Rune Central

The Official Rune Quake Message Board
It is currently Mon Dec 23, 2024 4:34 am

All times are UTC - 5 hours [ DST ]




Post new topic Reply to topic  [ 23 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: [NEW MODE] - Head Hunters
PostPosted: Mon Aug 18, 2008 2:28 am 
Offline
Site Admin
User avatar

Joined: Fri Mar 07, 2003 7:41 pm
Posts: 1258
Location: New Jersey, USA
Rune Quake Head Hunters Mode

Type vote-heads to enable this mode.

Rune Quake's head hunter mode is a recreation of Charlie Zimmerman's Head Hunter mod.

To test head hunters mode, go to quake.shmack.net:26002 and type 'heads' in the console.

Instructions

Killng your opponent will always result in decapitation. Instead of getting a frag for your kill, you must pick up the head and bring it to the altar, which looks like the teleporter on e1m7 in pent room. The more heads you bring to the altar at once, the more frags you will receive from The Gods. For example,

1 head = 1 frag
2 heads = 3 frags
3 heads = 6 frags
4 heads = 10 frags
5 heads = 15 frags
etc,.

Custom Altar Placement (for server ops)

To create an altar from the server console, you first need to populate the scr_ofsx, scr_ofsy, scr_ofsz cvars with the corresponding xyz coordinates, then type create_altar or remove_altar. NOTE: If you're having trouble finding the coordinates for placement, connect to the server with a client, then use show-pos at the location you want to place your altar. For example, typing

scr_ofsx 100
scr_ofsy -200
scr_ofsz 50
create_altar


will create an altar at location '100 -200 50' on the current map you're on.

If you want to have these instructions load automatically for you each time your level loads, simply create a folder called altars either inside your id1 or runequake directory. Next. create a text file and enter the instructions exactly as I have shown above. You can create as many altars as you want and you can remove existing altars from levels with hard coded altars by entering the coordinates and using the remove_altar command. After your text file is finished, the file name should match the name of your map, followed by the extension .alt. While your drive letter and installed Quake might be in a different location, the path and file name should look similar to this:

Improvements / Bug Fixes

  • Heads that fall out of the level or land in lava respawn elsewhere on the level.
  • Phoenix rune holders cannot be picked up and don't spawn a new head when resurrected.
  • Switch rune switches the heads you carry. [Suggestion by Zop]
  • Added max visible heads, currently 16.
  • Use show-riders to see how many heads you have and frag value.

Known Issues


The mode is currently under development so please report any bugs!

_________________
Slot Zero
Image


Top
 Profile  
Reply with quote  
 Post subject: Re: [NEW MODE] - Head Hunters
PostPosted: Tue Aug 19, 2008 2:52 am 
Offline
User avatar

Joined: Mon Mar 10, 2003 12:41 pm
Posts: 116
Freakin awesome mod. Thanks for reviving it.

_________________
My Music Site
My Radio Station


Top
 Profile  
Reply with quote  
 Post subject: Re: [NEW MODE] - Head Hunters
PostPosted: Thu Aug 21, 2008 12:47 am 
Offline
Site Admin
User avatar

Joined: Fri Mar 07, 2003 7:41 pm
Posts: 1258
Location: New Jersey, USA
Whoops, I was using an older version of the server for the mod and vote impulses weren't working. All fixed.

_________________
Slot Zero
Image


Top
 Profile  
Reply with quote  
 Post subject: Re: [NEW MODE] - Head Hunters
PostPosted: Sun Aug 24, 2008 5:56 pm 
Offline

Joined: Wed Dec 06, 2006 3:17 am
Posts: 196
Thanks for this, sounds like lotsa fun :!: :D


Top
 Profile  
Reply with quote  
 Post subject: Re: [NEW MODE] - Head Hunters
PostPosted: Wed Oct 29, 2014 11:41 pm 
Offline
Site Admin
User avatar

Joined: Fri Mar 07, 2003 7:41 pm
Posts: 1258
Location: New Jersey, USA
Use show-riders to see head count and frag total. I was initially going to add a new command, but I decided to piggyback off the show-riders command to save users the aggravation of binding yet another command that's only used for a specific game mode.

_________________
Slot Zero
Image


Top
 Profile  
Reply with quote  
 Post subject: Re: [NEW MODE] - Head Hunters
PostPosted: Thu Oct 30, 2014 1:06 pm 
Offline
User avatar

Joined: Sat Mar 08, 2014 12:56 pm
Posts: 63
Location: Rocky Mountains (Boulder)
Head Hunter!!!! LOOOONG TIME!!

I was just mentioning it to a returning player on schmack this morning!

This is cool!


Top
 Profile  
Reply with quote  
 Post subject: Re: [NEW MODE] - Head Hunters
PostPosted: Thu Nov 06, 2014 1:57 am 
Offline

Joined: Sat May 07, 2005 4:37 pm
Posts: 41
Location: montreal, qc
:up: :up: :up:

_________________
i'm tellin y'all it's 5AB0TAG3 !


Top
 Profile  
Reply with quote  
 Post subject: Re: [NEW MODE] - Head Hunters
PostPosted: Sun Nov 09, 2014 6:10 am 
Offline

Joined: Sat Jun 11, 2005 4:08 pm
Posts: 2
It doesn't seem to have the part where you can rise up and fly around (as a head) for about 5 seconds after you've been fragged, and chew on people (for 1hp damage per bite). Or am i mistaken?

Otherwise, awesome to see this is still out there.


Top
 Profile  
Reply with quote  
 Post subject: Re: [NEW MODE] - Head Hunters
PostPosted: Sun Nov 09, 2014 6:53 am 
Offline
Site Admin
User avatar

Joined: Fri Mar 07, 2003 7:41 pm
Posts: 1258
Location: New Jersey, USA
gulliver-trans wrote:
It doesn't seem to have the part where you can rise up and fly around (as a head) for about 5 seconds after you've been fragged, and chew on people (for 1hp damage per bite). Or am i mistaken?

Nope, you are correct. I added this mode quite some time ago but it didn't get the reception I thought it should so I left it alone. I wanted to iron out all the bugs before adding any other features like the taunting head and punishing altar campers but I couldn't get a big enough crowd to help test.

_________________
Slot Zero
Image


Top
 Profile  
Reply with quote  
 Post subject: Re: [NEW MODE] - Head Hunters
PostPosted: Sun Nov 09, 2014 12:05 pm 
Offline

Joined: Sat Mar 05, 2005 11:24 pm
Posts: 122
I liked the "punish altar campers" feature. :)

_________________
aka -sole-
Quake 1 Resurrection - QuakeOne.com


Top
 Profile  
Reply with quote  
 Post subject: Re: [NEW MODE] - Head Hunters
PostPosted: Sun Nov 09, 2014 12:20 pm 
Offline

Joined: Sat Jun 11, 2005 4:08 pm
Posts: 2
That's cool. Honestly, I have to minimize distractions right now, so I won't be playing anyhow. It's just nice to see the Runes+Headhunters combo is still around in some form.


Top
 Profile  
Reply with quote  
 Post subject: Re: [NEW MODE] - Head Hunters
PostPosted: Fri Sep 25, 2015 4:03 am 
Offline
Site Admin
User avatar

Joined: Fri Mar 07, 2003 7:41 pm
Posts: 1258
Location: New Jersey, USA
Added custom altar placement for server ops. Instructions in main post.

_________________
Slot Zero
Image


Top
 Profile  
Reply with quote  
 Post subject: Re: [NEW MODE] - Head Hunters
PostPosted: Fri Sep 25, 2015 11:51 am 
Offline
User avatar

Joined: Fri Sep 11, 2015 9:18 am
Posts: 32
This is awesome ... now I REALLY need to get RQ working on my server :)

I was talking with a friend last night about Head Hunters. So good!

This isn't something that is built into the main 1.4 RQ release though right? This will only work on your RQ test server?


Top
 Profile  
Reply with quote  
 Post subject: Re: [NEW MODE] - Head Hunters
PostPosted: Fri Sep 25, 2015 7:54 pm 
Offline
Site Admin
User avatar

Joined: Fri Mar 07, 2003 7:41 pm
Posts: 1258
Location: New Jersey, USA
Mezmorki wrote:
This isn't something that is built into the main 1.4 RQ release though right? This will only work on your RQ test server?

You can always view the latest source on github (or download).

The source available is the master source only. You'll need a linux environment or compatible (Cygwin) to compile. You cannot use a QC compiler on it even though the files are .qc. It's used to generate the poq and qw sources. You can always ask me to compile it for you.

_________________
Slot Zero
Image


Top
 Profile  
Reply with quote  
 Post subject: Re: [NEW MODE] - Head Hunters
PostPosted: Fri Sep 25, 2015 8:38 pm 
Offline
User avatar

Joined: Fri Sep 11, 2015 9:18 am
Posts: 32
Slot Zero wrote:
Mezmorki wrote:
This isn't something that is built into the main 1.4 RQ release though right? This will only work on your RQ test server?

You can always view the latest source on github (or download).

The source available is the master source only. You'll need a linux environment or compatible (Cygwin) to compile. You cannot use a QC compiler on it even though the files are .qc. It's used to generate the poq and qw sources. You can always ask me to compile it for you.


Ah, thanks for letting me know. I have no means of compiling it :) I may take you up on your offer down the road once I get things sorted out on my end better.

I appreciate all of your help - you are most generous! Cheers,


Top
 Profile  
Reply with quote  
 Post subject: Re: [NEW MODE] - Head Hunters
PostPosted: Mon Sep 28, 2015 3:26 pm 
Offline
User avatar

Joined: Fri Sep 11, 2015 9:18 am
Posts: 32
Question ... would it work to have custom placed alters spawn when the level loads by using the level specific .cfg files that try to load? Seems like you could add custom spots easily if that's the case.

Also... I got my server going last night (minus the DNS) and played a bunch. Had a blast with a friend. Soo ....

Any chance you could build a poq source with these new head hunters modifications so I could combine it with my server settings and custom map stuff?


Top
 Profile  
Reply with quote  
 Post subject: Re: [NEW MODE] - Head Hunters
PostPosted: Mon Sep 28, 2015 8:17 pm 
Offline
Site Admin
User avatar

Joined: Fri Mar 07, 2003 7:41 pm
Posts: 1258
Location: New Jersey, USA
Mezmorki wrote:
Question ... would it work to have custom placed alters spawn when the level loads by using the level specific .cfg files that try to load? Seems like you could add custom spots easily if that's the case.

For the standard Quake maps and the handful of head hunter specific maps, the altars are hard coded at the location that the original head hunter mod author put them. These altars will always be spawned but can be removed from the level specific config file. With custom maps, the mod first checks to see if any altars were spawned by the level's alt file, if none were spawned it creates an altar at info_player_start().

_________________
Slot Zero
Image


Top
 Profile  
Reply with quote  
 Post subject: Re: [NEW MODE] - Head Hunters
PostPosted: Wed Sep 30, 2015 10:07 am 
Offline
User avatar

Joined: Fri Sep 11, 2015 9:18 am
Posts: 32
I wonder if there any stock models or some crazy arrangement of torches that could be made to create a bit more "alter-y" of an alter. Or use a big shambler head as an alter :P Just curious what the options for something more visible/whacky might be for the alter.


Top
 Profile  
Reply with quote  
 Post subject: Re: [NEW MODE] - Head Hunters
PostPosted: Thu Oct 01, 2015 5:44 am 
Offline
Site Admin
User avatar

Joined: Fri Mar 07, 2003 7:41 pm
Posts: 1258
Location: New Jersey, USA
There are a few custom HH maps with custom models, I can't find it in my archives. You have a link to the client pak for HH?

_________________
Slot Zero
Image


Top
 Profile  
Reply with quote  
 Post subject: Re: [NEW MODE] - Head Hunters
PostPosted: Thu Oct 01, 2015 8:05 am 
Offline
User avatar

Joined: Fri Sep 11, 2015 9:18 am
Posts: 32
I think the client file is in this folder (hh30cl.zip) that contains the custom alter.

https://www.quaddicted.com/files/idgame ... rs/client/


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 23 posts ]  Go to page 1, 2  Next

All times are UTC - 5 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 8 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group