Full Metal Rocket v1.0 Source Code

This is the source code for Full Metal Rocket 1.0. Since Full Metal Rocket has reached the end of its development, I have decide...

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This is the source code for Full Metal Rocket 1.0.

Since Full Metal Rocket has reached the end of its development, I have decided to release the source code to anyone who wants to look at how I did things. I first started working on Full Metal Rocket so I could learn about how to make a mod using the Quake 3 engine - maybe this code could help others out in getting started in coding for SOF2.

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Download 'fmr_1src.zip' (670KB)

Readme
============================================================
Title                   : Full Metal Rocket v1.0 Source Code
Date                    : 02/05/03
Version			: 1.0
Filename/s              : fmr_1scr.zip
Author                  : Arkanis
Email                   : arkanis50@yahoo.com

Description             : This is the source code for Full Metal Rocket 1.0.

			Since Full Metal Rocket has reached the end of its development,
			I have decided to release the source code to anyone who wants 
			to look at how I did things. I first started working on Full 
			Metal Rocket so I could learn about how to make a mod using 
			the Quake 3 engine - maybe this code could help others out in
			getting started in coding for SOF2.

			Unfortunately much of the code is poorly documented and commented, 					and is supplied "as is". I don't confess to being a master coder,
			rather a person who just got in and had a go. If you have a rough 
			idea of what you are doing you should be able to make sense of it.

			If you find a feature in FMR that you like (that wasn't knicked from 
			Man Down :)), feel free to use it in your own work as long 
			as you give me a little bit of credit.

			If you wish to continue on my work from Full Metal Rocket 1.0,
			contact me and we might be able to work out an arrangement. I am
			leaving the SOF2 mod scene, so I have absolutely no plans to 
			continue this mod after version 1.0.


============================================================
* Changes in version 1.0 *

Versions v1.0 – v0.5
---------------------------------
- Added improved bot code courtesy of Kris Rigby. Bots will now perform a bit better 
when using grenades and will reload when using the MM1.
- Bots will now fire both regular RPG fire and alternative fire
- Added "Assassination" game type - Each round a player from the Red team is chosen 
to be the VIP, and they must stay alive at all costs. If the Blue team eliminates the VIP 
before they reach the Extraction Zone (EZ), or the VIP doesn't get to the EZ in time, 
then this will result in mission failure for Red.
- Added alternate fire for the MM1 Grenade Launcher. Alt rounds will detonate after 3 
seconds, rather than being on impact.
- New bot character files for Police, Priest etc with character specific chat
- Bot chat/sayings have been updated/rewritten/improved
- A few small tweaks



Versions v0.5 – v0.3
---------------------------------
- Incorporates the features from the 0.3 update.
- Fixed the “base game type” code that caused a problem with CTF where the 
flags would not show up and with bits and pieces from other game types in the level
- Added “Rocketman” game type - a “last man standing” game type that can be played 
on any map supporting deathmatch.
- Added 5 new bots, new personalities, and new bot chat.  The gang on the Raven SOF2 
Forums helped to supply some of the new one-liners for the bots, check the “Special 
Thanks” section for more info.
- Removed the “Missing { in info file” warning generated in dedicated server console
- Removed the option to create random maps. Was going to remove all game types except 
DM, TDM and ELIM but decided to keep them in for now.
- Crosshair coloring. Crosshair turns red when moved over an enemy in deathmatch. 
Crosshair turns green when moved over a team member in team games.
- Enabled third person mode, so you can frag away in third person. The distance from 
the player and the camera has been increased so the camera isn't right behind the player. 
Thanks to Sevensins from The 45th Platoon team for help on this one.
- Crosshair enabled for third person.
- Set bot ping to always be “0” in-game. Sometimes it would show up as “999” on certain 
bots.
- Create Server menu updated to add all of the new cvars… I may get around to making a 
better menu.
- Fixed a few small issues and bugs



Versions v0.3 – v0.21a
---------------------------------
- Updated 1.02 code with 1.03 changes. FMR may be re-written on clean 1.03 
code although since no major bugs have been reported, the code may stay “as-is”.
- Rocket speed decreased to 1400 from 1460.
- RPG7 damage increased to 100
- Player speed dropped from 330 to 320.
- 3 new modes added. “Classic” mode that is the regular Full Metal Rocket RPG mode; 
“Grenade Launcher” mode that is MM1 Grenade Launchers only; “Grenade” mode that is 
grenades only; “Alternating Weapons” mode that alternates between the RPG, MM1 and 
the grenade each respawn. These new modes can be selected through the Create Server 
options, or via the appropriate cvar.
- Create Server menus altered to add new options to select game mode.
- Map loading screen now states the game mode being played.
- Code added to fix the ‘Base Gametype’ issue, where custom game types using spawn 
points from other games, like DM, would not properly show up in the game type list. 
A big thanks to ReverendTed for supplying the code for this fix.




Versions v0.2 – v0.10a
---------------------------------
- Removal of armor from the HUD, primarily as it was not used in FMR.
- A new-look health meter added to the HUD. A numerical representation of the health may also be added beside the health bar, or as a replacement for the health bar, in future releases.
- A new-look weapon information tab, removing unnecessary weapon information, such as weapon name, and fire mode.
- Removed the ability to bring up a list of weapons in-game by pressing on the weapon number since your only weapon is the RPG7.
- Removed the loading of unnecessary weapons, i.e. anything other than the RPG7, during the loading phase.
- New look menus and backgrounds.
- New menu layout, including a “Credits” button that displays a set of credits that lists those people who worked on Full Metal Rocket, and their contribution.
- Implementation of ‘mod filtering’, using code from Man Down. Mod filtering allows the player to filter games in the in-game server browser specifically for “Full Metal Rocket” servers.
- Removed all scoring and deaths during warm-up sessions, as deaths and kills would carry over into the game after warm-ups, affecting your frag rate etc.
- Fixed a problem in the code where players would not respawn properly after a warmup. Thanks to the Man Down code for this one.
- Added a “Let’s Get Ready To Rumble” intro at the start of rounds.
- Addition of the ‘rumbleIntro’ cvar to enabled or disable the “Let’s Get Ready To Rumble” intro at the start of rounds.




Versions 0.09a – v0.01a
---------------------------------
- New loading screens.
- Removal of Pistol and Knife as default weapons, replaced by the RPG7.
- Addition of bots using Man Down code.
- RPG7 ammo increased to 99 rounds, with clip size 1.
- Game speed and jump height were increase.
- Pickups of weapons, health and armor were disabled.
- Welcome message added when client spawns in telling them the name of the mod, the version number and the author. 
- Random obituary code. Originally the game had only one death message for being killed by a RPG7, or committing suicide with an RPG7. A random obituary feature was added where up there are 7+ new death and suicide messages that will randomly be used in-game.
- An alternative fire, known as “ricocheting ammo”, was added to the RPG7 to give the weapon increase flexibility. Ideal for bouncing rockets off walls around corners to flush out the enemy – although make sure you stay clear otherwise it could blow up in your face.
- Bot AI code was tweaked to remove a “bug” where bots would only fire the secondary “ricochet” ammo.
- All outfitting for Infiltration, Demolition, Capture The Flag, and other team games was removed and replaced with the RPG7.
- RPG7 ammo was increased to 999 rounds, with a clip size of 99. This allowed for automatic fire of the RPG7.
- Addition of a basic “Frag Rate” scoreboard for matches. At present this does not calculate decimal places, only a whole number. This may be corrected in a future release.
- Cvar added to disable the frag rate scoreboard, ‘cg_fragRateScoreboard 0’ to disable, ‘cg_fragRateScoreboard 1’ to enable.
- Cvar added to disable welcome message, ‘g_welcomeMessage 0’ to disable, ‘g_welcomeMessage 1’ to enable.
- RPG7 clip size reduced from 999 to 5 to prevent “spamming”, especially from bots that would fire virtually endless salvos of rockets until wither they were dead, or the enemy was dead.
- RPG7 clip size reduced from 5 to 3 to prevent “spamming”, and make the mod more playable online.
- Drop code was changed so players could not drop the RPG7, as it is their only weapon.
- Loading screen text was made black so it could be read on the new white background.
- Reloading and firing animation speed increased.
- Rocket speed through air decreased slightly.
- 3 second life span added to rockets. 
- Rocket explosion effects were ‘trimmed down’ to increase in-game performance 
- Alteration of in-game control menu to include a ‘FMR’ button 
- Plus a lot more changes I have forgotten about…


============================================================
* Play Information *

Game                    : Soldier of Fortune 2
Type                    : Multiplayer
Supported Modes		: DM, TDM, CTF, INF, DEM, ELIM
			: 
Requires                : SoF2 Full Version 1.03 or higher


			· 3D accelerator with 32 MB of RAM 
			· Pentium or Duron/Athlon 700 MHz processor or faster 
			· 128 MB of RAM

			IF PLAYING MULTIPLAYER:
			· A Local Area Network (LAN) or
			· Internet play requires at least a broadband connection

============================================================
* Construction *

Compiler                : Visual C++ 5.0
Buildtime               : N/A
Known Bugs              : Read the 'FMR Manual.txt' or 'FMR Manual.rtf'

Features                : Read the 'FMR Manual.txt' or 'FMR Manual.rtf'
			  in the 'Documents' folder for more info.
New Textures?		: Yes
New Sounds?		: Yes
Custom Soundtrack?	: No

Compile Machine         : 800 Mhz AMD Duron, 512 MB RAM
Compile Time            : < 1 minute

============================================================
* Permissions*

All original and composed textures, assets and intellectual property in this modification remain 
property of the sources respective owners.

You MAY distribute this modification in any not-for-profit electronic format (BBS, Internet,
CD, etc) as long as you contact the author first, and include all files, including this ReadMe 
(FMR Manual.rtf), intact in the original archive.

You MAY NOT include or distribute this mod in any sort of commercial product without 
permission from the author.  If given permission in writing, you must include all files, including 
this ReadMe (FMR Manual.rtf), intact in the original archive.

You MAY NOT mass distribute this mod via any non-internet means, including but not limited to, 
compact disks, and floppy disks without permission from the author. If given permission in 
writing, you must include all files, including this ReadMe (FMR Manual.rtf), intact in the original 
archive.

============================================================
* Warning - Must Read and Understand Before Use*

The author of this modification accepts no responsibility for damage to data, or physical damage 
to hardware, caused by the appropriate or inappropriate use of this modification. It is deemed 
that users who run this modification, are automatically considered as having read and 
understood this liability clause before using the said modification.

============================================================

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Arkanis


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Registered 1st December 2002

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