own patch, please give credits to the authors who have made
them - including myself. Thank you.

* You may distribute this Quake modification in any electronic
format as long as this description file remains intact and unmodified
and is retained along with all of the files in the archive.

* The above permissions do not apply to Actura Software, who may not do
anything, in any form, in any way, by any means with these files,
including, but not limited to, sale and redistribution of the software.


