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RemyTek/foundation

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foundation

Foundation is a foundation to build mods on.

New cvars

  • g_noSelfDamage <0|1> : default to 0. Toggle the player self damages
  • g_startAmmoX <0|200> : allow to define the amount of ammunitions for a weapon. X can be MG, SG, GL, RL, LG, RG, PG, BFG
  • g_damageX <0|999> : allow to define the amount of damage for a weapon. X can be MG, SG, GL, RL, LG, RG, PG, BFG
  • g_sgPellets <1|?> : number of shotgun pellets per shot
  • g_sgPelletSpread <1|?> : amount of shotgun spread defaults to 700
  • g_splashDamageX <1|?> : allow to define the amount of splash damage for a weapon. X can be GL, RL, PG, BFG
  • g_splashRadiusX <1|?> : allow to define the amount of splash damage for a weapon. X can be GL, RL, PG, BFG
  • g_velocityRL <1|?> : how fast the rockets move
  • g_startArmor <0|200> : allow to define the amount of armor at spawn
  • g_startHealth <0|200> : allow to define the amount of health at spawn
  • g_ammoRespawn : ammo respawn times for FFA and Duel
  • g_ammoTeamRespawn : ammo respawn times for team gametypes
  • g_armorRespawn : armor respawn times for FFA and Duel
  • g_armorTeamRespawn : armor respawn times for team gametypes
  • g_healthRespawn : health respawn times for FFA and Duel
  • g_healthTeamRespawn : health respawn times for team gametypes
  • g_megahealthRespawn : megahealth respawn times for FFA and Duel
  • g_megahealthTeamRespawn : megahealth respawn times for team gametypes
  • g_powerupRespawn : powerup respawn times for FFA and Duel
  • g_powerupTeamRespawn : powerup respawn times for team gametypes
  • g_holdableRespawn : holdable respawn times for FFA and Duel
  • g_holdableTeamRespawn : holdable respawn times for team gametypes
  • g_grapple <0|1> : enable grapple hook
  • g_grappleDelayTime <0|?> : delay time in milliseconds
  • g_grappleHoldTime <0|?> : how long the grapple will hold on in seconds 0 for infinite camping
  • g_grappleSpeed <0|?> : deploy speed in UPS
  • g_grapplePull <0|?> : pull speed in UPS
  • g_grappleDamage <0|?> : grapple hook damage 0 to disable

Flagged cvars

The following cvars use a "flag" value which acts as a combination of integers to specify a group of items:

  • wpflags "VAL" : what weapons a player should have at spawn.

The corresponding values are:

  • Machinegun 1
  • Shotgun 2
  • Grenade Launcher 4
  • Rocket Launcher 8
  • Lightning Gun 16
  • Railgun 32
  • Plasma Gun 64
  • BFG10K 128

So, in order to let a player starts with a shotgun, a grenade launcher and a rocket launcher you can use "wpflags 14" (for 14 is 2+4+8). Note that players always start with the machinegun and the gauntlet.

The removeX cvars allow to choose to remove items from a map, X is either ammo, item, powerup or weapon:

  • removeammo "VAL" use the same numbers as wpflags but for the corresponding ammunition
  • removeeapon "VAL" use the same numbers as wpflags
  • removeitem "VAL", where VAL can used the following values:
    • item_armor_shard 1
    • item_armor_combat 2
    • item_armor_body 4
    • item_health_small 8
    • item_health 16
    • item_health_large 32
    • item_health_mega 64
    • holdable_teleporter 128
    • holdable_medkit 256
  • removepowerup "VAL", where VAL can used the following values:
  • item_quad 1
  • item_enviro 2
  • item_haste 4
  • item_invis 8
  • item_regen 16
  • item_flight 32

Current state:

Configurable Grapple Hook:

configurable-grapple.mp4

Fixed crosshairHealth:

crosshairHealth.mp4

Got FB skins working with team-based gametypes:

fbskinsctf.mp4

Added instagib support:

instagib.mp4

Disabled screen shake when taking damage:

kickscale.mp4

What is done:

  • new toolchain used (optimized q3lcc and q3asm)
  • upstream security fixes
  • floatfix
  • fixed vote system
  • fixed spawn system
  • fixed in-game crosshair proportions
  • fixed UI mouse sensitivity for high-resolution
  • fixed server browser + faster scanning
  • new demo UI (subfolders,filtering,sorting)
  • updated serverinfo UI
  • map rotation system
  • unlagged weapons
  • improved prediction
  • damage-based hitsounds
  • colored skins
  • high-quality proportional font renderer
  • Kr3m's custom ctf_unified.shader for popping decals at any picmip setting.
  • CPMA-style fullbright skins
  • linux qvm build support
  • cg_crosshairColor support for Quake 3 colors (seta cg_crosshairColor "2" //for green)
  • cg_kickScale support with a default value of 0 to disable screen shake when taking damage.
  • added fullbright skin support for team games.
  • fixed crosshairColor overriding crosshairHealth settings.
  • fixed spawn times for items
  • added railJump and noSelfDamage functionality.
  • added g_startHealth and g_startArmor
  • added custom entity support for maps

TODO:

  • Kr3m's custom ctf_unified.shader for popping decals at any picmip setting.
  • CPMA-style fullbright skins
  • linux qvm build support
  • cg_crosshairColor support (seta cg_crosshairColor "0x00ff00ff" //for green)
  • cg_kickScale support with a default value of 0 to disable screen shake when taking damage.
  • add fullbright skin support for team games.
  • fix crosshairColor overriding crosshairHealth settings.
  • fix spawn times for items
  • bugfixes
  • add projectile delag code
  • rework crosshair colors to support color string names and q3 color codes (e.g. "Green" or "2").
  • add ruleset and crontab support similar to excessiveplus, edawn, etc.
  • add more gametypes
  • fix spawn times for items in single player and when g_warmup 0
  • add random map rotation functionality
  • add g_doReady and /ready as a toggle
  • better HUD
  • improve AI
  • some features from Quake Live.
  • add other announcers

Documentation

See /docs/

Compilation and installation

Look in /build/

About

Foundation mod to build mods on based on baseq3a.

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