Fragetti
03-26-2003, 12:05 AM
Only 3.7 meg. I will setup the server so download it now and we will play tonight. :thumbs:
FilePlanet (Bazooka Quake) (http://www.fileplanet.com/section.aspx?s=78459&v=0)
meankeys@rcn.com (frag)
Remember to keep all these file in there own folder. put that folder in your C:/Program Files/Quake III Arena (default Install)
Backup your q3config file
Mod Info
-------------------------
Bazooka Quake 3 2.X FINAL
-------------------------
How to play
---------------------------
Unzip bq3-2_x-final.zip to your Quake 3 folder with "use folder names" enabled. It will create a BQ3 subdirectory and put the pak file there. Easy, eh? Now just type:
quake3.exe +set fs_game bq3
or run
bq3.bat
And you're in the game. You should be able to tell immediately if it's working or not.
BQ3 is a deathmatch modification that replaces all of the weapons with various types of rockets. In the most basic game you spawn with a rocket launcher that can fire any types of rockets you pick up, so there's no need to grab weapons. As soon as you have ammo, you can use it. See below for other game types.
Time to learn about your new arsenal:
Machinegun - the machinegun replaces the gauntlet. It has unlimited ammo, but isn't much more than an annoyance.
Bazooka - this is the basic rocket you spawn with. It's pretty weak, but has a decent fire rate and you won't usually need to worry about ammo. The speed and blast radius are identical to the standard Q3 rockets, so you shouldn't have any problems adapting.
Concussion missiles - the concussion missiles leave a trail of rippling air in their wake. The blast isn't especially powerful, but it's large and the knockback is incredible.
Shrapnel bomb - explodes into a mass of glowing-hot fragments when it hits anything.
RPG - A rocket-propelled grenade. It keeps accelerating until it hits something, and then it explodes into a large fireball. It doesn't fire quickly, but it does plenty of damage.
Rocket pods - fires bursts of 5 rockets. They're hardly accurate or powerful, but make up for it in quantity.
Laser-guided missiles - They can be steered after they are fired. Bear in mind that their turning radius is large, and if they can't see the laser pointer they'll fly in a straight line. However, the large explosive radius means than near-misses can be lethal as well.
Napalm - When the napalm rocket explodes, it throws several globs of quick-burning fuel which stick to nearby surfaces and burn merrily for a few seconds. Try not to be nearby while this happens.
Hellfire rocket - It's a large, slow-moving rocket that creates a huge fireball on impact that will almost undoubtedly kill anything in the blast radius. You only get one shot per pickup, though, so make sure you aim well...
New game modes/options
---------------------------
All these can be modified from the server startup menu. Much easier than cvars, no?
Standard/Classic
This is a toggle in the server setup menu. Standard mode replaces all weapons with the appropriate ammunition, and your weapon can automatically fire any kind of ammo you pick up. Classic, on the other hand, allows you to carry only one weapon at a time but replaces all ammo with generic "rockets" which can be used with any weapon. If you pick up a new weapon, you will drop the one you are holding.
Note that Weaponmaster and Weaponmaster EX modes will override this setting.
Scoring modes:
Standard - you get one frag per kill. I'm sure you've played some variant of this somewhere...
Last Man Standing - at the beginning of the match everyone receives (fraglimit) lives. When you are killed you lose a life, and if you kill yourself you lose two. When you have no lives left, you enter spectator mode. The game ends when time runs out or only one player is left
Soul Survivor - like last man standing, but with a few differences. When you kill someone they will drop their soul (a skull spinning in a golden orb) that you can pick up to gain a life. When time runs out the game enters sudden death mode - no one drops souls and all kills become final.
Survivor II - a combination of Last Man Standing and Soul Survivor. Rather than dead players dropping souls, you are granted a new life automatically when you make a kill to prevent soul-stealing. Goes into sudden death mode like Soul Survivor.
Escalation - high-stakes Quaking at its finest! You start with a stake of 0, and gain a stake of one rather than a frag when you make a kill. Each successive frag, however, doubles your stake and lowers your max health by 10 points (to a minimum of 50). You can cash it in at any time and get your missing health back by standing utterly still for 10 seconds, but if you die you lose all your unclaimed stake.
Overkill - the lower your opponent's health is when they die, the more frags you get. An RPG is your best friend in this mode, the napalm little more than an irritant
Weaponmaster - You start with every weapon, but each time you make a kill with one it is removed from your inventory. The only way to get them back and keep working toward the fraglimit is to make a kill with all of them.
Weaponmaster EX - The extreme mode. You spawn with a Hellfire, and every kill replaces your weapon with the next in line. If you somehow survive to make a kill with the machinegun, you receive a hefty bonus and the cycle begins again. If you die, your weapon is again a Hellfire. Good luck...
Other options
Jetmatch on/off
One of the coolest new modes of the mod, in my opinion. Everyone is spawned with a jetpack, and it couldn't be easier to use. Just hold the jump button and away you go. Remember that it's strapped to your back, so the direction you look affects your flight. Looking straight forward will send you up, while looking down will fly you forward. Bear in mind that slamming into the ground at high speeds is known to be hazardous to your health.
The jetpack, while powerful, unfortunately has a nasty tendency to overheat with extended use. Watch the heat bar and be careful once it starts climing toward the red. You'll get a warning beep when the meter is mostly full, and if it's exceeded you'll begin to take damage from the massive heat it generates. Not to worry, though, just find a pool of water to jump into and it'll cool off in seconds. This model has also been known to explode if pushed far beyond the manufacturer's recommended limits, so be warned...
Timebomb
Just to add a little more pressure to the game, the players can be equipped with large explosive charges. When the timer drops below 10 the player will begin to smoke, to give others warning to keep their distance. At 5 seconds, a countdown begins, and the end result is an explosion that puts the Hellfire to shame.
The different settings are as follows:
Low burn - start with 45 seconds on the clock, and add 30 for each kill. Don't expect many detonations.
Meltdown - 30 seconds, with 15 more for each kill. This is where things start to get messy
Thermonuclear - 20 seconds, add 10 for a frag. Expect fireworks.
Damagescale
This is the percent or normal damage everything does - weapons, falls, impact damage, etc. 200 doubles damage, 50 halves it, etc. Note that knockback remains the same.
Ammo spawn time
You can make the crates reappear anywhere from 5 seconds to a minute. The Hellfire will always respawn at half this rate.
Self damage
Can be enabled or disabled. Rocket jumping was never this easy.
Impact damage
Again, turn it on or off to suit your whims. If slamming into walls at high speeds makes your day, then by all means have fun. Doesn't disable kills for knocking people into traps, though.
New stuff
---------------------------
Impact damage - tired of people escaping by throwing themselves into space? Now you get credit for knocking people into bottomless pits, death fog, and other traps! You can also kill them if you knock them hard enough into a wall, so break out the concussion missiles!
Help menu - learn everything there is to know about everything there is to know things about!
Tweaked physics - increased air control goes well with concussion-jumping and jetpacks. Also re-implemented slope-jumping from Q1 and a few other minor modifications.
Configurable HUD - there are several ready-made ones in attached .cfg files, or make your own with the handy-dandy HUD editor. Look for it in Setup->HUD config
Bot orders!
Command: "order" (\bind <key> "order")
Bind to a key to bring up a menu to give orders to bots and teammates. Bots will always follow your commands, humans will probably not.
Feet - type "\cg_thirdperson -1" at the console and look down.
Letterboxed mode - see more of the action with less distortion. Make Quake into an epic experience. Go to Setup->Game Options and look for letterbox
Models/icons. New powerups deserve a new look, yes?
New medal: "Juggle." - hit someone twice without letting them touch the ground to get this reward.
Visible jetpack - see when someone's wearing it.
3d mode. Type "\cg_3d 1" at the console and cross your eyes to see the game in stunning 3d! Then quickly type "\cg_3d 0" before you get a headache.
Rear View - found in Setup->Game Options. Watching your back is easier than ever.
Powerups
---------------------------
Quad damage - well, it was never actually Quad anyway. So now it doubles the radius of your explosives and increases the damage by half.
Regeneration - who needs health? This regenerates your ammo instead.
Battlesuit - Slows incoming missiles to 1/8 their normal speed. Strangely, it does nothing to bullets... I guess this isn't the Matrix after all.
Invisibility - let's face it, you weren't really very invisible. Wouldn't you rather have people people completely miss you instead? This powerup makes you appear approximately 10 feet to the side, but it's a bit buggy. A hologram hovering over a pit is a dead giveaway, for instance, and so is your shadow.
Haste - a rather powerful coolant system that does wonders for the refire rate of your weapons; your firing rate nearly doubles. Others can tell you have it by the blue glow on your weapon and the trail of coolant puffs. The coolant also does wonders for the jetpack...
Flight - not often seen in the arenas, but if you grab it you'll have the jetpack for 30 seconds. If jetmatch is enabled, you'll get nothing. Bugger.
Known bugs
---------------------------
None. They're all gone.
TO-DO
---------------------------
Nada. Final version.
There may be a map pack available later as new download.
Where to find it
---------------------------
http://www.planetquake.com/warbird/
Thanks to
---------------------------
title music:
Kapisanan Magmartsa (remix)
©Teddy Tapawan/Smart Apple
www.smartapplerocks.com
FilePlanet (Bazooka Quake) (http://www.fileplanet.com/section.aspx?s=78459&v=0)
meankeys@rcn.com (frag)
Remember to keep all these file in there own folder. put that folder in your C:/Program Files/Quake III Arena (default Install)
Backup your q3config file
Mod Info
-------------------------
Bazooka Quake 3 2.X FINAL
-------------------------
How to play
---------------------------
Unzip bq3-2_x-final.zip to your Quake 3 folder with "use folder names" enabled. It will create a BQ3 subdirectory and put the pak file there. Easy, eh? Now just type:
quake3.exe +set fs_game bq3
or run
bq3.bat
And you're in the game. You should be able to tell immediately if it's working or not.
BQ3 is a deathmatch modification that replaces all of the weapons with various types of rockets. In the most basic game you spawn with a rocket launcher that can fire any types of rockets you pick up, so there's no need to grab weapons. As soon as you have ammo, you can use it. See below for other game types.
Time to learn about your new arsenal:
Machinegun - the machinegun replaces the gauntlet. It has unlimited ammo, but isn't much more than an annoyance.
Bazooka - this is the basic rocket you spawn with. It's pretty weak, but has a decent fire rate and you won't usually need to worry about ammo. The speed and blast radius are identical to the standard Q3 rockets, so you shouldn't have any problems adapting.
Concussion missiles - the concussion missiles leave a trail of rippling air in their wake. The blast isn't especially powerful, but it's large and the knockback is incredible.
Shrapnel bomb - explodes into a mass of glowing-hot fragments when it hits anything.
RPG - A rocket-propelled grenade. It keeps accelerating until it hits something, and then it explodes into a large fireball. It doesn't fire quickly, but it does plenty of damage.
Rocket pods - fires bursts of 5 rockets. They're hardly accurate or powerful, but make up for it in quantity.
Laser-guided missiles - They can be steered after they are fired. Bear in mind that their turning radius is large, and if they can't see the laser pointer they'll fly in a straight line. However, the large explosive radius means than near-misses can be lethal as well.
Napalm - When the napalm rocket explodes, it throws several globs of quick-burning fuel which stick to nearby surfaces and burn merrily for a few seconds. Try not to be nearby while this happens.
Hellfire rocket - It's a large, slow-moving rocket that creates a huge fireball on impact that will almost undoubtedly kill anything in the blast radius. You only get one shot per pickup, though, so make sure you aim well...
New game modes/options
---------------------------
All these can be modified from the server startup menu. Much easier than cvars, no?
Standard/Classic
This is a toggle in the server setup menu. Standard mode replaces all weapons with the appropriate ammunition, and your weapon can automatically fire any kind of ammo you pick up. Classic, on the other hand, allows you to carry only one weapon at a time but replaces all ammo with generic "rockets" which can be used with any weapon. If you pick up a new weapon, you will drop the one you are holding.
Note that Weaponmaster and Weaponmaster EX modes will override this setting.
Scoring modes:
Standard - you get one frag per kill. I'm sure you've played some variant of this somewhere...
Last Man Standing - at the beginning of the match everyone receives (fraglimit) lives. When you are killed you lose a life, and if you kill yourself you lose two. When you have no lives left, you enter spectator mode. The game ends when time runs out or only one player is left
Soul Survivor - like last man standing, but with a few differences. When you kill someone they will drop their soul (a skull spinning in a golden orb) that you can pick up to gain a life. When time runs out the game enters sudden death mode - no one drops souls and all kills become final.
Survivor II - a combination of Last Man Standing and Soul Survivor. Rather than dead players dropping souls, you are granted a new life automatically when you make a kill to prevent soul-stealing. Goes into sudden death mode like Soul Survivor.
Escalation - high-stakes Quaking at its finest! You start with a stake of 0, and gain a stake of one rather than a frag when you make a kill. Each successive frag, however, doubles your stake and lowers your max health by 10 points (to a minimum of 50). You can cash it in at any time and get your missing health back by standing utterly still for 10 seconds, but if you die you lose all your unclaimed stake.
Overkill - the lower your opponent's health is when they die, the more frags you get. An RPG is your best friend in this mode, the napalm little more than an irritant
Weaponmaster - You start with every weapon, but each time you make a kill with one it is removed from your inventory. The only way to get them back and keep working toward the fraglimit is to make a kill with all of them.
Weaponmaster EX - The extreme mode. You spawn with a Hellfire, and every kill replaces your weapon with the next in line. If you somehow survive to make a kill with the machinegun, you receive a hefty bonus and the cycle begins again. If you die, your weapon is again a Hellfire. Good luck...
Other options
Jetmatch on/off
One of the coolest new modes of the mod, in my opinion. Everyone is spawned with a jetpack, and it couldn't be easier to use. Just hold the jump button and away you go. Remember that it's strapped to your back, so the direction you look affects your flight. Looking straight forward will send you up, while looking down will fly you forward. Bear in mind that slamming into the ground at high speeds is known to be hazardous to your health.
The jetpack, while powerful, unfortunately has a nasty tendency to overheat with extended use. Watch the heat bar and be careful once it starts climing toward the red. You'll get a warning beep when the meter is mostly full, and if it's exceeded you'll begin to take damage from the massive heat it generates. Not to worry, though, just find a pool of water to jump into and it'll cool off in seconds. This model has also been known to explode if pushed far beyond the manufacturer's recommended limits, so be warned...
Timebomb
Just to add a little more pressure to the game, the players can be equipped with large explosive charges. When the timer drops below 10 the player will begin to smoke, to give others warning to keep their distance. At 5 seconds, a countdown begins, and the end result is an explosion that puts the Hellfire to shame.
The different settings are as follows:
Low burn - start with 45 seconds on the clock, and add 30 for each kill. Don't expect many detonations.
Meltdown - 30 seconds, with 15 more for each kill. This is where things start to get messy
Thermonuclear - 20 seconds, add 10 for a frag. Expect fireworks.
Damagescale
This is the percent or normal damage everything does - weapons, falls, impact damage, etc. 200 doubles damage, 50 halves it, etc. Note that knockback remains the same.
Ammo spawn time
You can make the crates reappear anywhere from 5 seconds to a minute. The Hellfire will always respawn at half this rate.
Self damage
Can be enabled or disabled. Rocket jumping was never this easy.
Impact damage
Again, turn it on or off to suit your whims. If slamming into walls at high speeds makes your day, then by all means have fun. Doesn't disable kills for knocking people into traps, though.
New stuff
---------------------------
Impact damage - tired of people escaping by throwing themselves into space? Now you get credit for knocking people into bottomless pits, death fog, and other traps! You can also kill them if you knock them hard enough into a wall, so break out the concussion missiles!
Help menu - learn everything there is to know about everything there is to know things about!
Tweaked physics - increased air control goes well with concussion-jumping and jetpacks. Also re-implemented slope-jumping from Q1 and a few other minor modifications.
Configurable HUD - there are several ready-made ones in attached .cfg files, or make your own with the handy-dandy HUD editor. Look for it in Setup->HUD config
Bot orders!
Command: "order" (\bind <key> "order")
Bind to a key to bring up a menu to give orders to bots and teammates. Bots will always follow your commands, humans will probably not.
Feet - type "\cg_thirdperson -1" at the console and look down.
Letterboxed mode - see more of the action with less distortion. Make Quake into an epic experience. Go to Setup->Game Options and look for letterbox
Models/icons. New powerups deserve a new look, yes?
New medal: "Juggle." - hit someone twice without letting them touch the ground to get this reward.
Visible jetpack - see when someone's wearing it.
3d mode. Type "\cg_3d 1" at the console and cross your eyes to see the game in stunning 3d! Then quickly type "\cg_3d 0" before you get a headache.
Rear View - found in Setup->Game Options. Watching your back is easier than ever.
Powerups
---------------------------
Quad damage - well, it was never actually Quad anyway. So now it doubles the radius of your explosives and increases the damage by half.
Regeneration - who needs health? This regenerates your ammo instead.
Battlesuit - Slows incoming missiles to 1/8 their normal speed. Strangely, it does nothing to bullets... I guess this isn't the Matrix after all.
Invisibility - let's face it, you weren't really very invisible. Wouldn't you rather have people people completely miss you instead? This powerup makes you appear approximately 10 feet to the side, but it's a bit buggy. A hologram hovering over a pit is a dead giveaway, for instance, and so is your shadow.
Haste - a rather powerful coolant system that does wonders for the refire rate of your weapons; your firing rate nearly doubles. Others can tell you have it by the blue glow on your weapon and the trail of coolant puffs. The coolant also does wonders for the jetpack...
Flight - not often seen in the arenas, but if you grab it you'll have the jetpack for 30 seconds. If jetmatch is enabled, you'll get nothing. Bugger.
Known bugs
---------------------------
None. They're all gone.
TO-DO
---------------------------
Nada. Final version.
There may be a map pack available later as new download.
Where to find it
---------------------------
http://www.planetquake.com/warbird/
Thanks to
---------------------------
title music:
Kapisanan Magmartsa (remix)
©Teddy Tapawan/Smart Apple
www.smartapplerocks.com