Notes pertaining to this RYO-produced gamex86.dll 09/02/99 ============================================================ WEAPONS ============================================================ Blaster: Rate of fire = 5 (1=normal, 5=fast) Alternate fire: ricochet Shotgun: Ammo used per fire = 3 (default = 1) Rate of fire = 3 (1=normal, 5=fast) Alternate fire: single shot flash grenades Super Shotgun: Alternate fire: single shot proximity grenades Machinegun: Alternate fire: single shot detpipes (remote detonation) Chaingun: Alternate fire: single shot contact grenades Grenade Launcher: Alternate fire: magnetic grenades Rocket Launcher: Damage = 50 (default = 100) Rate of fire = 5 (1=normal, 5=fast) Alternate fire: Homing rockets Homing correction = 0.900 (0=none, 1=turn-on-a-dime) Homing rocket speed = 350 Cost per fire = 3 NOTES: Only 1 homing rocket at a time may be fired. Targeted players will be alerted with a lockon sound. Homing rockets will NOT target the owner, and will attempt to re-acquire a target if the initial target is lost. Hyperblaster: Alternate fire: Tripmine (uses 75 cells) Railgun: Alternate fire: Push/Pull: Push when crouched, otherwise pull BFG10K: No change Hand Grenade: Alternate fire: proximity grenades Grappling Hook: No change Notes on new grenade types: Flash grenades: Works well with software rendering OR 3D cards for which gl_polyblend has not been disabled. For this reason these grenades should probably NOT be used for tournament games. Proximity grenades: Detonate when a player or monster comes within 64 units. The owner will NOT cause these grenades to detonate. Grenades are vulnerable (they can be shot). If not detonated within 60 seconds, grenade self-destructs. Detpipes (remote detonation): Grenades are vulnerable (they can be shot). If not detonated within 60 seconds, grenade self-destructs. To detonate one or more detpipes, press the "detpipes" bound key (see Bindings below). Magnetic grenades: These are attracted to monsters and players (but not the owner). The attraction weakens with distance from a target. The grenades will be attracted to the closest target (which may change because of player movement) ============================================================ NEW POWERUPS ============================================================ Cloak: Replaces existing entities Duration: 30 seconds Number of substitutions: 2 Replaces, in this order: Armor Shard Health (small) Player is only invisible when stationery. After coming to a stop, cloak takes 2 seconds to restore invisiblity. While moving, the player will be transparent rather than completely invisible. Flashlight: Not a pickup item - cost-based Costs 1 Cells per 6 second(s) Jetpack: Not a pickup item - cost-based Costs 1 Cells per 1 second(s) NOTE: Jetpacks don't like water! Jump Boots: Replaces existing entities Duration: 30 seconds Number of substitutions: 2 Replaces, in this order: Health (small) Armor Shard Jumpboots have the effect of dividing the player's local gravity by 4. JumpJet: Not a pickup item - cost-based Costs 68 Cells per use Maximum height: 475 NOTE: Height value is for standard gravity. Player will reach higher elevations with lower gravity. Jump Spell: Replaces existing entities Duration: 30 seconds Number of substitutions: 1 Replaces, in this order: Armor Shard Jump spell forces all players/monsters in sight of the user to continuously jump. MegaHealth Jr: Will replace 50 % of item_health_large Health boost: 75 Decay: -1 health points/minute NOTE: For negative values, health is incremented from current value to max health + boost value. Quad Damage: Damage multiplier=6, duration=20 seconds Speed Boots: Not a pickup item - cost-based Costs 1 Cells per 1 second(s) Speedboots multiply the player's running speed by 2.5 ============================================================ ENVIRONMENTAL EFFECTS ============================================================ Earthquake: Interval: 300 to 600 seconds Duration: 30 to 30 seconds Intensity: 150 to 300 Airstrike: Countdown: 5 seconds Ordnance cost: 5 rounds/delivered round Height of burst: 256 (cluster bombs only) NOTES: To use airstrike, point at the target and press one of the airstrike keys (see Bindings below). Airstrike will use all available rockets/grenades, up to a maximum of 100 (maximum number of delivered rounds=20) Dr. Death: Max. range to target: 1024 units Max. health value: 1000 Recharge/kill: 50 Cost in health: 250 points ============================================================ MISCELLANEOUS ============================================================ These features enabled: Fast weapon switching Message of the Day (from MOTD.TXT) Monster Spawn Monsters drain health from the owner in proportion to the monster's initial health. Monster will not attack owner unless/until owner attacks monster. Monster will self-destruct after 3 minutes if still alive. Pressing one of the monster keys while a previous monster is alive causes the monster to immediately self-destruct. For monsters other than the 4 provided by RYO, use "monster NAME", where NAME is the common name of the monster Player/Entity ID Displays name, model, and skin of player in crosshairs, or the classname of pickup items in crosshairs. Push/Pull Uses cells to push or pull the target player. Strength of push/pull is proportional to the number of available cells. Push works best when the target is above the player; pull works best when the target is below the player Respawn Protection Makes player invincible for 3 seconds after respawn. ZBot Detection/Kick Replaced entities Replace Railgun with Grenade Launcher Replace Slugs with Grenades ============================================================ CONFIGURATION ============================================================ DM Flags: 0x00008010 Instant powerups Fixed field of view timelimit: 20 minutes fraglimit: 20 maxclients: 16 Bindings: F11 = Alt. Fire F2 = Airstrike 1 F3 = Airstrike 2 F5 = Monster 1 F6 = Monster 2 F7 = Monster 3 F8 = Monster 4 F4 = Player ID F9 = Speedboots o = Pull p = Push f = Flashlight j = Jetpack b = Jump boots k = JumpJet c = Cloak s = Jump Spell d = Detpipes q = Dr. Death NOTE: Player may display list of all forced bindings at any time with the "ryobinds" console command. ============================================================ KNOWN PROBLEMS ============================================================ There are no known problems with mods compiled with any version of Microsoft Visual C++. Please inform the development team if you are able to generate any errors. ============================================================ File Copy Errors ============================================================ RYO attempted to copy these non-existant files to the mod directory. Either the developer fouled up and forgot to include those files in the distribution, or he fouled up the locations. Either way, contact him at rascal@magnolia.net and tell him to get his head out of his butt. Of course another possibility is that these are just placeholders for currently non-existing models/sounds/pics, and Hyde just wanted to see if anyone reads this. You decide which :-) File not found: C:\RYO\DIST\RYO\root\models\items\jumpboots\skin.pcx File not found: C:\RYO\DIST\RYO\root\models\items\jumpboots\tris.md2 File not found: C:\RYO\DIST\RYO\root\pics\p_jumpboots.pcx Path not found: C:\RYO\DIST\RYO\root\models\items\jumpspell\skin.pcx Path not found: C:\RYO\DIST\RYO\root\models\items\jumpspell\tris.md2 File not found: C:\RYO\DIST\RYO\root\pics\p_jumpspell.pcx File not found: C:\RYO\DIST\RYO\root\pics\p_speedboots.pcx