FTE Stuff
Files:
- FTE QuakeWorld Test Build 2712 Merged
External links:
- FTEQW Homepage
- FTE CVS
Nexuiz CSQC
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Description:
CSQC needed to have a Nexuiz-like hud. Essentially Spike's code except converted to the new CSQC builtin numbers, so it's still lacking a lot of necessary features. Also, the code is dangerously FTE dependent.
Things to note:
- Has damage blur effect
- No scoreboard
- Fixed HUD size
To use:
- Unzip Nexuiz CSQC zip to *nexuiz directory*/data
- Put FTEQW in Nexuiz directory
- Run FTEQW using -nexuiz +progs "progs.dat" as the command line options (Note: FTE may still want to use Quake resources)
- Start a server with some random map
Files:
- Nexuiz CSQC, 09/02/2005
- Nexuiz CSQC Source, 09/02/2005
Artill mod
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Description:
Very very VERY unfinished side-oriented tank shoot things mod. Has only basic firing, movement, and effects. I'm showing this mostly to demonstrate FTE QuakeWorld's CSQC stuff, and to show off the tank explosion effect.
Things to note:
- Client side effects (projectile explosions, tank death)
- Simple client side prediction of the tank and projectiles
- Camera shake due to explosions
- Sound delay
- Custom sound attenuation using a primitive "pseudo-decibel" system
- Custom particle effects (artill.cfg)
- Four basic enemy types
- Now includes a NetQuake progs
To use:
- Unzip artill mod zip to *quake directory*/artill
- Download and run FTE QuakeWorld (won't work with anything else, yet)
- Type "gamedir artill; progs qwprogs.dat; r_particlesdesc artill; map air2" in console
- Use left and right strafe to move tank, jump to jump boost tank, fire to fire, and impulse 1-8 to select weapons
Files:
- Artill mod, 01/07/2006
- Artill mod source, 01/07/2006, requires FTEQCC
Old Files:
- Artill mod source, 10/08/2005, requires FTEQCC
- Artill mod source, 08/23/2005, requires FTEQCC
Basemod
Description:
This mod was originally intended to be an easy to use base for mod authors to produce other Quake mods. The goal of this mod since then has spun off in a completely different direction. However, the mod demonstrates a number of FTEQCC features. This mod has just about no value for the average Quake player (except maybe for the preliminary HL/Q2/Q3 ent support).
Things to note:
- Can compile for NetQuake or QuakeWorld, and can compile with or without monsters/ent replacements, see progs.src
Files:
- Basemod, 09/01/2005, includes QW and NQ compiles
- Basemod source, 09/01/2005, requires FTEQCC
External links:
- Basemod CVS
BaseWars
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Description:
An old mod which basically changed CTF to DTF (Destroy the Flag). The flag would spawn powerups that would be used (hopefully) by the team. The flag will defend itself against attackers as well. In general, this mod sucks... I used a lot of tutorial code and the mod in general is very unbalanced. I haven't really touched the code in 5 or more years. The only reason I updated it recently was to ensure it still compiled and to remove a few references, so that way I could distribute it and everyone could insult me for making such a terrible mod. (Not that I'll listen anyway...)
To use:
- Put BaseWars gamex86.dll in *quake2 directory*\basectf
- Load a map.. it doesn't even need to be a CTF map
- Use inven (usually bound as TAB) to bring up the mod menu
Things to note:
- Multiple weapon modes, usable by cmd weapmode
- Two different style hooks, usable by +hook and +hook2
- Two new techs, power armor (reflect at enemy) and silencer
- Five new powerups based on techs
- Mobile base mode, if no solid bases (flag points) are present, a player per team will become a mobile base, and can place a permanent base by cmd dropbase
Files:
- BaseWars, 09/14/2005
- BaseWars source, 09/14/2005
Other Things
- Gammarestore, a small app to restore Windows hardware gamma
To be continued!