================================================== Title : Matrix Quake II Filename : matrixq2.zip Author : Timothy "DudeODeth" Hombs Email Address : thombs@insurancetechnologies.com Description : "Matrix" modifications for Quake II Installation : Create a "Matrix" directory under the main Quake2 directory. Unzip the file into the new directory. Start a Quake game with the command line setting of "+set game mymods," or type it in from the console. Read below for information on what is available, and how to use it. Thanks : id Software, of course, for their great games! Warner Bros. (et al), too, for the awesome movie! "Firefly," "RepressedAnger," and "El Chupacabra" for play testing. =================================================== * Play Information * Game : Quake II Registered Version Single Player : Yes Co-op : Yes Deathmatch 2-10 : Yes Difficulty Settings : Standard New Graphics : No ================================================== * Construction * Base : v. 3.14 game source; works with v. 3.20 engine Editor used : MS Visual C++ 5.0 Enterprise Edition Construction time : Matrix Quake - 2 weeks; other mods. - months Known bugs : None, but let me know if you find any. ================================================== * Copyright / Permissions / Disclaimer * Quake, Quake II, (C) id Software. Matrix (c) Warner Bros.? I couldn't find the credits on their web site, and the credits on the trailers are too small to read! If you give me credit, you may distribute this within ID software's licensing agreement. Disclaimer ---------- If these files adversely affect your system, or anyone else's, it's your fault for installing them, and I accept no liability. You have voluntarily accepted any risks of damage that may result from their use. Any loss you suffer from these effects is non-recoverable from me, and this includes financial, economic, consequential or psychological loss. And don't come running to me when the bad dreams start. (Thanks to Sanjeev Richariya for the disclaimer.) ================================================== * Where to get this file * ftp.cdrom.com (or mirror sites) ================================================== * Instructions / Information * 1. "Matrix" modifications: The bullets and rail gun are projectiles - they are not instantaneous hits, but progress at the maximum velocity. In normal play, there is little difference. In Matrix mode, however, you can see and dodge almost everything in slow motion. Of course, the mosters can too - it's weird to see them dodge the rail gun. I haven't been able to get the slow motion to work in multiplayer or death match games, but everything else works. If you figure out how to do death match in slow motion, tell me! To get slow motion, start a game, and type the following at the console: fixedtime 1 (enables slow motion) cv_maxfps 100 (I recommend 100, but higher numbers slow it down more. The graphics are awesome to watch at slower speeds!) sv_gravity 400 (optional - the default is 800. I don't use it because of the hook.) 2. Other modifications: "HOOK" - This command launches a simple grappling hook; it does slow damage to other entities. You must maintain a line of sight, and continue pulling to damage other players. You do not have to maintain a line of sight with monsters. "HOOKPULL" - This command stops the grappling hook from pulling. It will continue to do damage to monsters, but not players. Mines - Dropping a mine will place an anti-personnel mine. You must have grenades selected as your current INVENTORY item. You may have them selected as you weapon, too, but that's not how you drop them. Press whatever key you have set to drop inventory items. Basically, these are untimed grenades that explode when somebody else walks over them. They can be destroyed by shooting them with rockets, grenades, or other mines. "DETONATE" - This command detonates all of your placed mines. Great for setting traps, if you can hide and watch from nearby. "SRVRHELP" - This command will give you information about these modifications. 3. Notes: The world thinks in 1/10 second increments, assuming real time. Motion is done based on the cv_maxfps setting. There may be some minor differences between the two. Basically, if you're standing right next to a monster when it starts shooting, you're going to take damage without ever seeing the bullet, because the bullet took less than 1/10 of a second to hit you. You may notice that the rail gun trail makes repeated firing sounds in slow motion. That's part of the built-in effect - out of my control. I think it sounds OK in normal play. 4. Critiques/comments/questions are welcome. No flames - if you don't like it, don't use it.