QMarines Readme Version 0.99.96 Build 100 =============== General ------- Welcome, all, to QMarines. This is a culmination of most of my free time for the last, oh, few months or so. I've really enjoyed making it and playing it so far, and I hope you do as well. Well. A little change to this paragraph in the latest version. THERE IS FULL DM AND COOP SUPPORT! It is totally untested, and brand new in this version, and it probably sucks right now, but I want you people to test it out for us and then we'll modify it into some serious multiplayer action. Something else I'd like to get out of the way. QM is still a beta. There probably are bugs that I haven't found. I hope not, but still, there probably are. If you find one, or if the thing doesn't work at all, feel free to e-mail me. Also, don't email me with a bug that is already listed below in the Known Bugs section, or on the buglist (my .PLAN file) that is updated often at http://www.planetquake.com/qmarines. A big, big thanks to all of our beta testers. You guys have been really helpful to the mod. I would try to list you all here, but I don't have room. Check the credits for more information on those who have helped to make this mod possible. Enjoy! Psykotik Lead Coder/Webmaster http://www.planetquake.com/qmarines psykotik@planetquake.com New Stuff --------- See changes.txt !!!IMPORTANT - READ THIS!!! --------------------------- THE ACTION COMMAND NO LONGER PICKS UP ITEMS!!! Item kicking has been implemented now, and because of that, you now have two commands: "action" and "item". The action command does all it has done before, except it no longer picks up items. The new "item" command will pick up the item you are near, if you are able to pick it up, or, if you aren't, it will kick it out of your way. There are a few bugs I know about. Some saved game errors are probably still here, and on some cards the M4 sticks into walls. Also the occasional crash bug is STILL there. Also. If you are getting SZ_GetSpace: Overflow errors upon loading saved games, there is a workaround by first loading the map that the saved game is in, then loading the saved game. From all reports, this works. THERE IS NOW DEATHMATCH AND COOP SUPPORT! I have NOT tested these AT ALL, and most likely, the weapon damage is HORRIDLY unbalanced, and the netplay will suck. Anyone willing to mail me suggestions for net play after you've tested it out, please do so. Installation ------------ Unzip the archive to \QMarines. For most users this should be C:\Quake2\QMarines. Now, customize the QM autoexec.cfg file to your liking. Then create a shortcut to Quake2. The command line is: quake2.exe +set game "qmarines" +map base1 To start you off at the beginning of Quake2. Enjoy! Playing ------- Everyone, PLEASE, PLEASE, PLEASE read the FAQ up on our website at http://www.planetquake.com/qmarines. This should answer most of your questions. If you email me with a question that is answered in the FAQ or on the info pages, I will delete your email, without thinking twice. Don't. It's a great way to get on my bad side (as many emails as I have to read each day, you'd feel this way too). Also, check out the files in the docs directory off of your QM directory after you have unzipped the mod for some more info (abilities of different ranks, realism cvar settings, info for map developers Commands -------- "reload" - reloads "opendoor" - opens doors "usebtn" - pushes buttons "action" - does all four of these depending on your situation. Quite useful. "chasecam" - turns on chasecam "camzoomout" - zoom out camera "camzoomin" - zoom in camera "camviewlock" - moves chasecam relative to player instead of moving player. "camreset" - resets camera angles after changed with the above "weapon" - toggles modes on weapons which have toggles "light" - turns on gun-mounted flashight, or if gun doesn't have a flashlight, throws a flare. "decoy" - throws a music-playing (hehe) decoy which the monsters will run to if they see Known Bugs ---------- QM REQUIRES some hefty hardware to run. I do a lot more calculations per frame than the original Q2 does. Also, playing QM without 3D acceleration is NOT recommended, as software mode has NOT been officially tested by myself. In general, the system requirements for QM are a lot more like the system requirements for Half-Life than those for Quake II. IF your PC can't take it, it may crash. I've developed on a Celeron 400 w/ 128 megs of ram, SB Live! PCI sound, and Riva TNT2 Ultra 32MB AGP, so that can be considered the "Recommended" system. The rank icons on the status bar pictures have been updated, but the rank icons on the skins have not been updated. This will also be fixed in version 1.0. Credits/Thanks -------------- To everyone on the QMarines team, you guys generally kick ass. To the Action Quake2 team, cause you guys kick ass. Definitely. If anyone reading this doesn't have Action Quake2, crawl out from under the rock you're hiding at, and go to action.telefragged.com. Some of the best modellers I've seen in a looong time here! To Democritus and the entire Navy Fortress crew for letting us use their badass shotgun. Check them out too at www.planetquake.com/nf. To Daz, who made the TOTALLY AWESOME Paranoid Marine player model, the official PPM of QMarines. To MassiveBitch, whose RCD skin for the player model above will be included in the next version of QM. To Dachande, who made the 0wning Metallic M4 skin included in this mod. To Gov@Alt, who made the sweet wooden sniper rifle skin. To Mark Potnick, who made the p1mp Ruger Super Redhawk pistol model. To SpedDmn[11], who skinned the p1mp Ruger Super Redhawk pistol model. To 3Fingers, who made the Combat Pack Ultra, which some of the graphics and sounds in QM are taken from. To Saxxster who provided accurate marine ranks and a website with good graphics of the emblems. To Gaist Heidegger who gave the idea for the Knife and Decoy. To all my friends, for keeping me together and preventing me from losing it while the rest of my life goes straight to hell (you know who you are). And last, but DEFINITELY not least, to id Software, for making a tight game, and then releasing the source code to the game dll.