Rocketland Mod Version 2.091 - Optional CLIENT PAK - Also supports Matador 1.6 pak0.pak goes in your qw directory and gives you the rocketland mdls and sounds so that you won't have to download them from the server. If you don't know what to do with pak files, then just connect to the server and sit through the downloads. Downloading 400k of stuff won't kill you, but messing up the install of this file will frustrate you to no end. NOTE: Don't overwrite ANY files with this pak file. Worst case you could have to reinstall quake. At the least you might have to reinstall some mod you are using. If there is already a pak0.pak in the target directory, rename this one to pakn.pak, where n is the lowest unused number. This allows quake to transparently find everything in this pak file as it were in the corresponding directories on your hard drive. If you connect to a server running rocketland or matador, and a download starts for either wav or mdl files, QUIT and check that this file is in your qw directory and is either pak0.pak or pakn.pak where n is the lowest integer higher than the pak files you already have. For instance, if you decide to put this pak in your id1 directory, you would name it pak2.pak so that it doesnt wipe out the Id stuff, but yet quake can find it. If you want to run a rocketland server, please DON'T USE THIS PAK FILE. It will really mess things up because qw won't download anything to your clients from a pak file. If you want to run a rocketland or a matador server, go get the files at http://come.to/rocketland or ftp://ftp.cdrom.com/pub/idgames2/levels/rocketland Extras: This pak file also includes fragfes1.bsp and ctf and some tf skins. I am including the rocketland readme that comes with the server: What you need: * The registered version of Quake One * Latest Version of quakeworld * The Rocketland mod Rocketland Mod Instructions What is Rocketland? Rocketland is a server side mod that allows players to experience widely varying gameplay without installing pak files. The model and sounds downloads are under 400k. Rocketland is based on the Matador and Quakeworld source code. Rocketland source is NOT being distributed at this time because of the need to clean up and comment the code. It should be available soon on the Walnut Creek CD. ************************************************************************************* Revison History Future enhancements: Don't look for a TF-alike soon. Now that TF has moved to halflife, I'm only supporting the bare minimum to walk around in the maps and see how they play. I might get around to finishing medic, but I won't bother with grenades, etc. * 2.091 - 7/4/99 - Powerup voting support, source code included At long last I have included the much requested voting for powerups. Notice that the rmaps0.cfg supplied with this release contains server options. You can enable and disable the quad, hook, runes, and teamplay. Quad requires a map switch to take effect while hook, runes and teamplay are instant. Yes the source code us UgLy, but I haven't found the time to clean it up. * 2.085 - last beta release - I have about 15 user requests and fixes I want to implement. So far: selectable weapons and runes by bit mask either on the worldspawn entity or in the console. Removed many debug messages. Better logging, more compatible with gibstats. Added owww.wav for grappling somebody. * 2.084 attempts to fix autorespawn bugs. Executes mapname.cfg for setting flags. Also TF now gives only health for victims' packs, respecting the player classes. Runes can still override class weapon restrictions in this version though. If the fix does not work on your server, let me know right away. For now, the workaround is to turn off rocketland's auto-respawn feature. Not to worry, this feature is OFF by default, you only need to turn it off if you turned it on. * 2.083 fixes arena bugs, enhances tf support with speed limit on grunt, some weapons restrictions. * 2.082 includes tf support. supports three player classes and a few tf maps. * 2.081 update includes skin/color reset for normal map if clients have dm.cfg, improved motd display. * 2.08g update fixes bugs involving telefrags, spawn protection, flag dissapearance in flag arena. enhances motd support. * 2.08b 12/12/98 Initial release * 2.07 and earlier - pre-beta test versions, began with matador 1.61 code ************************************************************************************* Installation * Unzip the rocketland zip file to a rland directory in your quake directory. The path should be something like: c:\quake\rland\ * The resulting files should be as follows: c:\quake\rland: qwprogs.dat - this is the heart of the rocketland mod, the server-side qc code server.cfg - this is a sample server.cfg file showing the use of rocketland flags rmreadme.txt - instructions rmorder.txt - order form rmaps0.cfg - server options map voting file rmaps1.cfg - example file one rmaps2.cfg - example file two rmaps3.cfg - example file three rmaps4.cfg - example file four dcnt.cfg - dummy realtime frag count file c:\quake\rland\sound\misc blows.wav - plays during the last 15 seconds of server shutdown teleprt1.wav - plays for runes spawning teleprt4.wav - plays for runes spawning elev.wav - elevator music 1 elev1.wav - elevator music 2, or flag capture fakepent.wav - lets you know what that pentagram you just got is really worth meow1.wav - damage during fake pentagram, or always quad off meow2.wav - damage during fake pentagram ni.wav - steal flag tspanic.wav - future use (for tf portion of rocketland) owww.wav - grapple somebody c:\quake\rland\sound\weapons sniper.wav - sniper rifle shot excelent.wav - sniper kill yeahbaby.wav - sniper reload c:\quake\rland\progs bit.mdl - grapple hook chain link hook.mdl - grapple hook end star.mdl - grapple hook end v_sniper.mdl - sniper rifle flag1.mdl - red flag flag2.mdl - blue flag c:\quake\rland\maps fragfes1.bsp - rocketman's most popular ffa map fragfes1.txt rm_dm01d.bsp - the first in the rocketman dm series of maps rm_dm01d.txt rm_ra1b.bsp - the first in the rocketman ra series of maps rm_ra1b.txt rmctf1b.bsp - the first in the rocketman ctf series of maps rmctf1b.txt * If the directory structure after you unzip is as shown above, start qwsv as follows: o qwsv +gamedir rland * your server should now be running the rocketland mod Rocketland Server Variables * Basic Functions o rm_vote + 0 = no voting + 1 = voting enabled o match_play + 0 = normal operation + 1 = voting disabled, impulses other than weapons trigger cheat warnings o nopent + 0 = normal pentagrams in maps + 1 = no pentagrams in maps + 2 = fake pentagrams in maps o spawn, set to number of seconds of spawn protection you want in deathmatch (does not apply to Practice Arena or Flag Arena) o gravlo, low limit for random gravity 0-1200 o gravhi, high limit for random gravity 0-1200 o rmgrav + 0-1200 sets gravity + rand = random gravity o nohook (now can be set/cleared from voting) + 0 = no grappling hook + 1 = grappling hook enabled o norunes (now can be set/cleared from voting) + 0 = no runes + 1 = runes enabled o nosniper + 0 = no sniper rifle + 1 = sniper rifle enabled o skyhook + 0 = cant grapple to sky, sky is not solid + 1 = grappling sky allowed, sky is solid (splash damage) o respawn, set to ZERO** seconds before automatic respawn of dead players. + ** see above for autorespawn BUG under UNIX in rocketland version 2.083 and earlier * Practice Arena Specific Flags o rm_gofish + 0 = no grappling hook for spectators in arena + 1 = grappling hook enabled for spectators in arena o rm_axe + 0 = arena spectators have no weapons and godmode + 1 = arena spectators have axes and can kill each other o rm_turns + 0 = arena spectators fire to get in and can take cuts + 1 = arena spectators are put in the arena in order Rocketland specific Map variables * rm_flags Place a property called rm_flags on the worldspawn entity and set it to achieve the following (note: arena bits are cleared by rocketland if your map is not a proper ra, ctf or tf map, they are set by rocketland if such a map is detected) RM_ALWAYS_QUAD = 4 //always quad, may be set in map or toggled by switch RM_SWITCHABLE_QUAD = 8 //switch with sounds 7 toggles always quad on and off RM_NOAMMOSPAWN = 16 //take all ammo away upon spawn, this one is not used, ammo is taken away by default RM_SKINKICK = 32 //kick players for changing skins RM_PRACTICE_ARENA = 64 //practice arena //* set by rocketland, do not set RM_FLAG_ARENA = 128 //flag arena, overrides practice arena //* set by rocketland do not set RM_FORTRESS_ARENA = 256 //fortress arena, overrides flag and practice arenas, //* not implemented yet do not set RM_GOFISH = 512 //allows spectators to fish during rocket arena * quad switch Place a switch in your map with sounds set to 5 and it turns on the quad for everyone if rmflags are set for an always quad map. The sounds are as follows: o sounds = 5, turn on the quad, quad damage sound o sounds = 6, turn off the quad, meow o sounds = 7, toggle the quad * sv_gravity If you want low gravity, put an sv_gravity on worldspawn entity and set it to the desired gravity. "rand" will not work for sv_gravity, you must spell it out. * custom sounds (unsupported) If you set sounds=5 on a func_door, it plays "I feel good" If you set sounds=6, 7, or 8 on a func_door, it plays the custom sound specified in localinfo variables rm_snd0, 1, and 2 respectively. NOTE: this feature is unreliable and will either be fixed, dropped or ignored in future releases of rocketland. When (if) it works, it allows you to place custom sounds in your server's sound\misc directory and then place an entry in your server.cfg like this: localinfo rm_snd0 "misc/kickass.wav" which then plays kickass.wav when somebody opens the door. I have found that certain wav file names don't work and it is not dependent on file size. If I can figure this out I will fix it. I will probably just drop this feature. Map Voting in Rocketland NOTE: Known Bug, limitation of map voting Because quakeworld takes a "long time", tens of milliseconds, to load and execute a .cfg or .scr file on the server, certain anomalies can occur. Sometimes the map list contains some files from the previous rmaps file after the user picks 7 for more maps. There seems to be no practical workaround for this right now. Introduction If you want your clients to be able to vote for maps, you set rm_vote = 1. They may now vote for map changes from their console. A typical election with three players: * Player 1 types "vote" in his console and is now nominating a map change. On his screen, he sees a list of maps, and may either 2, 3 ,4 or 5 to select one of the maps he sees, hit 1 or 6 to scroll to another list, or hit 7 for an entirely new list of 20 or so maps to pick. NEW (with 2.091) on the first screen, he sees a list of server options if you use the rmaps0 included with this release of rocketland. BUG: after hitting 7, it is sometimes necessary to scroll with 1 or 6 several times to see the new map list. * Now that Player 1 has nominated fragfes1, the other two players get vote messages on their screens every time they fire a weapon. They may either: type yes in their console to approve the new map, type no in their console to deny it, or do nothing and the election will expire. * Note: if you dont have rmaps0.cfg or reset.cfg in your id1, qw, or rland dir, you will get an error message from the server. rmaps0.cfg is necessary for voting to work. Detailed use of rmaps files in rocketland: Specification: Rmaps files contain groups of maps for voting in multiples of four. 12 or more but less than 33 maps can be listed in one file. Rmaps files constitute a linked list in plain text, that is each rmaps file points to the next rmaps file so that an unlimited number of maps can be available for voting. Rmaps files must contain a minimum of three types of entries: All entries use the localinfo command to set variables rocketland can see. 1. maps localinfo rmap3 e1m1 2. next file - rmaps files constitute a plain text linked list. each file contains a link to the next file so that if the voter chooses "more maps..." rocketland knows which rmaps file to load. even if the next file is the same file, this entry is needed. localinfo rm_next rmaps0.cfg 3. title localinfo rm_title "joe's maps" 4. optional, if the file does not contain 20 maps, then the multiple of four must be included. localinfo rmax 3 Example: here is a sample rmaps2.cfg: // rm_next is the filename of the next maps file to exec, make sure the last file // points back to rmaps0.cfg! // // rmax is the number of groups of four entries in the file, minimum 3, maximum 8 // default 5, this map voting supports 12 to 32 maps per file with a default of 20. // // rm_title is the title the user sees describing the group of maps currently available // localinfo rmax 5 <-- this line tells rocketland that this file contains 5 screens worth of maps the default is 5 screens, so in this case it is optional to include rmax since this map voting file contains 5 screens of 4 maps or 20 maps localinfo rm_next "rmaps3.cfg" <-- this line tells rocketland that the next list of maps for voting is in the file rmaps3.cfg <-- impulse 1 shifts to screen 5 localinfo rm_m1 e1m1 <--impulse 2 gets e1m1 localinfo rm_m2 e1m2 <--impulse 3 gets e1m2 localinfo rm_m3 e1m3 <--impulse 4 gets e1m3 localinfo rm_m4 e1m4 <--impulse 5 gets e1m4 <-- impulse 6 shifts to screen 2 <-- impulse 7 would get rmaps3.cfg (see above) localinfo rm_m5 e1m5 localinfo rm_m6 e1m6 localinfo rm_m7 e1m7 localinfo rm_m8 e1m8 localinfo rm_m9 e2m1 localinfo rm_m10 e2m2 localinfo rm_m11 e2m3 localinfo rm_m12 e2m4 localinfo rm_m13 e2m5 localinfo rm_m14 e2m6 localinfo rm_m15 e2m7 localinfo rm_m16 e3m1 <-- if voter's current screen is the fourth screen and the voter hits impulse 5 he gets e3m1 localinfo rm_m17 e3m2 localinfo rm_m18 e3m3 localinfo rm_m19 e3m4 localinfo rm_m20 e3m5 <-- if voter's current screen is the fifth screen and the voter hits impulse 5 he gets e3m5 localinfo rm_title "Id maps e1m1 - e3m5" <-- this is the title rocketland displays when this file is loaded. When the voter hits "7" for "more maps..." the next rmaps file is executed. Obtaining Rocketland on CD Rocketland is FREE. The rocketland CDR offer is withdrawn. You may download Rocketland from ftp.cdrom.com or obtain the latest Walnut Creek cdrom. Rocketland is in the /pub/idgames2/levels/rocketland directory. NOTE: As soon as the current Walnut Creek CDROM has rocketland available, this limited offer will be discontinued. email: rocketman at jeff@africamail.com haqsau at haqsau@hotmail.com Page maintained by Jeff Kendall (rocketman), jeff@africamail.com. Copyright(c) Jeff Kendall 1998, 1999. Created: Tuesday, February 03, 1998 Updated: 07/04/99 [RocketLand Navigation ImageMap]