NOTICE: THIS IS NOT A COPY, OR ANY PART OF TF OR TF2. There are only so many namse one can use for troop types in a military force. A Combat Medic by any other name is still Combat Medic, and a Sniper a Sniper. The basic premise is to allow you to play as the enemy, the Strogg. To make it fair, different marine types must be implemented to ofset the Strogg types once they have human brains behind thier evil thinking. Most of the player "classes" (and the word "class" itself) are used here for lack of anything better or for familiarity, NOT to copy another mod. That said, on with... Mission Pack Title: "The Revenge of Stroggos" Death match: YES Team play: YES Single play: YES New weapons: YES New monsters: YES New player classes: YES New models: YES New skins: YES New maps: YES New music: YES. On CD for multi-player only. (tentative) Basic premise: This TC is based upon allowing the player to play as a Strogg as well as a marine. In order to balance out the different Strogg "classes", marine player classes have been added along with new weapons, models, and skins. Marines will have different speeds, abilities, and weapons just as the Strogg do. Play details: * Different classes will have special abilities specific to their class. * Classes carrying heavy weapons will move slower than other classes. * Players will have a more realistic grappling hook. It will be more like a rope with a hook on the end as opposed to a harpoon. You will actually be able to leave it hanging where it's hooked. * A weapon sabotage feature allowing players to drop weapons only to blow up in someone's face when it's picked up and used. * Weapon check feature to check for sabotaged weapons you pick up. * Long range explosive weapons like a mortar and a guided missile. * Vehicles like jeeps, tanks, trucks, and aircraft. * At least 10 new maps. * New mission goals like waiting for re-inforcements, destroying an enemy base by placing explosives in the right places, etc. Additional features: * Editable player/monster classes. Yes, you can make up you own class! * Editable Weapon classes. Yes, you can make up your own weapons (including the ammo)! * A full featured GUI editor for editing player classes and weapons. * A separate dll for player classes and one for weapons allowing you to have multiple "games" with this mod. * Supports multiple sets of player/monster classes/weapons by selecting which set you want to use by using a menu system. * Supports the original "default" play mode of Quake II via a menu. ==================================================================================== Current Class status: Below is a list of the player classes and abilities that are currently available in this mod. Note the key at the bottom of the list. Player Classes and Abilities <1> Infantry: COMPLETE Shotgun Shells: 100 Speed: 100 Super Shotgun Jump: Yes Machinegun Bullets: 200 Grenade Launcher Grenades: 50 All armor types:150 Health: 150 ======================================================================== <2> Recon:** Mahinegun Bullets: 200 Speed: 200 Grenades: Jump: Fly* Normal: 20 Bombs: 5* Jacket armor: 50 Health: 75 ======================================================================== <3> Demolitions: COMPLETE Shotgun Shells: 50 Speed: 100 Super Shotgun Jump: No Grenade Launcher Grenades: Normal: 75 All Armor types: 150 Claymore: 10 Health: 150 High explosives: 5 ======================================================================== <4> Field Doctor:** Shotgun Shells: 50 Speed: 150 Jump: Yes Specials: Heal/infect by touch: +/-25 per touch Regen Own Health Immune to infect.* Jacket armor: 50 +1 frag for every Health: 300 full heal. ======================================================================== <5> Seal:** Knife* (no model yet) Kills Instantly Speed: 125 Super Shotgun Shells: 100 Jump: Yes Machinegun (silenced) Bullets: 300 Grenade Launcher Grenades: Specials: Normal: 50 Rebreather 2 min. C4: 10* Environmental 2 min. Rocket Launcher Rockets: 50 Repair weapons on pickup Hyper Blaster Cells: 100 Combat and power armor: 100 Health: 150 ======================================================================== <6> Green Beret:** Shotgun Shells: 100 Speed: 125 Super Shotgun Jump: Yes Machinegun (silenced) Bullets: 300 Grenade Launcher Grenades: Specials: Normal: 40 Takes 1/2 damage* Anti Personnel: 10 Repair weapons on pickup Rocket Launcher Rockets: 50 Hyper Blaster Cells: 100 All armor except power: 200 Health: 150 ======================================================================== <7> Artillary: COMPLETE Super Shotgun Shells: 100 Speed: 85 Minigun 20mm: 300 Jump: No (too slow and heavy) Mortar Grenades: Mirv: 25 Specials: Rocket Lancher Rockets: 100 No Knockback All armor: 300 Mortar: 50 Health: 300 ======================================================================== <8> Sniper:** Machinegun Bullets: 200 Speed: 100 Railgun (silenced*) Slugs: 50 Jump: Yes Grenades: 10 Kevlar armor: 50 Health: 100 ======================================================================== <9> CB:** Super Shotgun Shells: 200 Speed: 95 Toolkit* Rockets: 100 Jump: Yes Sentry guns (2) Bullets: 300 Dispencer (2) Grenades: 100 Specials: Repair things Cells: 300 Regen armor* Destroy things 20mm Rounds: 300 Railgun Slugs: 100 Jacket armor: 300 Health: 100 ======================================================================== <0> Unit Commander:** Shotgun Shells: 100 Speed: 50 Super Shotgun Jump: Yes Machinegun Bullets: 200 Chaingun Specials: Grenade Launcher Grenades: 50 ??? Rocket Launcher Rockets: 50 Hyper Blaster Cells: 300 Railgun Slugs: 50 BFG10K No armor Health: 100 ======================================================================== Key: ** Class not yet finished * Attribute/weapon not yet finished for this class ??? No ideas yet. Got any? Known bugs and deficiencies: Strogg classes not yet implemented. This is basically only an ALPHA of the player class DLL (pclass.dll) for the marine classes above. Team play not yet fully implemented. I am waiting for the point release to avoid re-writing the code. (I may decide not to wait) Armor for all classes has not been tested, so it may not be as listed above. Power armor does not work for classes that can't pick up cells. The Field Doctor does not infect yet (and he may not if I keep getting flack about similarities to TF2!), but he has a shotgun and a blaster and he can heal. There is no grapple yet. Again I am waiting for the point release. No new animations/models/sounds yet. (ie. - the Mirv grenades just "appear" as opposed to being thrown/tossed/launched). Need to add a delay for the weapon check function so it takes some time to check a weapon to see if it's sabotaged. (A coding change caused this to be temporarily removed.) Need to remove Quad damage for powerful weapons like the Mortar and High Explosives /* try one of these, it's cool to watch the gibblets!! #8^) */ Picking up grenades/rockets gives the player a full load of Mirvs/Mortar Rounds etc. I haven't completely change id's weapon code to limit these amounts. I still need to speed the code up a bit. The MSVC compiler really sucks and I will have to optimize (speed it up) by hand. The pclass.dll needs to be compiled to run out of the mod directory, not out of /Quake2 directory. Did I miss anything? Let me know will you? Thanks. ==================================================================================== Ver 1.01 changes: The current version fixes a menu bug that occasinally crashed the client and server. Added Claymores to the Demolition type. He is now complete as far as weapons. Added +1 frag for every player a Doctor heals. Installation This mod requires two DLLs provided in the zip file, revenge.zip, available at cdrom.com. The current file's date is 2/13/98. it contains: pclass.dll gamex86.dll This mod has been tested on a SMALL 3.10 version server and client, so if you don't have quake2.exe version 3.10, don't bug me if it doesn't work. Now then, to install it after uzipping it: 1. Put gamex86.dll in a directory under the /Quake2 directory of your choice (just like all the other mods out there, heh!). 2. Put pclass.dll in /Quake2 (the same directory as quake2.exe). 3. Start the game with a batch file similar to the one below: If gamex86.dll is in D:\Quake2\Revenge then put this in the batch file: quake2.exe +set game "Revenge" That's it, you're playin the game!! =================================================================================== New commands "cmd sabdrop" Drops the selected weapon and sabotages it in the process. The weapon must NOT be in your hand or it won't drop. "cmd chkweap" Check the selected weapon to see if it is sabotaged and repair it if necessary. The weapon must NOT be in your hand or you can't check it. Not that Seals and Green Beret have this feature automatically, they check weapons upon picking them up. "cmd mirv" Toss a MIRV grenade with a 3 sec timer. "cmd high10" Drop high explosive with a 10, 20, or 30 sec. timer. "cmd high20" RUN LIKE HELL!! (especially with Quad activated!!) "cmd high30" "cmd clay" Drop a claymore with a 5 sec timer. After 5 sec, it will arm and ANYTHING coming within detection range is toast! It sticks to anything that can't take damage. That's it for now. If you have any problems PLEASE slap me around about it (be nice about it though!). This has been run under NT 4.0 and 95 with 32MB memory, so it should be fine. Enjoy!! Paul G. Allen Random Logic www.randomlogic.com pgallen@randomlogic.com