home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
CU Amiga Super CD-ROM 25
/
CU Amiga Magazine's Super CD-ROM 25 (1998)(EMAP Images)(GB)(Track 1 of 2)[!][issue 1998-08].iso
/
CUCD
/
Games
/
QuakeBattleChess
/
BattleChess
/
QBC.TXT
< prev
next >
Wrap
Text File
|
1997-04-16
|
12KB
|
280 lines
[===== dUa =====]
[ presents ]
[ ]
-=[Quake Battle Chess]=-
ver 1.00 beta
[ by Insomnia Productions ]
Quake Battle Chess is a game based on the ancient game created in
India. Much evolved since then, the game of chess has passed through the
board and into a chip. Evolving once more, game of chess can be found in
Quake. The game of chess has become a virtual battle experience. QBC allows
the user to fly in observer mode and view the 3d board. A god of earth and a
god of fire rule over its dissdents. They are trapped in a world of chess.
The Quake player represents his team as the king, and the Shalrath, his queen,
protects him with her venomous missiles. The Fiend uses its agility to move
diagonally across the board as the bishop does (yet not as holy.) The Hell
Knight will catch you off guard if you have not mastered his movement! And
last of the royal piece is the rook, much built like a castle, is the shambler.
In the end the most gutsy and honorable pieces is the Gremlin, a pawn, he can
tear his captures, shoot them, laser them, or just blow them away...
QBC allows you to move freely around the board when selecting your
chess pieces, and MORPH into the one you selected. You have full control!!!!
One thing that will make QBC rise above any other quake patch, is
INTELLIGENCE.
QBC can tell if you have made a correct move, castle, enpassant,
capture, promotion to any piece. QBC can tell if you are castling through
check, incheck, giving the opponent a Check attack, but the most amazing fact
is still to come....
QBC can determine CHECK MATE!!!!!!!!!!!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Table of Contents:
1. Installation
2. Usage
3. Credits
4. History
5. Personal Profiles
6. Notes to Fellow Programmers
7. Modifiying QBC
8. Known Bugs
9. Contacting Us
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
:::Installation:::
Files that should be included in this distribution:
-pak0.pak has the sound effects, the map, models etc.
-progs.dat the compiled QBC engine
-src.zip source code will be available in 2 weeks
-template.map template map for level designers
-qbc.txt ummm
-chess.bat a sample batch file to start up the chess game
To install this patch unzip qb-chess.zip into a quake subdirectory, such as:
cd c:\quake
mkdir qbc
pkunzip qb-chess.zip c:\quake\qbc
To run the patch as a client do the following:
cd c:\quake
quake -game qbc +map chess
~
connect 129.21.106.161 ( or 129.21.106.162 if .161 is not up)
or if you would like to run a server:
quake -game qbc +map chess -listen 16 +teamplay 1 +deathmatch 1
Also if you want to check out the demo:
~
playdemo chess
I think that covers it all.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
:::Usage:::
The only controls used by QBC are as follows:
- the ENTER key to select and deselect a chess piece
- your standard Quake controls to move around and attack
- watch the included demo file to get the idea of how it works
- if you would like to quit, or there is an error in the program
you can resign by typing "resign" at the console.(impulse 200)
- promotion supports 4 queens, 4 knights, 2 rooks and 2 bishops
per team
Impulses:
- "impulse 152" bound to ENTER in autoexec.cfg
- "impulse 200" aliased to "resign" in autoexec.cfg
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
:::Credits:::
programing:
- Louis Cyphre (a.k.a. lc[dUa])
- i^3 (three dimensional graphics mind)
level design:
- Prophet[dUa]
sound effects:
- Twincept[dUa]
graphics:
-i^3
additional credits:
-ID Software for making a masterpiece of a game (hail ID!!!)
-Hipnotic Interactive for the awesome gremlin(we had to use it
since we thought it was a perfect pawn). Also for the laser
gun. You guys rock.
-Jeff Epler for creating the morph code.
-Rob Albinz for the chase cam mod(it rulez man)
-and whoever made the awesome observer mode
(I think its you Zoid)
-Rouge Entertainment for the lava dewd skin from Mission Pak 2.
=buy Mission Paks 1 & 2=
=they rock=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
:::History:::
Ok, I came up with the idea of Quake + Chess in January and decided
to make it by myself. Soon I realized that it would take forever and i^3
joined the project. Since both of us had very little programing experience,
and this is the first thing we actually programed in our lives, except for
small class projects, it took much longer than expected. When we were done
with the legal moves part of the chess engine, Deadmike informed me that
something called Quess was released. This really ticked me off and everyone
else in dUa, however it did not stop us. The competition made us work harder
to finish our version with more intelligence, and innovation.... We hate to
give another progammer a pain (not) , but we might give them a little more
insight to what bussiness and programming for the user's wants mean....
welcome to the world... 5 billion? and growing....? We finished coding the
chess engine and realized that it really sucked. Two seconds later, a
decision was made to recode the whole thing from scratch. After two weeks of
pain in the ass, psycho programing, QBC engine was finished and everyone
was psyched.
-lc[dUa]
Plans for next release:
-fully functional clocks for both teams
-making the GODS interactive
-more ways to execute the captured piece(extra FATALITIES)
-improved promotion teleporters (they're gonna be awesome)
-just working out details to make the Quake Battle Chess rock even more
-new boards: if any of you want to make a board for us, make it
based on the template.map and contact us.
-taking out bugs that might show up(i hope not)
-if anyone out there will come up with a good idea to improve our
engine, it will be included in the next release.
Software used to create QBC:
- MSDOS Edit
- qccdos.exe
- Qoole/Thred Map Editors
- qbsp, light, vis
- Cool Edit 96 for sound effects
- Photoshop 4.0 and Strata Studio Pro 1.5 for graphics
- Adquedit to convert the console background *.pcx into conback.lmp
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
:::Personal Profiles:::
i^3 - mechanical engineer
- 10 weeks of C (not ++), mac user(not kidding) , 3d modeling and imaging,
( and many hobbies....)
-design responsibility: logical programming(checkmate etc.), knowledge
of chess, 3d understanding, 3d art understanding,
and, and and (too many!!!)
lc[dUa] - computer engineer(I hope so):
- 5 months of Basic programming, 3 months of Eiffel Programming
(hehe, I didn't learn jack shit)
- design responsibility: getting i^3 familiar with Quake C,
interfacing i^3 programming with Quake,
design of how to make Quake work with
chess logic, monsters code interface, all the
other routines that i^3 didn't write and
all of Quake knowledge, etc.
- if you are wondering where my nickname came from
watch the movie "Angel Heart"
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
:::Notes to Fellow Programmers:::
The quake C compiler for dos has a few errors.
-qccdos will not find a single "=" (in comparisons)
-comparison with a negative used to change sign will not work.
-The quake engine will find a massive loop to be a run away loop,
a solution to this misleading error is to make a function that will
run different "blocks" of itself depending on an incrementing global
variable. (check out checkmate!!!)
-The traceline posed a significant pain, the necessary parameters are
as follows:
traceline [destination, origin, monsters count??, the entity
traced from (to ignore it)]
output: tracefraction, trace_ent , etc....
-Variables can not be used as components of vectors in comparisons
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
:::Modifiying QBC:::
- WE NEED SOMEONE TO MAKE LEVELS FOR US!!! please contact lc[dUa]
if you are very good at designing levels.
- if you would like to change anything in QBC, look at the source code
and read the comments to get the basic understanding of how our engine
works. If you feel that you have a good idea of how to improve it,
then code it, and contact us. If we agree with you, then it will be
included in the next official QBC release and you will get the full
credit for the mod.
- if you would like to make your own chess level, look at the template map
included in this archive. DONOT change the position of the acutall chess
board in the coordinate plane because it will mess up everthing. Just work
your way around the chess board and when you are finished, contact us.
If we like it, then it will be included in the next release and we will make
sure its compatible with our code.
Things to remember:
-The lefthand bottom corner square must have it's top surface
at '0 0 0'. then you must build squares in exactly
100 unit increments in the positive axis direction.
-The attacked victim is defaulted to a location, but it can be
changed in the source code, the promotion pieces will appear
on random teleporters, yet this can also be changed.
(if you want to design a board, and simplly don't care of the
code we will recode our program to be compatible, yet you must
have the board in the correct location and scale.)
-ADDING MONSTERS you will have to create a m-*.qc file (morph) and a (piece).qc
file that resemble our alterations to models. (good luck)
* note to the creative programmer, modeler, map maker, we are not trouble
shooters, never send us mail about problems you are having...
(we really don't know anything anyway we are just knowitall
college students)...
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
:::Known Bugs:::
-The textures on the chess board are backwards, we realized it after
the map was runned through VIS. That took about 2 days, however we will
fix that in the next release.
-Stalemate is partially implemented, it may even work totally, we have yet
to test if it will work in the case of a team with no moves.
If it works, good for us, if not simply use the resign (impulse 200) to end
the game.
-Thats it so far I think.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
:::Contacting Us:::
-if you have any excellent suggestions on how to improve QBC then mail
i^3 at [rcc6615@grace.rit.edu]
-if you need to contact lc[dUa], send to [axb8863@grace.rit.edu]
-PLEASE don't send any messages that you feel are not very important because
we don't want to look through ton of mail everyday (thanks...)
Distribution Permissions
--------------------------------------
-Quake is a registered Trade Mark of ID Software.
-Battle Chess may be a registered Trade Mark of some other company, yet
we in no way will distribute this with intention to profit
from this similarity.
You may freely modify this patch, as long as you give credit to
the authors, that is Insomnia Productions(i^3 and lc[dUa]).
You may distribute this Quake modification in any electronic
format as long as this description file remains intact and unmodified
and is retained along with all of the files in the archive and no fees
are charged.
Availability
------------
http://www.rit.edu/~rcc6615/chess
EOF