I. Introduction and Overview

From the makers of the mod that SMACKED down the lame cheaters comes the most versatile and kick-Ass mod for Quake III Arena called /\/\atchmod 2000. /\/\atchmod 2000 is the culmination of everything you all have requested. We even got cocky and packed in support for features that even we did not think could be done. Since the mod is client / server based (i.e. qvm), it will run on any operating system that supports Quake III Arena. So for you Mac and Linux sysops who have been complaining about the lack of mods to choose from for your operating system, look no further. This also means that the client must also have the /\/\atchmod 2000 pk3 files in their matchmod subdirectory. This can be accomplished one of two ways, if a client connects to a MatchMod 2000 server that has allow downloads enabled, the server will take care of ensuring he has all required files.  No one wants to sit there and wait for the downloading files,  so just grab the download from the MatchMod site and extract to your ..\Quake III Arena  dir and your kicking.   And in case you are wondering, -=BotThug=-, who is the -=BotCrusher=- clone, is ready to humiliate more lame bot users.

The new features for version 1.1:

  1. Self-damage toggle for server. A must for ppl running rookie servers or rocket jump fanatics;
  2. Start ammo;
  3. Start armor;

Besides the new features, you get this!!!

Normal (just a plain-jane DM or CTF)

Last-Man Standing DM (be the last man to be killed)

Hunter/Hunted (get points for being the "defenseless" hunted, get points for gibbing the hunted)

Last-Man Standing TP (eliminate the other team one by one)

Solaris (kinda like expert quake, get all weapons and ammo respawns slowly)

Weapons Arena (set one weapon for the server, default is railgun... and can shoot thru multiple walls)

Team fortress (pick a class, join a team, frag the other team)

Captive (be EvIl, torture the goons, errr opponent team, when they are rotting in jail in this version of CTF)

 

II. Installation and Archive Distribution Contents

The distribution archive comes with the following files and directory structure:

/matchmod
/matchmod/mm_12.pk3
/matchmod/mm_base.pk3
/matchmod/mm_sounds.pk3
/matchmod/mm_arena.cfg
/matchmod/mm_cap.cfg
/matchmod/mm_ctf.cfg
/matchmod/mm_dm.cfg
/matchmod/mm_hunter.cfg
/matchmod/mm_lms.cfg
/matchmod/mm_lts.cfg
/matchmod/mm_sol.cfg
/matchmod/mm_tf.cfg
/matchmod/mapfiles
/matchmod/mapfiles/dm_maps.txt
/matchmod/mapfiles/ctf_maps.txt
/matchmod/mapfiles/tourney_maps.txt
/matchmod/mapfiles/cap_maps.txt
/matchmod/files/textfilter.txt
/matchmod/files/banned.txt
/matchmod/files/user_o.txt
/matchmod/help
/matchmod/help/index.htm
/matchmod/help/mma.htm
/matchmod/help/mmb.htm
/matchmod/help/mmc.htm
/matchmod/help/mmd.htm
/matchmod/passwords/
/matchmod/passwords/passhelp.txt
/matchmod/passwords/ops
/matchmod/passwords/ops/ops.txt
/matchmod/passwords/ops/pword
/matchmod/passwords/ops/pword/pword.txt
/matchmod/hs

To install /\/\atchmod 2000, decompress the archive inside your Quake3 directory (or folder in Mac). See the Appendix for suggested server startup syntax and scripts.

Note: If you are running server in Linux, move all three of the matchmod pk3 files to the cd directory (i.e. ~/.q3a/matchmod). This will resolve the client "double-download" issue when server is set at sv_pure 1, autodownload 1, and the client does not have the pk3 file/s.

 

III. Upgrading to New Release of /\/\atchmod 2000

Future upgrades to this software will require a smaller download. The mm_version#.pk3 contains the game code; the mm_base and mm_sounds pk3's hold the support files. Generally, only game code pk3 files will be needed.  The exception to this would be for custom stituations. To upgrade from any of the previous beta versions, delete mm_beta98.pk3, mm_beta99.pk3, mm_qvm10.pk3, mm_11.pk3 (In other words, you should delete all the mm_betaXX.pk3 and mm_qvm10.pk3 files in your matchmod directory) and then decompress the upgrade archive from your quake3 directory (or folder for Mac)

 

IV. Modes

/\/\atchmod 2000 supports seven modes of play. The Normal Matchmod DM or TP mode (matchmod 0) affords the configurability of /\/\atchmod 2000 for gameplay without going into any of the modes unique to /\/\atchmod 2000.

Weapons Arena (matchmod 1) forces the use of one weapon. It can easily be configured as instagib. The default weapon is railgun. Some /\/\atchmod 2000 specific server cvars will not affect Weapons Arena. They are weapons ban/start/spawn, quickswitch, ammo flags/spawn (except for ammo for designated weapon), weapons stay, and weapon damage (except for the designated weapon).

Last Man Standing DM (matchmod 2) is an elimination death match. Each player who gets fragged is placed in spectator mode until there is only one player left. In this mode, timelimit and fraglimit are disabled. This matchmod mode can use any of the general /\/\atchmod 2000 server cvars. It’s the perfect mode to break in when trying to get away from the monotony of clan practices.

The Hunter/Hunted (matchmod 3) mode is designed to bring out the primordial nature of us all. Bring your buck knife and gang up on the poor defenseless "hunted" like a bunch of hooligans in this deathmatch. But be careful though, the "hunted" can fight back with the gauntlet and has 2X speed. The "hunted" is always recognized by the blue glow around the player (looks like the player has the quad). You rack up points if you frag the "hunted" and loose points if you frag another hunter. If you bag the "hunted", then its your turn to run scared as the "hunted". The "hunted" gains points based on duration of time as the "hunted" and from fragging/humiliating the hunters.

Last Man Standing Teamplay (matchmod 4) is similar to Last Man Standing DM. The only exception is that it is based on team elimination (two teams) rather than individual player elimination.

Solaris (matchmod 5) is a matchmod mode in which the players start with all weapons. Ammo for the weapons are regenerated slowly. Solaris can be run as a CTF, deathmatch or teamplay game. The rate at which the ammo is respawned for each player is controlled by the server cvar, "solaris_regen".

Team Fortress (matchmod 6) is based on the classic CTF mod. However, our version can be run as CTF, DM FFA or just plain old TP. There are six classes to choose from: three are defensive and three are offensive. Upon connecting to a server in Team Fortress mode, clients must choose a class and team from the menu. The menu is accessible by hitting the escape key. Since grapple, weapons and ammo are controlled based on the class, these related cvars are disabled for the server in Team Fortress matchmod mode. Take a look below at the profiles for each Team Fortress class:

Offensive Classes: Defensive Classes:
Scout - Slash model
  • 1.5x running speed
  • receives 2x damage
  • Gauntlet
  • Machinegun
  • Shotgun
  • Offhand Grappling Hook
Marine - Sarge model
  • 0.8x running speed
  • receives 0.75 damage
  • Gauntlet
  • Machinegun
  • Shotgun
  • Rocket Launcher
Sniper - Visor model
  • 1x running speed
  • receives 1.5x damage
  • Gauntlet
  • Shotgun
  • Railgun
  • Offhand Grappling Hook
Seal - Ranger model
  • 0.8x running speed
  • recieves 1x damage
  • Gauntlet
  • Machinegun
  • Shotgun
  • Plasma Gun
  • Offhand Grappling Hook
Techy - Klesk model
  • 1x running speed
  • receives 1x damage
  • Gauntlet
  • Lightning Gun
  • Plasma Gun
Demoman - Keel model
  • 0.8x running speed
  • receives 1x damage
  • Gauntlet
  • Machinegun
  • Shotgun Grenade Launcher w/optional detPipes

Captive (matchmod 7) is a special CTF mode. When you frag an opponent, the opponent goes to jail and does not pass go or collect $200. In fact, you can even torture the opponents in jail by pressing the button in the jail. But be careful, there are dangers lurking by the jail. A new server variable will set the jailed players free after one minute, or, let them rot in jail until freed by the teammate flag carrier. The MatchMod captive map pak must be used for Captive.

 

V. Matchplay

MatchMod's first consideration was to Matchplay. When using Matchplay mode, all non Q3a cvar's are dissabled!  The server may host either CTF or TP matchplay modes.

NOTE: Matchplay mode Requires a Match Operator or a Server Operator to function.

NOTE: If the server is left un-attended (match not started) for 300 seconds, it will automatically restart the default_cfg.cfg (set by cvar).

Typical server setup for a match:

Non-operator:

  1. Vote an operator
  2. Operator uses operator menu to restart server in matchplay mode (either CTF or TP).
  3. He can then use the match setup menu to adjust time, fraglimit, caplimit, respawn times, etc..
  4. Once players join proper teams he then chooses begin match (from menu)
  5. Countdown begins… match plays.. NOTE: level will NOT change at end of match !
  6. The operator can either begin again (for same level) or switch to another map. (see below for /m_ commands).
  7. After match is over simply go to operator menu and restart default config.

 

Special command line match commands are as follows:

/m_restart restart level
/m_decline give up operator status
/m_map <mapname> change map
/m_weaponspawn <value> (default is 5)
/m_overtime <1 Suddendeath. 2 Timed or 0>  
/m_ot_time <time> default is 3(mins)
/m_grapple <1 or 0> use MM grapple
/m_fraglimit <value> Fraglimit
/m_caplimit <value> Caplimit
/m_friendlyFire <1 or 0> friendly fire when
/m_password <word> (clients must know password to connect) (must be server op <not voted in>)
/m_timelimit <mins> Timelimit
/m_begin (starts match) starts 10 second countdown
/m_stop (ends match) stops match puts server into intermission (300 sec before resets to default_cfg)
/m_team <playername> <spectator/red/blue> (forces team switch or spec)
/m_unlock (unlocks teams)
/m_lock (locks teams)
/m_kick <player> (must be operator not voted op)
/m_silence <player> shut em up !
/m_unsilence <player> let him talk

 

VI. Map Rotations

Lets face it. The map rotation syntax is weak when using a mod. We obliterated ID’s code and wrote our own. If your are familiar with how it was done in quake2, then you are already half way there. The /\/\atchmod 2000 distribution comes with three pre-fabricated map text files. You may edit these to suit your preferences. However, there must always be a carriage return at the end of the file. Also in your server config files, you must specify the "map_file", "start_map", and at the end of the config file should be the first map in the rotation. For instance, if the first map in the map rotation file is q3tourney1, then the last statement in your server config would be "map q3tourney1".  You can find the map rotations files in the mapfiles sub-directory.

 

VII. Bot Support

Bots are supported in all matchmod modes. Unlike the windows version of Quake III, in linux you do not need to have the Quake III CD in the CD-ROM player to add bots. Whether this is a bug in the q3ded binary or not, we are unsure. Only time will tell. 

*** Matchmod supports Bot play in all modes but requires special consideration.

To use bots locally start up your q3a and join game BEFORE adding bots ! if you want to switch mode of play shutdown the game then restart and set mode before adding any bots.

On the NET/LAN
Set bot_enable 1 in your COMMAND LINE not in your configs !!!
if you switch game mode it will dissable botplay. This is due to a q3bug that doesn't totally remove botlibraries until a map change with bot_enabled 0. You can enable bots after a map has change with it dissabled.  Our developers are working on a  "way around this for next version".

VIII. Anti-Bot Detection

It is highly suggested that you run your dedicated server with "sv_pure 1" and "autodownload 1". This will ensure two things: (1) Clients with altered pk3 files will not be able to connect and therefore lowering the chance of a bot entering the server; and, (2) If the client has an older or missing the matchmod paks, then the client will still be able to connect to the server and play once autodownload has been completed. Besides running a pure server, there is code already built into /\/\atchmod 2000 which can in the future be activated should a new bot enter the gaming community that gets past the purity check. In other words, -=BotThug=- will stomp ‘em.

 

IX. Runes

There are six new runes added by /\/\atchmod 2000 (Damage, Resist, Auto Doc, Haste, Wind, Cloaking). The runes are easily distinguished from the powerups in Quake III since they are rotating rings of various colors. Rune spawning/banning is controlled thru server cvars in the configuration or via rcon. On the player side, runes can be dropped by either binding a key to +button6 or typing in console, "/drop rune".

 

X. Dropping Items

When the cvar drop items is toggled on, players can drop virtually anything for a team mate to pick up (armor, health, and empty weapons/current weapon cannot be dropped). To drop an item, from the console type "/drop item" where item is the object you wish to drop. For instance, if I want to drop the rocket launcher for my bud, and its not my current weapon, and it still has ammo, then I would type in the console, "/drop rocket_launcher". Note that items that are two words or more must use the underscore instead of a space.

 

XI. Grappling Hook

/\/\atchmod 2000 supports off-hand grapple. Plus, the grappling hook looks really cool. It has new sounds and look to it. To use the grapple, bind a key to +button5. The grapple does no damage to an opponent. The grapple speed and toggle is controlled by server cvars.

 

XII. Team Radio

When running CTF on the server, players can use team radios to relay selected audio messages to their teammates. Radio messages can also be heard by non-teammates if they are in the proximity of the player sending the message.   Players can send team messages via one of two methods. The first way is to send it using the team menu (accessed by hitting the escape key).  The second way is to bind the various messages to a key.  For example, "/bind some_key ‘radio escort’". A complete list of the team radio messages are found in the team menu.

All the radio .wav files are in the mm_sounds.pk3 pakfile. They are from various q2 sources.

If you would like to make custom .wav files for /\/\atchmod 2000, contact a team member. Currently the radio only supports CTF mode. This is very easily changed (If good .wav files are obtained).

Radio Binds

To use key binds:

All radio commands begin with "radio"

At console:

/radio "filename"

List of filenames Explanation
Attack "attack now"
Attack10 "attack in 10 sec"
Capit "cap the flag !"
Clear "base clear"
Defence "need defence"
Escort "have the flag please escort"
Incoming "incoming attack"
Overrun "base is over run"
Ready "ready"
Recover "recover the flag"
Regroup "fall back & regroup"
Roger "ok"
Status "base status?"
Work "nice work"

Again to bind:

bind x "radio attack". When you press x the wav would play (if the channel is clear)

NOTE: radios are very realistic. If a enemy is near he may pick up a faint sound, so be careful soldier!

 

XIII. Game Control

Operator Menu

If you are an operator, you will have access to the OP Menu by hitting the escape key or typing from console "/opmenu". From the OP Menu, an Operator can begin match, restart level, decline opps, unlock teams, lock teams, stop match, switch matchmod modes, switch game modes, and restart normal server.  To become an operator, see the  Match Operator section or Making Yourself an Operator in the Appendix.

Match Setup Menu (see Match Operator section for further explanation)

Operator Commands (see Match Operator section for further explanation)

Banning

From the console, do: "/rcon status"

Then do this: "/rcon ban <playername>@<player ip>"

NOTE: Wildcards can also be used for banning.

Rcon

/\/\atchmod 2000 servers fully support rcon commands. However, you must have rcon set for the server, and know the rcon password in order to use rcon. If rcon is set for server in the config (i.e. "seta rconpassword <password>") then when you connect, from console type:

"/rconpassword <password>"

Then you may issue rcon after that. For instance, "/rcon map q3dm1" will change the map to q3dm1.

Player Voting

Depending on the voteflags set for the server, players can begin a vote by issuing the "callvote" command from console. Possible votes are the following:

map_restart

nextmap

map <mapname>

g_gametype <n>

kick <player>

matchop <player>

For example, if I wanted RaVeN to become the matchop, I would type the following in the console:

"/callvote matchop RaVeN"

The other players then cast votes (F1=Y & F2=N).

 

In-Game Player Menu

Anyone can get to this menu by hitting the escape key. In the player menu, you can quickly change settings like auto switch weapons, show time, show fps, show lag-o-meter, etc. This way you don’t need to leave gameplay.

 

XIV. Appendix

Making Yourself a Server Operator

"/rcon addop_pass <playername> <password> <ipaddress>"

You can find out your ip address by typing "/rcon status". This will create your password file in /matchmod/passwords/ops/pword directory.  Next you need to set it for yourself by typing "/setu op_password <password>" in the console.  Once this is done, reconnect to your server and you are now the operator.  It is also probably a good idea to add the "setu" statement to your autoexec.cfg file so you don’t always have to type it before connecting to your server.

To add an operator:

1.  Requires the player to have a password.
(he will need to add <setu op_password "his word"> to his autoexec.bat

To do this at server console type addop_pass <playername <player password>
If player name doesn't have non usable chars in it will create a file and when he reconnect he will be an operator.

2.  Add op by Name / IP
Type at server console /rcon <addop <playername@<player ip> 
wildcards are accepted. ie : addop RaVeN@201.234.*.*:* 
these are stored in /matchmod/files/user_o.txt file.

If you are playing on the Localhost . you are automatically a operator.


/\/\atchmod 2000 Server cvars and Default Values

CVAR DEFAULT VALUE DESCRIPTION
grapple "1" Toggle for grapple
grapple_speed "1250" Pull speed of grapple
map_file "dm_maps.txt" This specifies which map rotation file to use
start_map "q3dm1" This should be whatever is the first map in the map rotation file
matchmod "0" Alternate matchmods

0 = normal deathmatch or CTF
1 = weapons arena
2 = last man standing deathmatch
3 = hunter/hunted
4 = last man standing teamplay
5 = solaris
6 = team fortress
weaponflags "0" Weapon bans, just add ‘em up:

gauntlet – 1
machinegun - 2
shotgun - 4
grenade launcher - 8
rocket launcher - 16
lightning gun - 32
railgun - 64
plasma gun – 128
bfg - 256

itemflags "0" Item bans, just add ‘em up:

armor shard - 1
combat armor - 2
body armor - 4
small health - 8
medium health - 16
large health - 32
mega health - 64
teleporter - 128
medi kit – 256

ammoflags "0" Ammo bans, just add ‘em up:

bullets - 1
shells - 2
grenades - 4
rockets - 8
lightning - 16
slugs - 32
cells - 64
bfg – 128

powerupflags "0" Powerup bans, just add ‘em up:

Quad - 1
Enviro - 2
Haste - 4
Invis - 8
Regen - 16
Flight – 32

runeflags "0" Rune bans, just add ‘em up:

Damage Tech - 1
Resist Tech - 2
Auto Doc Tech - 4
Haste Tech - 8
Wind Tech - 16
Cloaking Tech - 32

spawnrunes "1" Toggle rune spawning
start_weapons "3" Start weapons, just add ‘em up:

gauntlet - 1
machinegun - 2
shotgun - 4
grenade launcher - 8
rocket launcher - 16
lightning gun - 32
railgun - 64
plasma gun – 128
bfg – 256

machinegun_ammo "100" Start machinegun ammo
grenadelauncher_ammo "10" Start grenade launcher ammo
shotgun_ammo "10" Start shotgun ammo
rocketlauncher_ammo "10" Start rocket launcher ammo
lightninggun_ammo "100" Start lightning gun ammo
railgun_ammo "20" Start railgun ammo
plasmagun_ammo "50" Start plasma gun ammo
bfg_ammo "50" Start plasma gun ammo
start_armor "0" Start armor
s_armor "25" Spawn for armor in secs
s_team_weapon "30" Spawn for team weap in secs
s_health "35" Spawn for health in secs
s_ammo "40" Spawn for ammo in secs
s_holdable "60" Spawn for holdable in secs
s_megahealth "120" Spawn for megahealth in secs
s_powerup "120" Spawn for powerup in secs
s_rune "30" Spawn for run in secs
filtering "1" Text and name filtering toggle
allow_drop "1" Allow clients to drop weapons, items, etc.
song "1" Play song when player enters
use_mm_warmup "0" Use the mm warmup
mm_warmup "30" MM warmup in seconds
g_opIPs "1" Allow operators on server
camper_check "0" Camper check toggle
camp_time "20" Camper time in secs
camp_distance "256" Camper distance in quake units
quickswitch "0" Fast weapon switching toggle
matchplay "0" Puts game in matchplay
overtime "0" Overtime for matchplay

0 = no overtime
2 = sudden death
3 = timed

ot_time "3" Length of overtime in secs
weapons_stay "0" Weapons stay after pickup toggle
default_cfg "mm_dm.cfg" Default config (should be same as name of the config)
respawn_protection "0" Respawn protection in secs
damage_grenade "100" Damage from grenade
damage_machinegun "7" Damage from mg
damage_team_machinegun "5" Damage from team mg
damage_shotgun "10" Damage from sg
damage_gauntlet "50" Damage from gautlet
splashdamage_grenade "100" Shrapnel damage when not direct
splashradius_grenade "150" Shrapnel radius
damage_rocket "100" Damage from rocket
splashdamage_rocket "100" Shrapnel damage when not direct
splashradius_rocket "120" Shrapnel radius
damage_lightning "8" Damage from lg
damage_railgun "100" Damage from rg
damage_plasmagun "20" Damage from pg
splashdamage_plasmagun "15" Damage when not direct hit
splashradius_plasmagun "20" Non-direct hit damage radius
damage_bfg "100" Damage from bfg
splashdamage_bfg "100" Damage when not direct hit
splashradius_bfg "120" Damage when not direct hit
number_of_walls "1" RG pierce thru number of walls
railwait "900" Wait for RG to recharge in Weapons mode (matchmod 1)
self_damage "1" Allow self damage; 0 = no self damage
g_fairteamstocapture "1" Two or more than other team, larger team cannot cap
g_allowdetPipes "0" Toggle to allow grenade detonation (use /detPipes to detonate)
voteflags "253" voting flags, just add ‘em up:

1=restart
2=nextmap
4=map
8=gametype
16=kick
32=warmup
64=matchop
128=silence

(RaVen likes 224) all is 253

highscores "1" Show hi scores per map toggle
 
Multilple lines of MOTD  
motd1 "" First line on second screen
motd2 "" Second line on second screen
motd3 "" Third line on second screen
motd4 "" Fourth line on second screen
motd5 "" Fifth line on second screen
 
THE FOLLOWING ARE MATCHMOD MODE SPECIFIC CVARS
 
Weapons Arena (matchmod 1) Only  
arena_weapon "7" Choose one of them:

1 = Gauntlet
2 = MG
3 = SG
4 = GL
5 = RL
6 = LG
7 = RG
8 = PG
9 = BFG

     
Solaris (matchmod 5) Only  
solaris_regen "7" How fast ammo regen in Solaris

 

Suggested Dedicated Start-up Script Examples (Linux, Windows, Mac)

For Linux: You can type or paste this into a startup script. Make sure it is in your Quake3 directory and it is executable (Note that there should only be two lines in this script, do not allow to wrap):

------cut here -------

#!/bin/sh
./q3ded +set dedicated 2 +set sv_pure 1 +set com_hunkmegs 24 +sets gamestartup \"`date +"%m-%d-%Y %T"`\" +set fs_game "matchmod" +set matchmod 0 +exec your_config.cfg > /dev/null 2>&1 &

------end here -------

For Windows 9x/NT/2000:

Create a desktop shortcut to your quake3.exe file. Right click on the icon and select properties, then click on the shortcut tab. In the target line you will see the path of the quake3.exe file enclosed in quotes. At the end of this line add a space, followed with this (Note that there should only be one line, do not wrap):

------cut here -------

+set dedicated 2 +set fs_game matchmod +set sv_pure 1 +set com_hunkmegs 24 +exec your_config.cfg

------end here -------

To run the server, simply double click the icon you just made.

For Mac:

Launch Quake III Arena and immediately press SHIFT and in the newly opened dialogue box type or paste (Note that there should only be one line in this, do not wrap):

------cut here -------

+set dedicated 2 +set fs_game matchmod +set sv_pure 1 +set com_hunkmegs 24 +exec your_config.cfg

------end here -------

Acknowledgements

As lead programmer for /\/\atchmod 2000, I'd like to take a minute and thank you for trying out our mod.

We also would like to hear from you who have ideas or suggestions about improving this mod. Send your suggestions to theraven@planetquake.com

This is a list of people whom without their support this mod would not be possible:

The MatchMod Development Team:
RaVeN, Willi, Gigantopithicus, AnthonyJ, Gizzed, Bodo, Flanders, RivrStyx & Maj Bitch.

MatchMod beta team:
ph@(mac), Mars, SlepingDog (nt), Bobalacci, Special thanks to Spyder>>(our mac brother whom had to download a million times p=)

Gaming sites that support us:
http://www.pur3q3.com
http://www.splatterfest.de
http://www.planetquake.com
http://www.orangesmoothie.org
http://www.planetquake.com/voosh
http://gamers.isoc.net
http://www.ogl.org
http://ultra.quake2.co.uk
http://www.planetquake.com/domination
http://www.planetquake.com/scarab
http://www.planetquake.com/lgmc

The clans that helped test:
KEA, SFQ, USA

Other mod Programmers that have shared source (advice):
Rhea(osp), MrElusive(id), James A.(vannilla CTF), Obwando(FragLan), KillerBee (q2aDMin), Warzone(Assimilation).

Willi would like to thank:
GreenFreak for the rune sound files.
Obwando (for various help).
Nighthawk from Mach III Enterprises.

Gigantopithicus would like to thank for beta testing (in linux) and their patience:
Mastbandit{KEA}
Fatigued{KEA}
DiGiBoRg{KEA}
ANALGASSES{KEA}
Brutus
Cstrife2
Serpico[NYPD]
Cujo
Bull

Anyone that may have been missed here, sorry you haven’t been in touch so I forgot who you are!

/\/\atchmod 2000 source code will not be released for any reason. But if you are a mod programmer and feel you must have some of our modifications we MAY be obliged to make a tutorial of that modification available.

Best regards,

Doug "RaVeN" Buckley