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wyrmb15.txt
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�IIIIIIIIIIIIIIIIIIIIIIIII�
� Title : Wyrm beta 1 �
EIIIIIIIIIIIIIIIIIIIIIIIII�
Filename : WYRMB1.ZIP
Version : beta 1
Date : 25/08/97
Author(s) : Josep del Rio
Other mods: No more... yet
Web Page : no one... yet ^^;
Email : [email protected] -or- [email protected]
Credits :
Threewave Capture 4.1 by Dave 'Zoid' Kirsch ([email protected])
Positron Beam and Proton Storm by Nick "SiNGE" Bousman & Glenn
"Griphis" Saaiman ([email protected], [email protected])
Navy Seals Weapon Patch by Minh Le (Gooseman) ([email protected])
The Severed Player Patch by Vengence of The Lone Gunmen ([email protected])
Turrican's compilation by Chris Scott AKA Turrican ([email protected])
Ice Gun and Ion Mine Patch v1.0 by Matt Barnett ([email protected])
Chainsaw by Peter Wickis ([email protected])
Deft`s MDL/SOUND/MAP PACK FOR PROJECT1 by Deft ([email protected])
Dissolution of Eternity by Rogue Entertainment
Legion Of Doom 0.10 by "I Cause Lags!" aka legion ([email protected])
Chthon Scrag beta by BrAdeAlDo ([email protected])
IK Plasma, ultimate killer missile patch, and the new sprite for
the plasma by Iikka "Fingers" Kernen ([email protected])
Yeti by Eric ([email protected])
FEAR v2.0 by Jon ([email protected])
Ultimate Quake v1.5 beta by Michael Gummelt (
KQP 2.00z by Howard Roy ([email protected])
Chasecam II by Rob Albin ([email protected])
Extreme PAIN Beta 2 by Jack ([email protected])
Bucky Ball Gun and Mark de Haas Weapons by Mark de Haas ([email protected])
Xsoldier v2 by Bill Turner ([email protected])
Chthon! by Dave Weiden ([email protected])
Ultimate Weapons Patch by Andy Brennan ([email protected])
Exploding Walls by Ben Lehman ([email protected])
TeleWeapon Patch 2.1 by Ronald E. Mercer ([email protected])
Stinger by Pangloss ([email protected])
Shield 1.0 by Dane ([email protected])
Cranked and Respawn by Patrick Martin ([email protected])
Rain 1.0 by QuakeX ([email protected])
Quake Self Destruct by Robert Beck AKA whitetras (irc/EFnet)
Hell Scrag by Toby Reed ([email protected])
Quake Plus 2.0b by Werner Spahl ([email protected])
Quake Torch 1.00 by Gopal L. Nener ([email protected])
Ogre Missiles by Walter Brameld
Security Motion-Detectors by KTGOW ([email protected])
WiCkEd HoOk by David Avellan aka DrAgOnTuRd ([email protected])
Guided Missiles v1.01 by Ken "Page Fault" Alverson ([email protected])
Proximity Mines by Mark Morgan ([email protected])
AirFist by The Evolve team (what is the email?? :P)
EJECT! , Quake Flamethrower! v1.0, Demo Charges by Steve Bond ([email protected])
Monster Lure and Nail bomb by Rob Goldman ([email protected])
Blood v0.5 by Zander Collier, III ([email protected])
Eat Gibs 1.0 by Sean Leonard ([email protected])
Cujo 1.x and Blaze Gun by Jonathan E. Wright ([email protected])
Solidmon by Jeff Epler ([email protected])
Gibbin3 by Jason Carter ([email protected])
Axe of Command by Sto ([email protected])
fastqcc by Jonathan Roy ([email protected])
id, of course :)
(if I forgot someone, please, e-mail me and i will solve my error ;)
Thanx to all!!!!
Also, special thanks to people that have send to me comments and bugs, and
to my brother, Jordi del Rio, for making the map included, the wyrm.bsp.
Please, excuse me for my english descriptions, because english is not my native
language, so I have borrowed something from other text files.
�IIIIIIIIIIIIIII�
� Type of Mod �
EIIIIIIIIIIIIIII�
Quake C : yes
Sound : yes
MDL : yes
�IIIIIIIIIIIIIIIIIIIII�
� Format of Quake C �
EIIIIIIIIIIIIIIIIIIIII�
unified diff : no
context diff : no
.qc files : no. If you want something, please, email me
progs.dat : yes
�IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII�
� Description of the Modification �
EIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII�
This is my first patch in Quake C. Making it I have learned a lot of this
powerful language (thanx John Carmack!!).
This is a Quake recompilation patch. Nearly all code has been modified by me,
in order to join and enhance them, and I think that the result isn't bad :).
IMPORTANT NOTE: Wyrm beta 1.5 if FULLY compatible with ThreeWave CTF 4.1 . If
you want to use them together, copy the Wyrm pak to pak2.pak, and copy it to
your ctf directory... if you join to a server that runs Wyrm, people will be
able to use the same maps as CTF...
TO PEOPLE THAT HAVE PLAYED TO WYRM BETA 1: I know some people may be
disappointed with this new version of Wyrm... I removed some good stuff, for
example, the new enforcer,the tripbomb and the KasCam... but this is due to
the important internal changes. To implement CTF I've to remove these things,
and maybe this version isn't as "spectacular" as beta 1... but this is a lot
more stable, and has the CTF game :).I promise to you that Wyrm beta 2 will
be much better... it'll contain 3 new weapons (or more), some more tipes of
enemies, and some surprise...
�IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII�
� How to Install the Modification �
EIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII�
Who doesn't know this??
Simply go to Quake dir, make a subdirectory, copy the pak file into it, and
run quake with:
quake -game <name of the directory>
You can add "-winmem 16" if you have Win 95, but it seems to work fine with 8.
This is a mistery why it work with only 8 Mb... the new pak file is about 12!!
�IIIIIIIIIIIIIIIIIIIIIIIIIIIII�
� Brief summary of features �<--copied from Killer Quake Pack :P
EIIIIIIIIIIIIIIIIIIIIIIIIIIIII�
New weapons Ammo Scale* Description (* 1 is least powerful, 5 is most)
=============================================================================
(Ammo cost : S = shells, N = nails, R = rockets, C = cells, A = axe)
K-bar knife 0 - (2) Very fast, and with a chance to chop other players
Axe of Command 0 - (2) It can chop players and control enemies!!
Throwing Axe 1A - (2-4) He he... hold it a moment and gib your enemies!!
Hand Grenades 1R - (3) Try it!! You can spend rockets without weapon!!
Chainsaw 0 - (3) Lots of damage 'n' gibs
Mk.23 handgun 1N - (2) Very good weapon at short range, very bad at long.
MP5 sub gun 1N - (2) Better at long range, more speed, more bullets for clip.
M16 rifle 1N - (3) More damage per bullet, but less bullets per clip.
Mossberg 1S - (3) Hey!!it's really like a 3-D version of the DooM one!!
2b-shotgun 2S - (4) More damage, but it cost more shells and has slow charge.
Assault shotgun2S - (3) Shots fast and do lots of damage
Air Fist 0 - (3) You can repel other people or blow away items with it.
Bucky ball gun 2R - (3) Do a lot of explosions.
"" flare mode 1R - (2) Launch a bouncing ball that burns up enemies!!
Freezethrower 1/5R- (2) A remade freezethrower... more like DN 3d
Flamethrower 1/10S- (2) Shots very fast, and can burn enemies!! try it :)
Plasma Gun 1C - (3) Very effective plasma gun. Shoots fast and does a lot
of damage.
Regular grenade 1R- (3) what to say about it??
Nail bomb 1R&20N- (3) The a.k.a. Eraser bomb.
Cluster bomb 7R - (4) Extracted of DoE
Poison bomb 2R - (3) It will poison everyone that touches it's cloud
Regular missile1R - (3) everyone know what it is :)
Guided missile 2R - (3) Fly your missile around to hunt people down.
Homing missile 2R - (3) This is the homing missile from the ultimate killer
missile patch
Lightning Gun 1C - (3) he he... you know more than me :)
Positron Beam 20C - (4) This is really a Big Fucking Gun!!
Proton Storm 50C - (5) No one will survive to this one!!!!
Self-Destruct 5R>- (5) Only allowed when health < 20. Kill everyone with it.
Shield - (3) Good defensive device. Halves damage done to you.
Hologram 2R&10C- (3) It's no good in deathmatch, but it makes enemies attack it!!
Demo Charge 6R - (4) He he... now it stick on enemies!!!!!!!!
Stinger 25C - (5) Toast people in water, and if it doesn't land on water,
it shoots lightning at people near it.Now has a new
explosion.
Morning Star 0 - (2) every patch has it :), but this is the one from WiCkEd
Quake
Other features:
--------------
Runes, and deathmatch voting :)
Cujo the personal dog.
Solid corpses, gibs, heads and backpack that you can shoot at.
Eject shells from mossberg , double-shotgun, assault shotgun, and bullets from
mk23 handgun, m16 assault rifle and mp5 submachine gun.
Chasecam.
3wave CTF!!
Floating gibs and heads.
When you take a weapon object, the weapon it gives depend of the weapons you
have... in example, if you don't have any shotgun, and catch the shotgun
object, it will give to you the mossberg, after the 2b-shotgun and after
the assault shotgun (to know more about this, continue reading).
Monsters die in lava and slime.
Dynamic removal of temporary entities.
Ogres launch missiles.
Soldiers have different types of weapons, and give different ammo when dead.
Scrags now fire a lot!
Enemies respawn in nightmare!!! (COOL)
Added Cranked, which is a lot of monster enhancements. Read cranked.txt to
know more about this.
Added Anti-Camping :)
Monsters can chop you!!!
Poison, drowning and freezeing have a new type of damage: direct damage. It
ignore the armor and the shield ;)
�IIIIIIIIIIIIIIIIIIIIIIIIIII�
� SERVER Commands and Info �
EIIIIIIIIIIIIIIIIIIIIIIIIIII�
Servers will receive all support from me. If you want to make a server send me
a mail and you'll receive all the information about the server side of Wyrm,
and, if necessary, a new PROGS.DAT with the Admin code enabled (with an unique
password, of course).
The following commands only works on the server's console, client side will
have no effect when these commands are entered.
temp1 1 - Disable shell casings.
temp1 2 - Disable auto-recharge in the handgun, the submachine gun
and the assault rifle (you can recharge with "impulse 76").
temp1 4 - Disable weapons aiming.
temp1 8 - Use smaller queue for temp entities.
temp1 16 - Use an even smaller queue for temp entities.
temp1 32 - Disable Anti-Camping stuff
temp1 64 - All players begin with the cheat command on :) (life reduced
to 250, to make it like DM4 :P)
temp1 128 - Disable entity generators (lavaburst, rain)
To use multiple settings, simply add up the numbers.
HINT: do you have a BIG lag??? just try setting the "deathmatch 4" and "temp1
209". I hope it will work fine ;).
The teamplay bit flags (to regule the teamplay game) are:
1 Health Protect
Players receive no health damage from teammates' attacks.
2 Armor Protect
Players receive no armor damage from teammates' attacks.
4 Damage to Attacker
A player who attacks his teammate will receive the same
damage the teammate would have received, had he not been
protected.
8 Frag Penalty
Any player who kills his teammate will be penalized frags.
The number of frags to penalize is adjustable by a simple
edit in the teamplay.qc file.
16 Death Penalty
Any player who kills his teammate will burst apart in a
bloody mess.
32 Team Color Lock
Players will only be allowed to be certain colors. Team
colors can be specified for up to four teams in the
teamplay.qc file. Players who have illegal colors
when they enter will be put into the team with the fewest
members. Any player who changes team (pants color) will
be fragged and their frag count is reset to zero.
64 Static Teams
Players will not be allowed to change teams.
128 Drop Items
***NOT AVAIABLE ON THIS VERSION***
256 Capture the Flag****YOU MUST USE THIS IF YOU WANT TO PLAY CTF****
This enables Capture the Flag support.
512 Custom Capture the Flag
If you use Wyrm with the CTF maps, active this.
1024 Enable the ability for players to select a team
2048 Disabble Grapple Hook
4096 All people have a light (useful on Night Mode)
8192 Night Mode (all lights turn off)
Obviously, not all these options make sense together. teamplay 9
doesn't really make sense, because you couldn't ever kill a
teammate, and thus you could never incur the one frag penalty.
To select multiple options, add the numbers of the options together.
Examples:
teamplay 96 Team Color Lock, Static Teams
This results in players being automatically assigned to
teams and not allowed to change to other teams.
teamplay 3 Health Protect, Armor Protect
You can't hurt your teammates' health OR armor.
teamplay 28 Mirror Damage, Frag Penalty, Death Penalty
When you shoot your teammates, you take damage and so
do they. If you kill a teammate, you'll take a frag
penalty and you'll be killed.
teamplay 120 Static Teams, Color Lock, Frag Penalty, Death Penalty
teamplay 355 Static Teams, Color Lock, Health Protect, Armour
Protect, Capture the Flag
teamplay 483 Static Teams, Color Lock, Health Protect, Armour
Protect, Capture the Flag, Drop Items
teamplay 419 Color Lock, Health Protect, Armour
Protect, Capture the Flag, Drop Items
teamplay 995 Static Teams, Color Lock, Health Protect, Armour
Protect, Capture the Flag, CUSTOM Capture the Flag, Drop Items
teamplay 931 Color Lock, Health Protect, Armour
Protect, Capture the Flag, CUSTOM Capture the Flag, Drop Items
teamplay 2019 Static Teams, Color Lock, Health Protect, Armour
Protect, Capture the Flag, CUSTOM Capture the Flag,
Drop Items, Player can choose teams
�IIIIIIIIIIIIIIIIIIII�
� IMPULSE Commands �
EIIIIIIIIIIIIIIIIIIII�
Brief IMPULSE commands summary :
(Please refer to the complete documentations for more info)
<-- Default weapon switch commands -->
Impulse 1 Switch between K-bar knife, Axe of Command, throwing axe,
Hand grenades and Chainsaw.
Impulse 2 Switch between M16 assault rifle, Mp5 submachine gun and
Mk23 handgun.
Impulse 3 Switch between Assault Shotgun, Double-barrelled shotgun and
mossberg.
Impulse 4 Switch between Air gun and Bucky Ball Guns.
Impulse 5 Switch between Freezethrower, Flamethrower and the Plasma Gun.
Impulse 6 Switch between regular grenades, bouncers, cluster grenades and
poison gas grenades.
Impulse 7 Switch between regular missiles, guided missiles and homing
missiles.
Impulse 8 Switch between lightning gun, positron beam and proton storm.
<-- Other misc. commands -->
Impulse 21 Plant a Demo Charge
Impulse 22 Explode all Demo Charges
Impulse 23 Toss a stinger
Impulse 25 Launch a Motion capture
Impulse 26 Toggle shield on/off
Impulse 32 Toggle Chasecam on/off.
Impulse 33 Toggle lazsight between on, off and lit mode.
Impulse 36 Use 1 shell to obtain 1 cell by thermo conversion.
Impulse 37 Use 1 rocket to obtain 2 cell by thermo conversion.
Impulse 38 Monsters controlled with Axe of Command stay.
Impulse 39 Monsters controlled with Axe of Command follow you.
Impulse 40 Monsters controlled with Axe of Command go away.
Impulse 41 Gives you the last weapon you use.
Impulse 75 Initiate self destruct if you have at least 5 rockets and less
than 20 points of life.
Impulse 76 Force reload weapon (only if you have M16, Mp5 or Mk23).
Impulse 77 Launch a grenade if you have M16.
Impulse 78 Swith the Mp5 mode to single shot, semi auto or full automatic.
Impulse 79 Increse grenade fuse time.
Impulse 80 Decrease grenade fuse time.
Impulse 141 Identify a player.
<-- Cujo commands -->
Impulse 60 Activates and Deactivates Cujo the dog
Impulse 61 Teleport the dog to your location.
Impulse 62 Toggle Cujo's light
Impulse 63 Reports on Cujo's status.
Impulse 64 Tell Cujo to attack or not.
Impulse 66 Tell Cujo to stay or follow.
Impulse 67 View throught Cujo eyes.
<-- End of impulse commands list -->
Use bind command to attach the impulses.
NOTE: to use the new hook, use:
+hook to release it
+grow to make the robe grow
+shrink to make the robe shrink
see the wickhook.cfg for more information.
�IIIIIIIIIIIIIIIIIIIIIIIIIII�
� How to use Modification �
EIIIIIIIIIIIIIIIIIIIIIIIIIII�
I've included the text files from the varies patches that I've combined,
and compressed them into TEXT.ZIP, so you could look at them and see
what the commands are, as well as the authors' email addresses.
Weapons recollection:
--------------------
-Super shotgun: if you get it and you don't have mossberg, you get it.
else, if you don't have the double-barrelled shotgun, you get it,
and if you have the other two, you get the assault shotgun.
-Nailgun:First you will get the MP5, and after the M16.
-Super nailgun: first the freezethrower, after the flamethrower, and after
the plasma gun.
-Rocket launcher: first you will get regular missiles, after guided, and
after homing.
-Lightning gun: first the lightning gun, after the Positron Beam, and after
the Proton Storm.
Impulse 1 weapons:
-----------------
* K-bar knife: a Navy Seal weapon :). it doesn't do so much damage, but it's
very fast and have a probability to chop enemies.
*Axe of Command: it has been modified, so you can shot to your minions.
This weapon can chop, too.
*Throwing Axe: I have modified it, so you can hold it for a while and when you
release it, the axe will move more fast, and will do more damage.
Other chopping weapon ;).
*Hand grenade: another weapon from Navy Seal patch. The explosion is one of
the coolest things i see in Quake. It's useful if you don't have weapons that
use rockets.
*Chainsaw: Well... it inflicts tons of damage and chop your enemies into
little pieces... what more can you ask for??
Impulse 2 weapons:
-----------------
Note: all three weapons are from Navy Seal patch.I modified them a little, so
they have automatic reload, aiming and cool particles when fired to a wall :)
*Colt M16 Assault Rifle: Good at long and short distance. Have a 30 bullets
clip.
*MP5 Sub Machine Gun: it fires more fast, but do less damage per bullet. It
also have a 50 bullets clip.
*Mk23 Handgun: Very good at short range, but bad at a long one. It has a
12 bullets clip.
Impulse 3 weapons:
-----------------
*Assault Shotgun: ANOTHER weapon from Navy Seal. It's like an automatic
shotgun, and consumes shells very fast.
*Double-barrelled Shotgun:Cool model from Deft. It has a long reload time,but
do 140 damage at once!! :)
*Mossberg 590 tactical shotgun: Oh! another from Navy Seal!. It's good to
save ammo, and for medium ranges.
Impulse 4 weapons:
-----------------
*Airfist: Is one of the coolest weapons ever made. It doesn't need comments :)
*Bucky ball gun: it has two modes -normal and flare-. The first will launch a
ball that will make an explosion every time it touch floor, and the other
burn everithing it touch.
Impulse 5 weapons:
-----------------
*Freezethrower: It's the one from Ice Ion patch, but nearly all rewritten!!
Now , ice bounce at walls, and it can... freeze the water!!!
*Flamethrower: the code is from Quake Command, but with a cool 3d model as a
flame, and a more cool weapon model from PAIN. When it burns someone, the fire
is like Blaze Gun.
*Plasma Gun: it seems like a 3-d version of DooM plasma...
Impulse 6 weapons:
-----------------
*Normal Grenades: well... they are... normal??
*Bouncer Grenades: they throw spikes when explode
*Cluster Grenades: when it explode, it throws a lot of normal grenades.
*Poison Grenades: it makes a cloud of poison gas that will poison your
enemies.
Impulse 7 weapons:
-----------------
*Normal Missiles: ...
*Guided Missiles: they cost 2 rockets, and you can seek and hunt your enemy
with it.:)
*Homing Missiles: as above, but the missile will make it for you.
Impulse 8 weapons:
-----------------
*Lightning Gun: the typical... no changes :PPPP
*Positron Beam:It cost 20 cells, but it has a bunch of damage. It can kill a
Shambler with one shot.
*Proton Storm: Cost 50 cells, and it ANIHILATES all... I had to put a fix in
order to stop it killing Shub with one shot :)))
Teamplay and Deathmatch:
-----------------------
New Deathmatch modes(only two):
* Deathmatch = 3
Is simply a deathmatch with monsters. Try it with skill =3D 3!!!!
* Deathmatch = 4
It's very stupid. A deathmatch with NOTHING. I think it's only useful with
"temp1 81" in order to get a faster game.
Monster enhancements:
--------------------
I don't want Wyrm to be an only deathmatch compilation. I want also to enhance
single player game experience. To do this, I added some stuff...
-Grunts have different weapons (double-barrelled grunt can kill you with one
shot!)
-Ogres fire missiles if they are far enough from you.
-Enemies respawn in nightmare!! (now it will be really a NIGHTMARE! he he)
-Ogre, knights and hell knights can chop you :)
-Added cranked. See cranked.txt for more details.
-Scrags fire much more :)
Map information:
---------------
-Added suport for Rain from QuakeX
-Added suport for explowalls (func_explo_wall)
-You can place "weapon_plasma_gun" and "weapon_chainsaw" in your maps.
-New things you can place:
"monster_army_single"
"monster_army_double"
"monster_army_nails"
"monster_army_plasma"
"monster_army_fire"
"monster_wizard_normal"
"monster_wizard_hell"
"monster_chthwiz"
"monster_yeti"
"weapon_plasma_gun"
"weapons_chainsaw"
"misc_lavaburst"
"misc_rain"
"ambient_rain"
"func_explo_wall"
"earthquake" \
"trigger_earthquake" 3- Taken from Dissolution from Eternity
"trigger_earthquake_kill" /
and more to come!! ;)
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� Testing Notes �
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All Quake standard maps seems to run properly.
If you have Quake 1.06, there is an all-patches problem. Game will crash
if you load a certain number of maps... I think it's caused by the new
models... if you have Quake 1.07 or highter you won't get this error.
Normally, I test it with 16 Mb of RAM, but it seems to run well with 8 Mb.
I include a map: the WYRM.BSP . It's a very small map with all Wyrm
compilation map enhancements... You will get TONS of packet overflows because
it is sooo small to contain all the stuff :P ... if the map were bigger, I'm
nearly sure you won't get any... (or maybe 1 or 2).
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� Bugs �
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I haven't test it on CTF multiplayer...
The death camera is very bad if you don't get gibbed :)
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� Future enhancements �
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Maybe, and ONLY maybe, I'll include the Deathmatch Essentials 1.1 ... it's
incredibly cool!
Maybe more teamplay modes.
I'm working on a map specs that will make Wyrm maps fully compatible with
standard quake :)
The "definitive" weapons base will be like this:
Hand weapons:
-K-bar
-Throwing Axes
-Hand grenades
-Chainsaw
Bullet weapons:
-Mk.23
-Mp 5
-M16
Shell weapons:
-Tactical shotgun
-Double-barrelled shotgun
-Assault shotgun
\/There will be the new weapons. I need suggestions to fill this ^^
???:
-???
-???
-???
Elemental weapons:
-Airfist
-Freeze gun
-Flamethrower
Grenades:
-Normal
-??? <--Maybe bouncers....
-Cluster
-Gas
Rockets:
-Normal
-Guided
-Homing
Atomic weapons:
-Plasma gun
-Positron Beam
-Proton Storm
Other weapons:
-Morningstar
-demo charges
-motion capture
-Stinger
-Some other I will think ;)
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� Revision History �
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27-09-97--> Wyrm beta 1.5 released:
-Removed:
*Tripbomb, prox mine and handy teleporter(so good on
CTF)
*Jetpack (sometimes generates errors)
*KasCam and Navy SEALS' guard(due to save code space)
-Upgraded:
*Death camera works better now... if you get gibbed,
you take your head's view.
*K-bar and Mp5 from NavySeals 1.91
*Included the DoE "multigrenade"
*Standard Grappling hook changed to Wicked Hook
-Added:
*3wave CTF support!! (including admin support, runes,
previous weapon code,voting...)
*2 new types of enemies! :) (the yeti (second type of
shambler) and the Chthon Scrag (third type of scrag))
*Lavaburst (cool effect)
*Earthquake from DoE
-Fixed:
*Lots of bugs :P.
*Some errors on GL-Quake
30-08-97--> Patch upgrade to Wyrm beta 1.1:
-Wyrm works on GL-Quake!
-Some small fixes
25-08-97--> first release!!!! :)
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� Contacting Author �
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Send comments, opinions, ideas, bugs,... at
or
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� Copyright and Distribution Permissions �
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* Authors MAY use these modifications as a basis for other
publically available work. Please send me any modifications
you make!
* 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.