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2008/7/8
BerzerQ is coming...
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The latest version of the JLmod standalone is at:
http://jlsoft.wafflemonster.org/JLsite/files/JLmod-StandaloneMay012k5.rar
(4.28mb...no Quake/etc needed...just unRAR to an empty directory and play)

*** LINK FIXED August 19, 2015...whoops :( ***

(Thanks to Freddie for hosting, hurrrr :P)

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JLmodSept112k3.zip | Size: 192,338 | Game: Quake 1 w/QuakeWorld
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Here's the current version of my first 'mod' which started as a way to get familiar with QuakeC by going through other's code. The idea was for it to be based on stock Deathmatch with added bots and effects that didn't affect gameplay at all, along with all options being able to be toggled.


Now it seems to be stock DM with a bunch of lag-inducing effects that probably make it as laggy as a normal (net)Quake mod, thus defeating the purpose of making it for QuakeWorld :P


There's no manual, just JLmod.txt which is a changelog of sorts...if you're one of the 3 people that'll actually bother trying this, read through that for ideas of what I added, fixed, and altered. There's bugs...it'll probably eventually crash if you have other actual humans playing against you with bots running around...and none of the menus/toggles/etc are done yet, so don't expect an awesome fragging experience...I'm screwing around with this just for fun :P

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Unzip to your base Quake dir with subdirs (it'll make \JLmod)...and edit \JLmod\server.cfg to your liking.

I suggest using the client+server version of ZQuake, setting GAMEDIR to "JLmod", doing an "exec server.cfg", and playing around with the mod by yourself to get an idea of what it's like. Don't bother trying 'COMMANDS' in the console...I haven't gotten around to actually writing online help :P

The 'mod' is -almost- entirely serverside...the only non-stock files the client needs are very tiny, and the server sends them to the client anyway.



** Credits go to pretty much anyone who's ever written a QC tutorial or packed source with their Q1 mod. :) **

** Many thanks also go to dune, Zharradan, |Ogreboy|, bob354, randomd, and deadeye for having the patience to constantly test the pointless stuff I add to this 'mod' every 5 minutes :P **

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- Other projects in the 'works' but not actually being heavily worked on at the moment :( -
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Last Update: March 20th, 2003
(Listed in order of likelyhood of actually getting completed, with the top being '*Will be done!*' :P)
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* QuakeWorld-based standalone TC based on the arcade game (and Atari 2600/5200 ports of) `Berzerk'. Multiple players vs Berzerk robots/Evil Otto/etc. -Maybe- some elements of Frenzy tossed in, but probably not...most likely will be really basic-looking...solid colors, etc

* netQuake-based (custom engine) standalone TC 'remake' of the awesome Commodore 64 game Project Firestart. I have alot of the basic textures done, all the 'level' ideas laid out, and the entire conversion is basically complete...in my head. This will take alot of effort to actually bring into reality though, and that's the only thing stopping it :) It'd be first-person perspective, it would follow storyline/layout of the original game, but there would be in-game (and intro/opening story/etc) cutscenes.

* QuakeWorld-based standalone TC based in the `Tron' universe, different arenas and gameplay modes. Yes, I realize there is already Discs of Quake, which is a fun, solid mod, but I envision creating something a bit closer to the look of the movie than a reskinned QuakeGuy and generic grid/ring textures for this :/

* QuakeWorld-based standalone TC based on `BallBlazer'/`MasterBlazer'. Very simple mapping! :P Basically it's 1v1 futuristic soccer in hover vehicles that snap-rotate in 90 degree increments to face the 'ball' or goal. It'd be really easy to make resources for, and the actual code seems like it'd be pretty straight-forward...this would be higher if it weren't for laziness. :)

* netQuake-based standalone TC 'remake' based on the arcade game Elevator Action. Side-view camera. This might never get done, although I already have the main mapping finished, untextured w/no entities besides switchable lights :)

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