Title : Generations Filename: genv93.zip Version : 0.93 Date : October 25th, 1998 URL : www.planetquake.com/generations MAJOR BUGFIXES ============== Menu restored. some monster code cleaned up Rocket Bug is fixed Models and Graphics have been cleaned up Most Pic not found errors gone Quake1 Eyes error gone ADDITIONS ========= Map pack qe1m2, qe1m3, qdm1 and qdm5 by Serbeus qe4m3 by Merc genctf1 by Bleach Teleporting sounds better Axe works better Falling damage/sounds true to orignal Rocket/Grenade blast is much much better Q1 Skin variable , e.g type set q1skin "red" in console change skin or add it to your autoexec.cfg IP banning Random Class option CTF entity file support for DM maps Classes are more balanced Installation ============ Unzip into C:\ or whatever drive Quake2 is installed in, while resotring pathnames. Let it overwrite files. Another important thing, if you plan to play Generations CTF, you will have to copy the Q2CTF pak0.pak file to the 'quake2/gen' directory, or better, to the 'quake2/baseq2' where it can be used by any mod. Also make sure you have the Quake2 Deathmatch maps PAK. Playing Instructions ==================== For Single player, just start quake2 as 'quake2.exe + set game gen' and start a new game using the Quake2 menu. The game will prompt you to select a Quake2 or Quake class if you havent already done so. Then its party time :D To play the New Slipgate Central map, start quake2 as 'quake2.exe + set game gen + map qe1m1' For Multiplayer, connect to a Generations server using Gamespy. A custom GameSpy Tab is included in the zip, which can make finding servers easier. Server Information ================== NEW : CTF and DM games now use different maplists. if u set gen_ctf to 1 the server will load the ctfmaps.lst file otherwise its dmmaps.lst Deathmatch same as any Quake2 server Teamplay '+ set gen_team 1' will start a team game. Default are classbased games. CTF Generations has Autodetection of CTF maps, simply include a CTF mapname in the ctfmaps.lst file, to include it in rotation. NOTE: CTF and Teamplay make use of a "limit" variable which sets the capture limit and the total team frag limit respectively. Include "+set limit x" in your command line where x is the Capture limit to set it up. Otherwise, fraglimit and timelimit can be used. Generations uses a "genflags" variable like the "dmflags" to store flags. genflags 1 sets up Red vs Blue Teamgames , IF teamplay is on. (i.e gen_team is 1) genflags 2 will enable Random Classes, the menu is disabled (Overriders CTF/Team forcejoin flag) genflags 4 starts a FULLY LOADED game. No items are spawned, and everyone spawns with all weapons/armor. genflags 8 starts a QUAKE1 ONLY game. No menu is presented, everyone starts as a Quakeguy, and even if a Quake2 map is played, the items in it will be from Quake1 genflags 32 only applies to CTF. Everyone spawns at their base all the time, if this is on. genflags 128 Deathmatch only server. Ignores CTF maps in the maps.lst genflags 256 CTF only server. Ignores DM maps in the maps.list For e.g "+set genflags 5" will start a RED vs BLUE, FULLYLOADED game Generations also shares some settings with regular Q2CTF for the dmflags variable dmflags 131072 will start CTF in ForceJoin mode dmflags 524288 no Techs are spawned in CTF dmflags 262144 Applies to both CTF and Teamplay. Turns on Armor Protect from Teammates. IMPORTANT NOTE : Since id software hasnt yet released the 3.19 source I cannot change the Quakeguy's air control in the dll. I can only ask that you run servers with "+set sv_airaccelerate 1" to fully enjoy the Quakeguy. Thanks. Maps ==== As this beta has been limited to only Quake and Quake2 player class, only Quake based maps are included. Rest assured we do have some amazing Doom2 maps, but they are being kept for the final release. Plus all the Quake shareware maps are planned. Current maps include qdm2 qdm3 qdm4 qdm6 qe1m1 qe1m2 qe1m3 qe4m3 qdm5 qdm1 genqctf1 Upcoming Features ================= Doom2 and Wolf3d player classes (they've been working for a long time now, just making them look better :) Doom2 midi music for both Single player and Multiplayer games. Eraser Support - not a promise :D Bugs ==== Single player might be a bit buggy when you do a "give all". Working on it. Quake1 Rocket Explosion is the best it can get, same goes for the Lighting Gun. The Quake2 Parasite Monster WILL shoot lightning instead of his tentacle. I had to override its effect, I could not have done the Lightning for Quakeguy otherwise. Team ==== Skid Programming, Orignal Concept and Design, and TONS of odd jobs :D DaTa Quake maps (dm2,dm3,dm4,dm6,e1m1) in charge of Quake1 testing DNite Webguy, Co-creator, Graphics, Skins etc Cricket Doom weapon models Hawkmoon Doom maps, (map01,map02,map07, CTF map based on map01 and map03) Hellfire Wolf3d weapon models Frankie Wolf3d player model and Vweaps NeuroBasher Models and Art Thanks To ========= Kricket - for his amazing Doom player model, we wish him best of luck with Endor Productions. idsoftware, Dan Martin from the "DeathMatch Essentials v1.1" Quake mod, and Xeno - for the ultimate Quakeguy player model. Serberus - for his great map conversions (serberus@clarionuk.co.uk) Bleach - for the CTF map (bleech@mindless.com) Merc - for e4m3 (arbon@earthlink.net) CurMo - from Moxill Interactive for his great Menu code. (curmo@msn.com) VirusBoy - for providing me with feedback and lots of help with odd jobs :D (zman777912@geocities.com) Dicion - for Beta testing, PR (dicion@planetquake.com) ClassicCTF Quake2 mod - for the Quake CTF scoreboard graphic. Checkout their mod at "www.captured.com/cctf" and a HUGE thanks to id software for making the best games ever ! Wolf3d (tm), Doom (tm), Quake (tm) and Quake2 (tm) are copyright id Software, Inc.