Deathmatch Classic
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Add some entityDefs for handling Quake 1/3 maps and teleporters better
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README.md implementation of ambient_drip. The only dedicated ambient sound in Deathmatch Classic. 2023-04-16 16:26:35 -07:00

README.md

FreeDMC

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To-do list:

  • Damage calculation is not done how DMC/Quake would, so rocket jumps are fatal most of the time.
  • All official maps need waypoints.
  • Lots of inaccuracies, as this isn't based on any existing code.

Overview

This is a port of Deathmatch Classic to FreeHL/Nuclide.

It's basically just QuakeWorld deathmatch, but with a splash of Half-Life. This means that sprays and all that stuff work. Even crouching works in this particular version for the time being.

There's a small compat layer so you can play on existing HL:DM maps without ent hacks.

License

ISC License

Copyright (c) 2023 Marco Hladik marco@icculus.org

Permission to use, copy, modify, and distribute this software for any purpose with or without fee is hereby granted, provided that the above copyright notice and this permission notice appear in all copies.

THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.