NOTE: This version is compatible with RTCW 1.41.
The objective of Team Conversion is quite simple. One team needs to convert the other. A medic can revive any dead person, even if it's someone from the opposite team. When he revives a victim from the other team, the victim gets converted to the medic's team.
When there's only one player remaining in a certain team, the game enters bunny mode, and that player becomes the bunny. The bunny is a powerful player with a lot of health and an altered venom gun (does more damage, doesn't heat up, and doesn't slow you down).
As a bunny you can do 2 things, you can try to last out the rest of the gametime, which is a fairly hard thing to do. Most players decide to go hiding, but with like 7-15 other players looking for you, you'll be found sooner or later.
As an alternative, the bunny can revive one person back to full health. After that he's bunny no longer, but his team is back up to 2 players. Of course, if you end up reviving a soldier, and you're an engineer yourself, it'll be fairly hard to convert more players to your own team. So play it smart.
Their are a few ways to 'win' the game:
When one team fully converts the other, the final bunny is the ultimate loser. The bunnykiller and bunnyreviver are more or less the winners of the game.
If the gametime is over and there's no bunny at that time, the winning team is the team with most players in it.
If the gametime is over and there is a bunny left, that bunny is the big winner, since he managed to stay alive until the end of the game.
Team Conversion Wolfenstein 0.41 release The new TC Wolf 0.41 is a simple port of the previous TC Wolf FOM release to the new RtCW 1.41 version. Nothing else is new. Thanks to fretn for going through the code and creating this update. -------------------------------------------------------------- ============================================================== TC Wolf FOM readme Yeeehaa, the bunny is back ! Enter TC Wolf Frag-O-Matic release. We dug up the old code and decided to continue developing our lil' mod especially for the Frag-O-Matic 4.3 lanparty (Belgium thingie, 600 ppl, see http://www.fom.be if you speak Dutch). This new release brings a lot of new stuff, is a sh*tload of fun to play and should actually be stable (as some serveradmins were doomed to find out, the previous 0.2 wasn't) !! Just play this game with some friends, you're bound to have some nice bunny moments WARNING: TC Wolf (and this readme) might contain some coarse language or other things that offend certain people. These are completely unintentional, it's just that kind of a game. If you are sensitive on these parts, please refrain from playing this mod... you don't miss out on that much. APOLOGIES: To all people who recently lost a rabbit and feel the pain renewed because of this readme. Deeply sorry for your loss... and you might actually NOT wanna play this game then. NOTICE: There is NO bunny model yet, sorry to disappoint you, but feel free to make one for me Also this is a quick'n dirty FUN mod, no super detailed graphics, no finest of details. Fun matters, rest comes tenth (all places going from second to ninth are taken by non-mod-related-stuff, to our great regret). TC Wolf FOM is based on the 1.33 sourcecode, it hase NOT been tested with 1.4 afaik, don't know if it would give any problems though, be sure to inform me INSTALLATION: ------------------ Extract the file to your rtcw directory (NOT your \main\). Then simply run the game by doubleclicking tcwolf.bat in the rtcw dir. STARTING A SERVER: ------------------------- TC Wolf FOM knows of 2 gametypes: TC_BASIC (g_gametype 9): This is the normal gametype where all classes are available. TC_FAIRPLAY (g_gametype 10): In this gametype everyone is a medic with regenerating ammo and 15 syringes. Useful for small teams where being a lieutenant is troublesome. Start a server with '+set fs_game tcwolf +set g_gametype 9' (or 10), if you don't specify a gametype, TC_BASIC will be used. Goals of Team Conversion: --------------------------- The objective of Team Conversion is quite simple. One team needs to convert the other. A medic can revive any dead person, even if it's someone from the opposite team. When he revives a victim from the other team, the victim gets converted to the medic's team. When there's only one player remaining in a certain team, the game enters bunny mode, and that player becomes the bunny. The bunny is a powerful player with a lot of health and an altered venom gun (does more damage, doesn't heat up, and doesn't slow you down). As a bunny you can do 2 things, you can try to last out the rest of the gametime, which is a fairly hard thing to do. Most players decide to go hiding, but with like 7-15 other players looking for you, you'll be found sooner or later. As an alternative, the bunny can revive one person back to full health. After that he's bunny no longer, but his team is back up to 2 players. Of course, if you end up reviving a soldier, and you're an engineer yourself, it'll be fairly hard to convert more players to your own team. So play it smart Their are a few ways to 'win' the game: When one team fully converts the other, the final bunny is the ultimate loser. The bunnykiller and bunnyreviver are more or less the winners of the game. If the gametime is over and there's no bunny at that time, the winning team is the team with most players in it. New in this release (among other stuff) is the addition of (pretty basic) per-class experience levels. Depending on your amount of kills (and revives, medpacks, ammopacks is you're a medic/lieut) you will reach a certain XP level (you can see your XP at the bottom of your HUD. There are 8 xp levels per class, your XP keeps growing as long as you stay connected to the server (that means it remains the same when there's only a mapchange). You can see what xp level a guy is by the color of the name above his head. You can also see this of the enemy players. It can be of great advantage for your team to first try to convert high xp ppl, since these have better 'player mods'. They do more damage per shot, have more health, give more health or ammo in their packs... stuff like that. For now there's no way to see how far away you are from the next XP level. Live with it, it's very doable What's new in TC Wolf FOM: -------------------------------- - Some graphics ! - Some sounds (very annoying, trust me on this one) - A little more gay stuff - Quite some bugs removed, a lot of new ones instead - This version should actually be STABLE !! At least that's what we think - The introduction of some basic experience levels per class - Gave the venom a default of 500 health, trust me, it's not that much - Some score bonus with double kill, multikill etc... same with revives - Switched to 2 different gametypes, instead of using g_enablefairplay - Plenty of other stuff that I don't know anymore What was new in TC Wolf 0.2: ---------------------------------- - No more synchronous respawns, you respawn X seconds after you died - A small bunny icon - Killerbunny with a venom that doesn't overheat, or slow the bunny down - Bunny revives his future companion to full health - New serverside variables to enable 'fairplay' or disable gibbing - A few small visual changes - Ingame browser now looks for TC Wolf servers only - Some bugs (like the floating corpse) *should* be resolved - Adding a certain winner/loser distinction - Medic can revive underwater Scoring system: ----------------- Fragging a player: 1 points Reviving a teammate: 2 points Converting a player: 3 points Being converted: -2 points Teamkilling/Suicide: -3 points Fragging the bunny: 10 points Converting the bunny: 10 points Fragging as bunny: 2 points Converting as bunny: 5 points New serverside variables: --------------------------- g_minimumReviveTime (default 5) Defines the number of seconds before a respawn (the number of seconds a player is forced to lie down waiting for revival). The actual number before respawn is this number plus 1. g_bunnyHealth (default 200) The amount of health the bunny receives. g_reviveFullHealth (0 or 1, default 0) If set to 1 all medics revive a victim to full health. g_disablePanzerfaust (0 or 1, default 0) If set to 1 panzerfausts are disabled. A player choosing panzer as a weapon will end up with only a handgun to shoot with. g_disableGrenades (0 or 1, default 0) If set to 1 grenades are disabled, this includes smoke grenades for airstrikes. Air support (by using binoculars) is still possible. cg_crosshairPulse (0 or 1, default 0) If set to 0 crosshaird pulsing is off, otherwise it's on... how odd. Contact me: ------------- I would be very happy if you would send in bugs you encounter, but be sure to fully describe the situation where a bug occurred. There are plenty of bugs, I am not aware of them, actually I am, but not willing to face'em. Push me hard enough and they might get removed... eventually. email: [email protected] IRC: #soff! on irc.Quakenet.org Thanx go out to: ----------------- Special thanks to Tziek, Fretn and Packman for ideas, suggestions and help. Major thanks to Art for providing us with a server where we could betatest. Big applause for Edg3 and his graphics update. Ofcourse I still like the whole BooZZe and Sod Off! clan bunch, and all the ppl who actually played TC Wolf on Frag-O-Matic (or helped betatest before) are in my book of 'prolly bad character but they were of assistance guys (and gal)'. Hope I didn't forget anyone, if I did, too bad.
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