Capture the Flag Doom(CTFD) v0.98 Build 10 (3 team support) CTFDoom Homepage : http://www.captured.com/ctfdoom (Maps and older versions) http://www.eisa.net.au/~jcole/ctfd (Latest Execuatable) CTF Modification by John Cole [jcole@eisa.net.au] DOSDoom Port by Chi Hoang [cyhoang@acs.ucalgary.ca] id Software Z-Checking code by Randy Heit [rheit@iastate.edu] author of ZDoom (Thanks): ZDoom Homepage - http://zdoom.notgod.com/ Flag Sprites Graphics by slaine(melkior@usa.net) Additional flag animations by jcole(jcole@eisa.net.au) Maps CTF01/CTF02/CTF11 by Kevin LeBlanc Also thanks to Ryan Nunn [triforce@merlin.net.au] who came up with MidDoom 0.02. In which I used this as a guide for modifying the Heads Up Display code. ------------------------------------------------------------------------------------- DISCLAIMER The author of the modification takes NO responsiblity for any damages/data loss that may occur from the use of this software. Use at your own risk. ------------------------------------------------------------------------------------- PLEASE DO NOT email id Software about this modification as they have nothing to do with it. ------------------------------------------------------------------------------------- Remember to rename DOSDOOM.EXE to either DOOM.EXE or DOOM2.EXE depending on the maps you are using. (So IPXSETUP can detect it!) or use the DOOMENV environment variable for IPXSETUP. (set DOOMENV=ctfdoom.exe) Okay so here it is capture the flag for DOOM. CTFDoom(CTFD) is a modification of Chi Hoang's 0.61 DOSDoom to allow 4 on 4 or 2 on 2 (if you REALLY want to?) etc, games of capture the flag. I have attempted to keep the rules and playablility similar to it's Quake counterpart but due to restrictions some things were left out or had to be compromised. ---> All other modes of doom run normally with this modification. ** Quick Parameter List for CTFDoom ** -ctf 2 Team Capture the Flag -ctf 3 3 Team Capture The Flag -oldsetup Use the original Doom Setup Packet -teamlimit Set the CTF Game Limit (Based on Team score) -fraglimit Set the CTF Game Limit (Based on Player score) -wstat Write the game stats to the ctfdstat.log -player Player no 1..8 -name Players Name (Cannot contain spaces!) -compat Use the older version of CTFDoom's sprite checking and player respawn. -deathmatch 1 Deathmatch with droppable weapons. -flags ** How to start CTFD ** It's Simple : IPXSETUP -ctf -file -nodes ..... or if you are using your own names : IPXSETUP -ctf -name -file -nodes ..... or if you are playing three teams with names: IPXSETUP -ctf 3 -name -file -nodes ..... ** REMEMBER ** "-altctf" is now "-ctf", I have decided it's was not worth keeping the original "-ctf" option anymore. Names are set through the new IPXSETUP, failure to use the new IPXSETUP on every machine will cause the old naming convention to be used. Also DOSDoomSetup (David Leatherdale, David@Leatherdale.demon.co.uk) now supports CTFDOOM. (See my links page for the location of DOSDoomSetup) To use it : ddsetup ctf ** Features ** - Now supports up to 3 teams. Using "-ctf 3" will enable the 3 team mode the format for the 3 teams are : 1,4,7 Blue Flag (Green Team) 2,5,8 Red Flag (Indigo Team) 3,6 Gold Flag (Brown Team) Because the brown team has only two player I suggest that the two best players go on this team to make things even. - Extended network setup packet. Sends all GAMEPLAY information from the key player to the others, avoids all players having to make sure the OPTIONS/GAMEPLAY Menu is identical on all machines. If you wish to use the old setup packet style use the "-oldset" parameter. (Remeber to check the above on each machine though!) * OPTIONS/GAMEPLAY Menu is disabled now within a netgame, set it up before you start the netgame. - There are now 3 lines available for scrollable messages, players now also have the additional information on who killed who, or whether they suicided. eg. FRED HAS TAKEN THE BLUE FLAG JOE_BLOW CHOSE THE WRONG STRAW FRED DESTROYED XTRACTOR - Because of this the HUD has changed slightly to accomodate the extra 2 lines of text. MUG Names have moved down slightly so they do not overwrite messages as they are displayed. - Swing Bar?(Don't know what to call it exactly). This sits above the timer (in full screen mode) and gives you an indication as to who is leading and by how much. When it's to the left it's Green and when it's to the right it's Indigo. (was in 0.73 but I forgot to mention it) (Disabled in 3 team mode) - Added to options to the OPTIONS/GAMEPLAY Menu which might make things interesting: TELEPORTABLE MISSILES : OFF/ON/SILENT (Rockets/Plasma/Bfg) ON : Looks like a player teleport. SILENT : No Sound or flash is made. TELEPORT DELAY (PLAYER) : NORMAL/QUICK/QUICKEST QUICK : Time halved from original delay time. QUICKEST : Instantaneous movement off a teleporter. * These two options can be mixed with one another. * Don't abuse the TELEPORTABLE MISSILES option, eg two teleports facing one another. Unless you want the game to reduce to 5fps, after 2.5 million rockets/plasma/bfg blasts are moving between them! - Demo's are now storing all the OPTIONS/GAMEPLAY options. Note all the CTF parameters will still be needed on the demo command line, because of the way the CTFD.WAD file is loaded. It is still backwards compatible with previous demo versions. - Totally new full screen HUD. - Revamped mugs display (See Below). - Team faces are located in each corner(bottom) of the screen. * Green Left * Indigo Right - Large numbers used to display team scores, used for easier recognition. - Percentage Bars used to display : - Current weapons ammo status (Yellow Bar) - Armour Status (Blue Bar =< 100) (DKBlue > 100) - Health (Red Bar =< 100) (DKRed > 100) - The percentage bars appear above the face of the team you are on, just so you don't forget who you playing for :) - A timer is now displayed showing either the time in the level or the amount of time left "-timer n". - Crosshairs fixed in fullscreen mode. They now also pulsate so they stand out more effectiviely. - Sorted player score list, can be toggled with " ` ", or when you die it is displayed. (Automatically adjusts to the number of players in game, their scores etc.) (Also works in Deathmatch) - Flag holder names are now located next to the mug shots at the top right of the screen instead of on the old status bar. - Mugs toggle option has now been removed, it is left on permanently now so you can see who on your team has the opposition flag. - If the consoleplayer(you) have the flag the face in the mugs display is different to the others, the face is looking to the right edge of the screen. - Players in CTF or DEATHMATCH modes can now specify customised player names through the new IPXSETUP 2.00 and the "-name " parameter. - Demo's automatically record the names in the LMP files, but compatibility is retained with the previous versions. - "-wstat" Write detailed stats at the end of the level to CTFDOOM.LOG. Contains : - Replay / Record Filename - Wad files used - Additional parameters eg. teamlimit / fraglimit. - Team Scores. - MVP - Individual Scores (Pickups / Returns / Captures) - Individual Frag Counts (Frags) - "-altctf" alternative capture the flag mode. (!! NOW "-ctf" !!) - Players drop weapons when killed. - Uses team colours Green / Indigo, players change to the flag colour that they are holding for easy target practice when they have the flag :) - Use F12 to toggle through your teammates (but not the opposition!) - The automap only shows where you're teammates are not the opposition. - Intermission screen, shows Green/Indigo team Totals (returns/pickups/ captures/total score), and Most valuable player (MVP) with his/her scores. - Flag holder if killed drops the flag at the point of death, if a flag holder dies under a crushing sector, the flag is respawned back in the teams base who owns it. - Mugs Display, show the players face who has the flag. - Speech, notifies all players when a flag event occurs. - "Red/Blue/Gold Taken" - "Red/Blue/Gold Returned" - "Red/Blue/Gold Captured" - 8 Player Network (CTF/Deathmatch/Co-Op) - CTF & Co-Op Require Modified Starts / Deathmatch just needs 8 deathmatch starts. Co-op / Deathmatch Colours - Gold - Blue - Dark Blue - Pink - Level Fraglimits & TeamLimits added through "-fraglimit " or "-teamlimit " (CTF Only) - Weapons stay put, whereas items respawn like in -altdeath mode. - Only one person can grab a flag at a time (Player is then marked as flag carrier). - The ability to force IPXSETUP to start up under a different player id, through the "-player " command (good for playing CTFD between two rooms, if the machine id's do not get set correctly). - Ability to set DOOMENV so you can launch multiple .EXE's without having to rename the CTFDOOM.EXE. ** Players ID ** "-ctf" [DoomGuy] [TheGun] [Fragman] [Camper] :) [ImpyBoy] [-X-] [Hot] [Intense] When "-name" is used then all this changes. ** Heads up display (NEW HUD) ** Layout ------------------------------------------------- |Info Text | |Message Text | | | | | | | | | | | | | | | | | | | | | <- Who has the other flag | | (Your Team, 3 Teams only) |------- | | Opp. |*PN =======| <- Ammo (Curren Weapon) | Team |(3 Teams only!) =======| <- Armor | 2 MUG| =======| <- Health |------- -------| | Opp. |*PN Swing Bar *PN| Your | | Team | Team (2 Teams only) Team | Team | | 1 MUG| Score =======|======= Score | MUG | | | TIMER | | ------------------------------------------------- *PN = Who has that teams flag. ** Flag Capturing and Returning ** To Capture : Just make sure your flag is at it's base position, and that you have one of the opponents flags then just run over your own one for the capture. To Return : Just touch your flag that was dropped by the opposition and it will be returned back to base. If after 20 seconds a dropped flag has not been returned the machine will return it automatically, to reduce the chance of team cheating. ** Scoring ** 5 Frags/Points - Per Player in team for a successful capture. 1 " " - Per Player for a successful return. 1 " " - For a kill to the inflictor. -1 " " - For killing yourself, (whether it be by toxic slime or just by using a rocket at close range) Or by Suiciding. ** POWER JUMPING ** This is the ability to jump 3 to 4 times the height & length of a normal jump, you do not have to change the gravity in doom and it works in all modes. The way to do it is to jump just as you are hitting a step, now depending on the height of that step depends on the height and length of the jump. You can go to places where no Marine has gone before :) Pretty neat huh? ** Map Creation Tips ** Because it uses a modified co-op mode all that is needed is the four player co-op start points. Usually you would set them out as players 1,3,5,7 in one base and the other two (2,4,6,8) in the other base. (I did it this way to have the ability to test the game on only two computers.) For three teams thought it would be : Green Team : 1,4,7 Indigo Team : 2,5,8 Brown Team : 3,6 When creating player spawns if at all possible make them at a height at which the player is unable to climb onto, I say this because Doom will spawn a player to the next free co-op point, if the normal spawn point is occupied by an actor then the next free spawn point may just be in the opponents base!!! Which I'd say is a definate no no (and if deliberately used could be seen as a form of cheating). (Not really a nescessary practise anymore, but good to keep in mind) Try not to use any keys for locking doors as it just complicates the gameplay (it's not free flowing) and DO NOT use the RED, GOLD and BLUE Skull keys for anything other than the flags for the game as they will not work as anything else in this mode and you need them to play the game. As an example I have slightly modified E1M1 from Doom to accomodate CTF mode, it is on the website(This is the map I did my original testing on). If anyone comes up with some maps for this please let me know I'd be really interested to see how they turned out. ** Miscellaneous Info ** 0.98 Build 10 (31-01-99) See "whats.new". 0.98 (30-12-98) * Z-Checking implemented curtesy of Randy Heit [rheit@iastate.edu] author of ZDoom (Thanks): ZDoom Homepage - http://zdoom.notgod.com/ You can now jump over/stand on objects, players etc. Makes CTF more interesting. * Rewrote the Heads up display (this was a frame rate hog). The new one now does not display the mugs in the top right hand corner, rather it displays the players name above your teams score which has the flag. - Something I missed mentioning in the previous version, when a player drops the flag a percentage bar will appear where the players name was in your flags colour. When this reaches zero the computer returns your flag. This is a visual notification of how long you have to go before you lose a chance for some return points. * Precalculated a mass of CTF code. The games should be considerably faster than before. * Modified network code slightly, maybe a bit quicker in a netgame now. * Power jumping may be disabled now, I wouldn't reccommend it though. This is set up by the Key player ie. Player 1. * If a 3 team map is started with only two teams the Gold flag is removed from the level. * Spawnthing function (Radius Trigger Scripting) now ignores invalid map objects. * Respawning has changed that if all team spots are occupied, one player is fragged so the waiting player can be respawned back into the level. This is to stop cheating. * You are not allowed to suicide for 3.5 seconds after respawning back into the level. Suiciding was introduced into 0.96 and it allows the player to blow themselves up and take out any player around them. This is not the same as firing a rocket into a wall or solid object. * Ability to play games with unlimited ammo, you still have to pick the weapons up but shooting isn't going to decrease your ammo. You'll know when this is on because your ammo total will be 666. This is set up by the Key player ie. Player 1. 0.96 Fixed ----- * Use of deathmatch starts. Was using the wrong selection stategy thus causing map objects to disappear after about 10 mins and never come back. Added ----- * Two options to the CTF Options menu : -- Side Rankings (Default: OFF) Add player scores to the Heads up Display. (Active in deathmtach aswell) -- Capture Tips (Default: OFF) Displays a [FLAG COLOUR] CAPTURED tip in conjunction with the audio cue. * Two CTF Demo's showing off the use of the features implemented from the last few releases. 0.95 * Flag thinker, flags now have the ability to monitor themselves if they have been dropped. What this means is that if player x loses the RED flag the flag will be dropped and then it will wait 20 seconds before returning itself back to it's base. Now this will only occur if no one has taken the flag in the 20 seconds since it was dropped. The flag will notify all players of the return on the message lines eg. TIMED OUT. CPU RETURNING THE RED FLAG It should stop people hiding the opposition flag, while going after their own one, and also allow for levels which allow areas where players can become trapped. * There is a new 0.95 enhanced (8 deathmatch starts) map in the maps directory. * Flag returning now uses the item respawn graphics and a reversed version of it's sound. This occurs with both a player return and the flag thinker return timeout. Removed ------- * Pulsating crosshairs, and crosshair colour selection. If you use a crosshair for aiming it now uses the colour of your teams flag. Fixed ----- * The Kamikazee key is not as powerful anymore, you now have about a 1 in 10 chance of killing a player on a 100% health outright, instead of a 9 in 10 chance. NOTE: The damage is random and varies between 71% and 104% damage. Also if you kamikazee while the opposition has your flag, CTFDoom refuses to use the closest deathmatch start to the player but rather spawns the player back in their base. This was done to stop cheating. Also if you are killed by a player / map object / or environment object it will use the closest deathmatch point to the player with the flag (Works the same as version 0.94). * RTS, problem occured when a player dies with a flag and slides into a radius trigger that gives back health and/or armour. When the player dies while dropping the flag they are given n% health in their death frame and pick the flag back up, this meant that the flag will disappear from the level completely. * RTS, Armour wasn't being setup propely in a Radius Trigger. * Changed all references of "Yellow" to "Gold". 0.94 NEW: * Player Respawn Redone. If your teams flag has been taken CTFDoom will now make use of deathmatch spawn points (if available) and spawn the players in to the closest spawn point to the player with your flag. Now if there are no deathmatch starts or no one has your flag CTFDoom will just work as normal and spawn all the players back in their base. Everyone should have a real fighting chance now of defending their flag. This will now probably tripple the frag counts :) Notes: If the closest deathmatch spawn point is occupied then the next closest will be used. But on the off chance all are occupied (?) you will be respawned back in your teams base. See the new map "DM20181.WAD" for the use of the deathmatch start points within CTFDoom. * Sprite Checking Changed. This is items only, eg. weapons, flags, bonuses etc. The new code now takes into account the objects actual height, so the flags now are 56 units high rather than 16 and they are easier to pick up. To remove the above enhancements and make CTFDoom work as 0.92 and below the command line parameter "-compat" has been included. Note that if this is used in a network game all machines must have this parameter on their command line. * Minor Changes : - Zip directory structure changed. UNZIP WITH Directories!!! - Changed the RTS (Scripting) command line parameter from "-script [file]" to "-rts [file]". - You can now stop the Crosshair from pulsating and/or change it's colour from within the OPTIONS/VIDEO menu. - There is a new OPTIONS submenu called "CTF Options", at the moment all it allows you to do is to toggles the capture totals on/off from the rankings display. - There is now a new map (as mentioned above) "DM20181.WAD" which I feel is fully optimised for the new options within CTFDoom, also uses a small RTS script ("DM20181.RTS") to make things more interesting. Note: If you decide to use the RTS Script for the above level make sure everyone is running the SAME script!. (See the "DM20181.GIF" file for where the script is activated) Just quickly, to play a netgame with the script you would use: IPXSETUP -file dm20181.wad -rts dm20181.rts -ctf ... 0.90 - 0.92 Removed ------- * Look & Shoot Up/Down never worked properly, so I couldn't see the point of keeping it (I only use mlook when I'm playing Quake) * Enhanced Monster AI and monster infighting options. - Figured people aren't playing CTFDoom for that, so it was removed. * Sky Stretching, this really doesn't do much for me, I'd rather see the sky the normal way even if it's tiled in hi-res. * PLAYBACK.WAD is not needed anymore. Added ----- * RTS(tm) (Radius Trigger Scripting), This was designed for the next release of DOSDoom but it works equally as well within CTFDoom. Invoked with the "-script [filename.extension]" parameter. * Colour translation functions. Writing these functions have allowed me to remove PLAYBACK.WAD, and have multicoloured text. (see the above screenshot for the team scores and the time for the translations) * Renamed the config file DEFAULT.CFG to CTFD.CFG so it doesn't conflict with DOSDoom, Boom, Legacy etc. * When a player quit's in the middle of a game they are now killed, this penalises the team by 1 frag and they drop whatever they are holding. * Suicide Key (Kamikazee), The each player holds some extremely powerful explosives on them so now and at a press of a button they can explode themselves damaging every player within a limited radius of them. You will lose a frag if you do not kill anyone and if a player is over 100% health nearby then there is a chance they might not be killed, but take a fair amount of damage :) Modified -------- * HUD has been changed to make use of the palette translation functions and has been optimised in some places. * Network startup packet now sends "-ctf [noteams]" eg. Player 1 IPXSETUP -ctf 2 -file dm2018.wad -skill 5 -name fred Players 2..8 will see "-ctf 2" & "-skill 5" so all they will have to do is : IPXSETUP -ctf -file dm2018.wad -name [playername] Unfortunately you will still need to use "-ctf" on the other machines because of the order in which the game starts. * Fixed the status bar so it works properly in all video modes. Fixed ----- * There has been since 0.1 a slowdown which is caused by the status bar refreshing every time a player comes into contact with an opposition flag. Now at the rate that the game is played it can have a severe performance hit as everyone is told to refresh their status bar even if they don't have a flag. This has been fixed, it will only happen to the player who triggered the event to occur not all the others. 0.80 * Scores(Rankings) Now have a coloured box next to the players name so you can see what colour the players are. * If the CTFSCR environment variable is set the captures totals for the players are not shown when the rankings are displayed. * "-deathmatch 1" or "-altdeath 1" is a deathmatch where players can drop the weapons that they are holding when killed. (Good when used with -skill 5) * Full scr HUD in deathmatch showing player colour / frags / and 3 percentage bars ammo/armour/health. (Basically the CTFD HUD mofidied for deathmatch) * Names can now be used in any form of play through the "-name " parameter. * Rewrote the message handling code to fix a bug where if a player sent a message in a net game it would only be shown for a split second. * Re-enabled the demo playback code to play older demos. This probably really only enhances deathmatch play, but I had it in all my test versions of CTFDoom but never released them. I recommend using "-deathmatch 1" (droppable weapons) with Respawnable items (in the gamplay menu) this makes all the weapons stay but the items (such as health/ammo/armour etc.) are respawned, and also "-skill 5" so you get alot of ammo :) 0.78 (10-apr-98) Final Release, Long live CTFDoom :) 0.75 (??-mar-98) Can't remember 0.72 (15-mar-98) - Totally new full screen HUD. - Revamped mugs display (See Below). - Team faces are located in each corner(bottom) of the screen. * Green Left * Indigo Right - Large numbers used to display team scores now used for easier recognition. - Percentage Bars used to display : - Current weapons ammo status (Yellow Bar) - Armour Status (Blue Bar =< 100) (DKBlue > 100) - Health (Red Bar =< 100) (DKRed > 100) - The percentage bars appear above the face of the team you are on, just so you don't forget who you playing for :) - A clock is now displayed showing either the time in the level or the amount of time left "-timer n". - Crosshairs fixed in fullscreen mode. They now also pulsate so they stand out more effectiviely. - If the status bar is used the old style HUD is used to save screen space. (May change in the near future) - Shotgun, Supershotgun, Chaingun and pistol now can shoot at any angle. (This was not implemented for these weapons in the original DOSDoom 0.60, need to set shoot up/down to on in options menu) - Sorted player score list, can be toggled with " ` ", or when you die it is displayed. (Automatically adjusts to the number of players in game, their scores etc.) (Also works in Deathmatch) - Flag holder names are now located next to the mug shots at the top right of the screen instead of on the old status bar. - Mugs toggle option has now been removed, it is left on permanently now so you can see who on your team has the opposition flag. - If the consoleplayer(you) have the flag the face in the mugs display is different to the others, the face is looking to the right edge of the screen. - "-altctf" now enhances the beserker, as well as getting mega strength in the arms you also get mega strength in the legs, a 5 second speed boost at the equivalent speed of "-turbo 170". (Similar to Dukes steriods powerup) - "-turbo" parameter is not allowed in "-altctf" mode now. 0.70 (10-mar-98) - Players in "altctf" mode can now specify customised player names through the new IPXSETUP 2.00 and the "-name " parameter. - Demo's automatically record the names in the LMP files, but compatibility is retained with the previous versions. - "-wstat" Write detailed stats at the end of the level to CTFDOOM.LOG. Contains : - Replay / Record Filename - Wad files used - Additional parameters eg. teamlimit / fraglimit. - CTF Version played. - Team Scores. - MVP - Individual Scores (Pickups / Returns / Captures) - Individual Frag Counts (Frags) 0.6d (1-mar-98) .exe release only. Removed the Extender from the exe. 0.6 What is new: - Merged into DOSDoom 0.51 - "-altctf" alternative capture the flag mode. - Players drop weapons when killed. (As long as they don't have a flag) - Uses team colours Green / Indigo, players change to the flag colour that they are holding for easy target practice when they have the flag :) - Cleaned up some more code. What is fixed: - There is a bug(really a typo) in DOSDoom's key handling code, if you accidently hit Insert/Delete...... the game would get stuck in an infinite loop. (INTRODUCED with the center look key) [FIXED] 0.5b (20-feb-98) --------------- What is new: - Not much :), just merged it with DOSDoom 0.50, and did some optimisations to the Flag handling code. - Playback.wad now only holds the players backgrounds. - CTFD.WAD this replaces CTFSND.WAD and stores all the speech, and intermission screen patches. --------------- 0.5 (15-feb-98) What is new : - New 5 player demo. - Updated playback.wad file. - Intermission screen is easier to understand now (Use of titles). - Key '\' brings up mugs display, (shows who on your team has the flag) - Fixed (AGAIN!!) HUD, GT = Green Team, IT = Indigo Team. What is fixed : - MVP Players face is shown if the player # is greater than 4. (was still using 0.4a8 code) [FIXED] - Opposition mugshot(who has your flag) was not displaying the players face for the same reason as above. [FIXED] I think I'll ease off of the releases a bit now, I know for a fact the 8 player network works, in all DOOM Modes and I've got all the errors I know of out of the code. Will probably do 1 release a week rather than 300 :) (Unless something drastic is found to be wrong) I will keep updating the page though as to let everyone know what I am doing. 0.4aT8 (14-feb-98) Whats new in CTF Doom: - Player Colours Player 5 : Gold Player 6 : Blue Player 7 : Dark Blue (This looks really good) Player 8 : Pink - HUD Display displays teams now. - CTFSND.WAD & PLAYBACK.WAD Automatically load if needed. - Now Supports 8 Players. - CTF mode work's (of course!!) - Deathmatch mode works - Co-op mode works. - status bar now updates properly when a player is killed while holding the opposition flag. - F12 Now toggles between teammates. - Team members are only displayed in automap mode now. - "-fraglimit" added, allows the setting of a fraglimit to finish a level. - "-teamlimit" same as above but works on team scores rather than an individuals score. - Picking up a weapon now gives the player the same amount of ammo as if they were playing in deathmatch mode. --- 8 Player notes. New THING types added : THING # What it is 4001 Player 5 Start 4002 Player 6 Start 4003 Player 7 Start 4004 Player 8 Start If you try to play a normal DOOM/DOOM2 Level with more than 4 players it will crash as their are not enough start positions or deathmatch positions (depending on the mode you are playing), the map will have add the extra co-op start points or if in deathmatch at least put in 8 deathmatch starts (max 10). If playing a deathmatch when an level is exited, only the first 4 players are shown, I deliberately did this as at the moment I don't have time to work on stuff outside of CTF mode. (Same goes for the co-op stats screen) Example for firing up a 8 player game using "-teamlimit". ipxsetup -file dm2018.wad -ctf -nodes 8 -teamlimit 100 ---- NOTE : From now on you don't need to specify the ctfsnd.wad file, CTFD will check to see if it's in the current directory and add it to the file list automatically and enable Speech. 0.3c8 (8-feb-98) (unreleased) - My original 8 Player version. 0.3 (5-feb-98) - Merged into the DOSDoom 0.47 source. - "-ctfs" has been removed, "-ctf" now does everything. Fixed : - The HUD Display does not overwrite the status bar when using the normal map mode. - I got sick of the record/playdemo/timedemo not using extensions, so I fixed it, you can use extensions or no extensions. It now friendly for interpreters that do filename completions, eg 4dos. Modified : - CTF HUD Display. (Minor cosmetic changes to it) - ctfsnd.wad sound files are alot smaller reducing the chances of the sound being terminated prematurely. (Now that it's this small I think I'll just leave it in the .zip files from now on) Now says : Red/Blue Taken " " Returned " " Captured Added : - Top right hand corner now shows which player has your flag. (Player colour with and overlaid grinning face) Alot easier to determine who has your flag with the icon displayed and the added speech. The ctfsnd.wad is included in this zip, but future releases will not have it, it will be a separate file. 0.2c (1-feb-98) It fixes : - Player scoring, wasn't being calculated properly - Resetting of MVP between levels. Added : - Now if -ctf or -ctfs is used nomonsters and deathmatch is set to false. - "-timer" now works with CTFD. - Speech (through -ctfs), now when a flag event occurs it will say on everyones machine: Red/Blue Flag has been captured. " " " has been taken. " " " has been returned. To use this feature you would do : IPXSETUP -ctfs -file ctfsnd.wad ...... or without sounds IPXSETUP -ctf -file ...... 0.2a (1-feb-98) - Added player frag statistics and Timer to CTF HUD, toggle with the "`" key. - Now stores statistics such as pickups, returns, captures. - Level intermission scores now shown. [green team] [indigo team] [MVP ] - All players are notified if an event occurs. eg. "GREEN HAS TAKEN THE RED FLAG" "GREEN HAS LOST THE RED FLAG" "INDIGO HAS RETURNED THE RED FLAG" . . etc. - Fixed scoring up, was incrementing the wrong players frags. - IPXSETUP can now have a different exe specified rather than just doom.exe / doom2.exe through the environment variable DOOMENV. eg. To use ctfdoom.exe : SET DOOMENV=ctfdoom.exe BTW : I would like to thank everyone who has been giving feedback, making maps and so on, I have been taking note of everything said or done, but I just haven't had the time to reply. 0.1c (29-jan-98) - 0.1b b=broken, There was a bug where if you slaughtered someone with the chain gun, it would try to spawn an invalid object and make the system die not very graciously instead of the player :). [FIXED] ** If you grabbed 0.1b delete it, as it's basically useless. - Now when returning a flag from a dead player the team returning it receives 1 point each. - When the level is exited the teams scores are shown as the intermission screen rather than the co-op stats. eg. Green Team & Indigo Team 0.1b (28-jan-98) [in no particular order] - Looking more like what CTF should be (IMO). - When a player has a flag in their possesion and they die the flag is dropped at the point of death. - For the the other team to recover the flag they just have to touch it and it returns to their base. (Ala Quake CTF) - If a player dies under a crushing sector while holding the opponents flag, eg a door. the flag will stay there until it is crushed, when this occurs it return to the owning teams base. - Made the code more modularised. It's now alot easier for me to understand :) - Re-Implemented the warp function, to allow warps to your teammates start point if yours is occupied(otherwise is returns to the old doom code for a warp position). This is the part I'm a bit worried about, if anyone get's into a situation where the continuously warp into the same position then LET ME KNOW PLEASE!! - Made some modifications to the new AutoMap HUD (It's like DUKE3D Automap overlay) that was incorporated into DOSDoom 0.46, made sure the status bar was refreshed, and let the CTF HUD know about the new mode. 0.1a (27-jan-98) - Internal test. Just a merge of CTFDoom 0.1 into DOSDoom 0.46. To make sure all was well :) 0.1 (25-jan-98) - Initial Release Miscellaneous Notes: ** Map Makers try not to place areas on the map where the player can get trapped, it will make it near impossible to capture or return keys. (At least for the moment) ** Known Bugs ** ** Todo's ** ** Copyrights ** Doom and Quake is Copyright id Software. Send Comments and suggestions to : John Cole jcole@eisa.net.au http://www.captured.com/ctfdoom (I think this still works) or http://www.eisa.net.au/~jcole/ctfd (For the latest executable)