Summary: | Stroggs Gone Mad Mod for Quake 2 |
Date: | 11 Jul 12 |
Filename: | Stroggs_Gone_Mad_Plus_Routes__Quake2_Mod_.zip |
Size: | 1.8MB (1,890,376 bytes) |
Downloads: | 57 |
Last Download: | 31 days ago |
More info: | http://kmq2.quakedev.com/ |
Description: |
The Stroggs Gone Mad mod for Quake 2 enhances the fighting abilities of the Strogg enemies.
Stroggs Gone Mad 05/29/98 ================================================================ Title : Stroggs Gone Mad v1.2.03 Author : Roscoe A. Sincero Email Address : legion@keg.zymurgy.org Description : This mod enhances the fighting abilities of the Strogg enemies. Web site/Home page : legion's Stroggs Gone Mad (http://www.inside3d.com/legion) News site : Inside3D (http://www.inside3d.com) TC Website : http://swtc.telefragged.com. The chase AI used in this mod is slated to be used in the Star Wars TC for Quake II itself. Archive content : gamex86.dll sgm.txt (this file, you fool) various *.pcx files for the scanner and three sample route files for base1, base2, and base3 Route files : this archive contains three sample route files. If you want more, visit the SGM home page and download the additional route files. Most of them have been donated by fellow users like yourself. Other files : If you want to see the weapons in COOP or in single-player games using the chase cam, you must download the visible weapons pak from Hentai's visible weapons page, El Nino's Quake Extension (http://www.telefragged.com/vwep) Additional Credits to : id Software for Quake2, especially Paul Steed of id for giving out the stats for the enemies Matt Barnett for leading target code for Iron Maiden (http://ds.dial.pipex.com/town/terace/qg20) used in the monster enhancement mod. The actual code used is a modified version of his. Thus, the soldiers now aim better. NOTE: For a long time, the actual code used in SGM is no longer recognizable from the original. But the aiming function had its beginnings using Barnett's code. Yaya for the scanner tutorial that was posted at Quake Developers Studio (http://www.planetquake.com/qdevels). The pcx files also came from the tutorial. SaTaN for the chasecam tutorial that was posted at Quake Developers Studio (http://www.planetquake.com/qdevels). LM Jormungard for the Star Wars Blaster tutorial posted at Quake Developers Studio (http://www.planetquake.com/qdevels). John Rittenhouse for the concussion grenade tutorial posted at Quake Developers Studio (http://www.planetquake.com/qdevels). William van der Sterren for Dijkstra's method. I've abandoned Floyd's algorithm. Also the rest of the SABIN team (e.g. Dark_Skye) for ideas although currently none of them are implemented or even started. Don't worry, I'll try to see if any can be used for Strogg enemies. SABIN (http://www.planetquake.com/botshop) Michael Smit for the original Navigator Algorithm (http://www.mathcs.carleton.edu/courses/ course_resources/cs227_w/96/smitm/) El Nino Quake Extensions (http://www.telefragged.com/vwep) for the visible weapon's patch. You will need to visit that site and download their pak file. It contains the new models for the visible weapons. In addition, I've also added Hentai's "hitloc" modification. Misc : You will need Quake II v3.13 or v3.14. Been tested with v3.13. Known User Problems : a) User attempts to play this mod using older versions of Quake II. End up with "game is version 3, not 1" error or "game is version 3, not 2" usually. b) User fails to follow install instructions detailed below. Thus, user ends up playing regular Quake II instead of SGM. c) User has a copy of a gamex86.dll in the main quake2 directory instead of inside one of the subdirectories like \baseq2\ or \strogg\ where it belongs. Thus, user either plays an original Quake II or plays some other stupid mod that provides errors like where's the bot.cfg. d) User's attempt to download file resulted in a corrupted file. Used PKZipFix or similar utility to fix file but resultant gamex86.dll is still corrupted. The DOWNLOAD ATTEMPT corrupted the zip file. The zip file itself at the download site is NOT corrupted. User ends up with "Error during initialization" error. (Note: problems with hard-drive can also cause this same error.) ================================================================ * COPYRIGHTS/DISCLAMERS * Quake II (c) 1997 by id Software. Stroggs Gone Mad (c) 1998 by Roscoe A. Sincero You may distribute this package in its unmodified form free of charge. The distributers, reviewers, testers, and developer of the Stroggs Gone Mad as well as id Software accepts no liability for any damages whether real or imaginary that might have been caused by the direct use or indirect use of Stroggs Gone Mad. Like all of the other mods, use this mod at your own risk. ================================================================ * Play Information * Single Player : yes Cooperative (2-4) : yes Deathmatch (2-16) : No New Sounds : No New Graphics : No New Music : No System Requirements : Quake II, duh! Windows 95 P200+ recommended highly (formerly P166+) *good* 3D card recommended highly 32 megabytes of RAM min, 48+ recommended min (w/o visible weapons). 64 megabytes recommended min w/ visible weapons Quake II using this mod is not really meant to be played "in software". Get a 3D card. Tested on a P200, no 3D card, 32 megabytes of RAM * Construction * Base : Quake2 DLL Source v3.14 Editor(s) used : Microsoft Visual C++ v4.0 Known Bugs : a) firing weapons when the chasecam is inside a wall will cause game to crash. b) hyper rocket launcher pushes limit of game engine. Too many explosions, etc. will cause overflows. The results of overflows can vary. It is not uncommon to NOT see any of the rockets firing and/or even the weapon model disappear when firing too many rockets at the same time for an extended period of time. Another result is that screen stops being updated by the game for several seconds but the game continues on. When the screen fails to update, one of the Stroggs can still be firing at you and you would not know it. Build Time : I don't know. Forgot. * Install Instructions * 1) Make a dir under your quake2 directory (c:\quake2\strogg) 2) Unzip the gamex86.dll into the dir created in #1 (i.e. C:\quake2\strogg) 3) Make a directory in that game directory called "pics". In THAT directory, make another directory called scanner. Unzip the pcx files into this \pics\scanner directory. (i.e. C:\quake2\strogg\pics\scanner) 4) Make a directory in that game directory called "routes". In THAT directory, copy all the files with the extension of "*.dat" into that directory. 5) Run Quake2 with the command line "quake2 +set game dir" where "dir" is the directory where you copied the gamex86.dll (i.e. quake2 +set game strogg) 6) start a new game 7) optional: bring down console, type "skill 3" followed by enter. Then type "map base1" (or some other map name) to start a new game at skill 3. skill 3 is the so-called "nightmare level". Obviously, if you unzipped the files keeping the directory names, then the WinZip or PKZIP will place the files in the correct sub-directories for you. That is, you specify the drive to unzip the files and let WinZip or PKZIP create the sub-directories and place the files in the correct sub-directories for you. The only thinking you need to do is figure out what drive Quake II is on. You can also set up a dedicated COOP server by typing this: quake2 +set dedicated 1 +set game strogg +set coop 1 +skill 3 +map base1 * Other Info * This is the post-point-release of the Monster Enhancement mod. I decided to start over from scratch with the coding and gave it a new name. * Summary of Commands * The following commands are executed by typing them at the console. scanner - toggles on/off (default is off) the scanner save_nodes - save nodes that were created load_nodes - load nodes that were previously created. mapping - toggles on/off the mapping routine unless a message in the game says otherwise, the mapping routine is always on. *NOTE* if no node is created after two minutes, then the mapping routine is turned off automatically without telling you. chasecam - toggles on/off the chasecam. The default is off. legion-navigator - calculates all the paths. This turns off Dijkstra's algorithm so the monsters won't be calculating paths any more. To turn it back on, turn mapping on. Of course, if mapping is already on, then you have to turn it off then turn it back on. There will be a pause when running this calculation. The more nodes there are, the longer it will take. And, obviously, the slower your machine, the longer it will take. max_performance - turns on/off id's movement code and uses the new movement code. Results in significant performance increase but decrease reliability in Strogg's ability to move around. The default is off--id's movement code is off. * Making a route file * This is optional. This means you do not have to make one. Load a level in exactly the same way you load any level. If you have not performed this simple task before, then I suggest that you make an attempt to play a single-player or multiplayer game at least once before you download or play any mod. Once you load a level, turn on no target (type "notarget" at the console). No target will prevent all monsters from targetting you until you fire at it. Walk around the level. After you visited every spot on the level that you think a monster can reach, save the nodes. Saving the node is accomplished by typing "save_nodes" at the console. See summary of commands above. |
MD5 Sum: | 906da0af0ba90c6f9972aff59e8285d8 |
SHA1 Sum: | a54a0ece73c3fa8bce5addc4f856325fd5064d6d |
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