T H F is a multiplayer mod for Heretic II that focus on teamplay. It takes place in a fantasy world and features 9 player classes, a unique xp/lev system, 4 mission type, 17 differents player models, advanced bot support, over 40 different weapons and spells, over 60 maps. And this is just to name a few. The goal of the game depends on the level/mission you are playing. When the level loads, it tells you in the console what mission you are going to play. Read the different rules for the different missions on our site to learn more about the specific rules.
THF is a teamplay modification for HereticII. It is considered part of the original program when you are using it and it is subject to all the copyright laws instructed on the Heretic II CD, which you must have purchased in order to legally play this mod. There are no warranties for this mod and the authors will not be responsible for any outcome of using it.
************************************
The Heretic Fortress (THF) v5.0 Final
************************************
Released May 2002
URL: http://thf.raven-games.com
******************
DISCLAIMER:
THF is a teamplay modification for HereticII. It is considered part of the original program when you are using it and it is subject to all the copyright laws instructed on the Heretic II CD, which you must have purchased in order to legally play this mod. There are no warranties for this mod and the authors will not be responsible for any outcome of using it.
******************
INSTALLATION:
1) Unzip the ".zip" archive inside your the "Heretic II" directory
2) Open the "autoexec.cfg" file in your "heretic2/thf_5" folder and modify the bindings to your liking.
3) Copy/paste the "gamemsg.txt" from your "THF_5" directory to your "base" directory
That's it, you are now ready to play THF 5.0...
Note:
1) Server files are included in the package but they are located in the "Server Dlls" sub-folder. Move those 2 files in the root of your "thf_5" folder in order to run a listen or dedicated server (move them back to play as client or you will crash when you join another server).
2) An hi-resolution version of the new console background is included in the current package but is not being used by default because it seems to be causing some problems on many display board (it crashes the game completly at load up). If you want to activate it and see if it works on your comp, go in "..\THF_5\pics\misc" and rename the "conback HIRES.m8" to "conback.m8". Do the opposite to turn it off
******************
NEW IN THIS VERSION (5.0 Final)
List of the changes in THF 5.0 Final:
*Bug fixes
- Updated GEX-CANYON route to improve gameplay
- Updated GEX-CLOUD route to improve gameplay
- Fixed bug that caused occasional server crashes
during bot decisions whether to fight or not
- Fixed bug in voting code that prevented player #31
from voting
- Fixed bug (I think) that caused bots to get stuck
in each other's bounding boxes sometimes.
- Fixed bug that caused bots to get wrong weapons
preferences (and therefore not attack enemies) when
switching classes (e.g. due to "maxclasses" limits)
- Fixed PKA-LILY route to reduce telefragging.
- Fixed HTF-DAMOKLES route so that bots can find goal.
- Fixed GEX-CELLAR route so that bots don't get stuck
behind doors.
- Fixed bug that caused bots to miscalculate jump distances
- Fixed bug that caused bots to try to teleport in PKA
- Fixed bug that made all bots passive in PKA
- Fixed bug that caused bots to incorrectly evaluate the
relative health of a target.
- Fixed bug that prevented "deletenode" and "cleanupnodes"
from working when no route was loaded
- Fixed bug that caused "showscore is now 1" display
- Fixed bug that caused server crash in GEX when using the
"sv bot nuke" command if a bot was carrying the sword.
- Fixed bug that caused server crash when bot tried to
use a switch to change the state of a func_wall under
certain conditions (e.g. red translucent walls on
HTF-DAMOKLES).
- Fixed bug that prevented last surviving female bot in
GEX from going after the sword under certain conditions.
- Fixed bug that prevented bots from begging for mana.
- Modified calculation of bot's desire for mana so that
bots realize more accurately when they are full of mana.
*Bots
- Bot chatter cut approximately in half
- Bots now look at all doors, not just the closest door,
when responding to an "openg" or "closeg" order.
- Bots no longer telefrag teammates they are following.
- Bots on guard duty will not leave their posts to power
up teammates (unless King Arthur is asking).
- When bots are following you, they no longer say that you
are in their way.
- When all male bots are dead in GEX, or all female bots are
dead in PKA, bots on surviving team take only optimal
routes.
- Bots now evade area defenses like tornados, fire,
dimension doors, and caltrops.
- Enchanter bots will disenchant area spells in their path
- Bots will not take light in HTF if their team controls
the fort and the other team has a rogue, unless ordered
to. Even if there is no rogue on the other team, the bot
is less likely to spontaneously take the light and more
likely to defend the fortress when its team controls the
fortress in HTF.
- Bots are much less likely to fight attackers who are
behind them, when they are carrying the light.
- Modified bot goal selection algorithm so that they play
better defense in GEX and HTF (they now typically choose
to defend the fort rather than to chase the light bearer,
if the fort is closer)
*Enhancements and New Features
- "openg", "closeg" and "inway" are now team chat
(messagemode2). Note that they will still be audible to
players on both teams.
- Bot weapon preferences and accuracy settings are now
initialized from the files Warrior.bot, Wizard.bot, etc
in THF_5\grinbots2\bots when random bots are generated.
This allows the server operator to tailor the skill level
of each bot class, and also generally makes the bots
smarter.
- Modified routes for GEX-CANYON and HTF-CANYON to use new
NODE_PLATFORM_MID.
- Added 2nd argument to "autolink" command. If not provided,
behaves as before. Otherwise, a non-zero value causes
the game DLL to automatically insert nodes between nodes
more than 256 units apart during autolinking. The nodes
are of type 27 (NODE_MOVE_MID); they act just like
move nodes, but subsequent calls to "autolink" won't
further subdivide paths that include them.
- Added node type 26 to indicate points on a platform ride
where bots can exit (besides top and bottom, e.g. middle
of ride on GEX-CANYON).
- Added node type 25 to indicate points on a rope where bots
can exit (besides top and bottom)
- Made rogues less visible to bots.
- Modified navigation code so that bots can follow routes
better across narrow ledges with jumps (e.g. wall climbing
on PKA-BRIDGE).
- Modified navigation code so that bots will ride tall
platforms and climb long ropes without the need for extra
nodes; also, so that bots don't stand under platforms as
much.
- Modified "botnoai" command so it can be changed mid-game
for better route debugging.
- Saying "have" or "haveex" when you don't have the light
or sword, will prevent bots on your team from picking up
the light or sword for 10 seconds. This is useful if you
really want to carry the light or sword yourself.
**************************************
List of the changes in THF 5.0 Beta5:
*Bug fixes
- Fixed bug that prevented bots from following "guard" orders
- DeleteLink command now updates visual display of neighbors
when deleting all links into and out of a node
- Fixed bug that caused incorrect bot navigation near
teleporters (bot would run toward telporter destination
instead of teleporter)
- Fixed bug that caused crashes and incorrect bot recognition
of certain door configurations (htf-hex, pka-stonehenge, etc)
- Fixed bug that caused bots to have invalid information about
the status of cylindrical or box-shaped doors with multiple
approach paths.
- Fixed bug in route-building code that calculated too-high
costs for going through teleporters.
- Fixed bug in route-following code that prevented bots from
passing through some teleporters.
- Modified "endround" command so it can only be used when no
human (non-bot) players are left alive in the game.
- Corrected crashing bug introduced in Beta4 when fixing "Too
many client entities in view" message
- Reduced radius of visible nodes for "shownodes" command from
768 to 512, to reduce overflows.
- Fixed bug in SV BOT NONE that caused mis-reporting of value
of BOTFILL console variable.
- Fixed bug that prevented bots from recognizing nearby one-way
doors (e.g. doors on air tubes or over pits)
- Fixed bug that caused bots to get lost when wandering.
- Fixed bug that caused bots to give up trying to open or close
a door if they weren't positioned correctly to operate the
switch.
- Fixed bug that prevented bots from picking up sword when it
was not near a route node.
- Fixed bug that prevented bots from powering up teammates not
standing near a route node.
- Fixed bug that interfered with automatic detection of certain
multi-part doors when building bot routes (e.g. the "fishy"
door on HTF-STONEHENGE).
*Enhancements and New Features
- Added "noicons" server command that when set to 1 disables
UPDATE of all on-screen icons. This is meant to help fix
client connect problems that may be due to too much HUD-related
network traffic.
- Modified per-client "toggleinventory" command so that when
set to 1 it disables updating of all on-screen icons. This is
meant to help fix client connect problems that may be due to
too much HUD-related network traffic. NOTE: NOT WORKING.
- Replaced "endround" command with "sv endround" for security
- Rogue's Caltrops do 20% more damage
- Enchanter speed boost also gives ability to breathe underwater
- Enchanter speed boost allowed on Arthur or sword-bearer, but
does not increase speed, only gives water-breathing.
- The "gotonode" command (available only when botdebug and
shownodes are both active) accepts an optional player name as
its 2nd argument, to move a specified bot or player to a new
location.
- New command "neighbors <n>" where <n> is a node number; lists
all links into and out of the node. Useful in route debugging.
- New binding scripts in the "autoexec.cfg" that make f9-f12 have diff camera views (you can acess different view by pressings those keys multiple times)
- New binding configs in "autoexec.cfg" that let you use a kind of "shift" key to access alternate commands with a single key (Example: pressing the "l" key will say the "I got light" voice msg while pressing the ALT key + the "l" key will say the "get the light!" voice msg instead, see autoexec.cfg to set this to your liking).
- New bot routes and updated old ones. We now have bot routes for most of the THF maps
*Bots
- Bots now sometimes say "Fortress Secure" when they kill the
last enemy in GEX or PKA.
- Bots now deliberately close doors when on defense, and also
deliberately open doors when on offense
- Bots will now use area weapons (fire, storm arrows, whirlwinds,
etc) to defend an area (previously used only anti-player)
- In CTL, "deffort" will cause bot to defend it's team's light
shrine (previously had no effect in CTL).
- In GEX and PKA, "deffort" will cause bot to defend scoring
shrine regardless of what team it is on.
- Improved bot vertical jumping accuracy
- NOTE: MAPS THAT INCLUDE BUTTON-OPERATED MULTI-PART DOORS MADE
USING "targetname" INSTEAD OF "team" ARE NOT SUPPORTED IN THF 5.
We STRONGLY recommend that you use the "team" key/value pair to
identify each part of a multi-part door when creating maps. When
creating routes, use door nodes only if the door is not self-
opening, and place one node on each side of each non-self-opening
door. THF 5 attempts to automatically identify the parts of any
multi-part door made (incorrectly) by giving each part the same
"targetname", and generates a warning message when such a multi-
part door is suspected; the door is modified in memory to behave
as if it were made using "team" to identify the parts, but there
is no guarantee that the door will work correctly during open,
close, navigation, and lock-picking operations. To modify the
configuration of a door without recompiling the map, use Quark
or a similar editor to modify the key / value pairs of the lever,
button, and door entities.
- Wizard bots are now much more likely to use meteors.
**************************************
List of the changes in THF 5.0 Beta4:
*Bug fixes
- Added THF_5/sounds/pickupex.wav sound for when picking up
Excalibur in GEX games.
- When the Rogue picks a lock, and the door is part of a group
that normally toggle together, all doors in the group are
triggered. I know, I know, you thought being able to open just
one of the doors in a set was a "feature"...feature is gone now.
- The RAGE player stats system wasn't counting kills of the sword
bearer in GEX. Modified game DLL to report these kills as
light-bearer kills.
- Some users have reported THF 5.0 creating strange directories
for saving configuration data. You can fix this by adding the
following line to your THF_5/autoexec.cfg file:
set userdir "THF_5User"
This will save your config data in a folder called THF_5User
at the same level as your THF_5 folder.
- Fixed chase cam bug that made your corpse follow the other
players around.
- Fixed Bug that caused GEX and PKA respawn to malfunction
on maps without bot routes.
- Fixed bug that delayed calcuation of results of a vote
when bots are playing.
- Log file is now terminated correctly after map vote
- Fixed bug in "previous chase cam" selection code that
required you to press button twice when reversing cycling.
- Deleted "give level" cheat code
- Fixed bug that caused PKA maps to crash if the King Arthur
class was not enabled in level.offensive_weapons.
- Fixed bug that caused server crash if there was no available
class for a player or bot (for example, if maxclasses is set
and also level.offensive_weapons). Now, if there is no class
available the player or bot will spawn as a Warrior.
- The Warrior class is made available on the class selection
menu, regardless of maxclasses or level.xxx_weapons, if there
is no other valid choice for a player.
- Fixed bug that made red sphere of annihilation for female
wizard not work
- Fixed bug that prevented monsters from spawning when using
"cheats 2"
- Fixed uninitialized bot route variables
*Enhancements and New Features
- "Too many client entities in view" message is now shown
only when the entity count changes, not on every frame.
- Eliminated many square root calculations to reduce server
processing load.
- If you supply a player name to the 'mewant' cheat command,
that player gets instant experience points.
- An obj_shrine with scale of 0.0 will have no model, but
will have normal shrine ball effects.
- An "sv map <name>" command has been added. The command is
equivalent to:
sv writeip; map <name>; exec "listip.cfg"
NOTE: if you just change the map using "map <name>",
the server's ip ban list is cleared, but the last saved
ip ban list is still available in "listip.cfg" and you can
load it using an exec command.
NOTE: The IP ban list IS NOT automatically loaded from
"listip.cfg" on the first map when you start a server.
Be sure to load it before using "sv map" to change the map,
or your IP ban list will be erased.
- The equivalent of the "sv map" command is now used to change
maps after a map vote, preserving (and saving) the current ip
ban list.
- You can place custom models in your maps, and they will be
displayed as solid and with the right collision bounding box.
1) Create a func_train anywhere, of any size. Set its
BLOCK_STOPS spawnflag. Add the following key-value pairs
in the entity view:
count 1
file models/........fm (the path to your model)
target putithere (or some other uniue string)
wait -4
2) Create an INFO_NOTNULL and put it where you want the origin
of your model. Add the following key-value pairs:
targetname putithere (match target name of func_train)
You should be able to combine this with other features of
func_train to get movement, animation, etc.
- Reduced size of edicts and client entities (less net traffic,
smoother net play)
- New King Arthur sounds for berserk, overhere, deffort, fclear,
noprob, follow, gjob, waithere, inway, and roger commands.
- The logging function used by the RAGE player stats system now
records assists (e.g. when you power up a teammate) as well as
frags. Watch for a RAGE update soon to take advantage of this
new game information.
- Chase cam in GEX and PKA mode when you are dead (instead of
having to move the camera yourself)
- Pressing DEFEND key selects previous chase cam
- The "hellstaff" ammo icon and weapon icon have been replaced
to reflect the new purple firing colors of the cleric's staff.
- The hellstaff ammo pickup model is now a purple insect with
flapping wings, Be sure to install the new model (tris.fm)
and skins (!skin.m8 and !skinpurple.m8) in the right place
(thf_5/models/items/ammo/hellstaff).
- A new gamemsgs.txt file is included that changes the message
displayed when picking up hellstaff ammo.
- Added 'gotonode' bot route debugging command - works only when
shownodes is active.
- Your winning streak (roll, rampage, or domination) will end
now if you kill a teammate.
- A message will be displayed if you had a winning streak going
and end it by commiting suicide.
- Added server resistance to PF_setmodel: NULL crashes
- Removed code for original Heretic II buoy system, since THF 5
uses the GrinBot system.
- Deleted unused fields in edict structure, reducing the volume
of client-server data slightly (should be slight performance
increase).
*Bots
- Increased liklihood that bot will use certain weapons and
defense items
- Fixed bug that sometimes prevented spawning of warrior bots
using 'sv bot spawn warrior'
- Removed 'ming' command (it wasn't working anyway).
- Rogue bots will now pick the lock for you if you ask them to
open a locked door.
- Added 'sv bot none' command to get rid of all of the bots on
a server quickly so they don't respawn (same effect as using
botfill 0; sv bot kick).
- Added 'showaltpath' command to show path between two nodes
using alternate path table (table used if all doors closed)
- Bot route finding code now recongizes func_wall entities as
a kind of "door".
- Added 'botnoai' latched console variable. Set botnoai to one,
and the bots will take orders but not pick their own goals.
Useful mainly for testing routes, debugging bots.
- Bots now roll backward away from swinging doors that swing
toward them (for example, on gex_cellar) to avoid getting
crushed.
- Fixed bugs in deletelink command that didn't update node
tables correctly, and caused incorrect shownodes display
- Added support for 2nd "all doors closed" route for each map
to help bots navigate maps with switch-controlled doors. The
route is built automatically and saved as part of the normal
route file.
- Optimized bot enemy targeting routines to reduce CPU load on
server.
- Partial work-around for bug that caused bots to get stuck
inside each others' bounding boxes.
- Fixed bug that gave bots inaccurate idea of their position
and caused them to backtrack when knocked off course.
- Corrected bot jumping code to account for ledge-grabbing
- Reduced node limit per map from 1024 to 512.
- Fixed a bug in code that auto-placed nodes at door switches,
that caused the bots to not be able to find the node if it
was a button rather than a lever.
- Fixed bug in bot defense selection code that caused bot to
always try to use fire shield at close range, whether it
had the defense or not.
- Added node type 23 ("Duck Node") to give bots a hint about
when they should duck.
- Added node type 24 ("Precision Node") to give bots a hint
about when they need to stay exactly on the nodes to navigate
a tight area. Note that node type 9 ("Jump Node") is also
treated as a precision node, as well as a jump hint.
- Improved bot code to handle ducking even when no "Duck Node"
is present.
- Modified "buildpaths" command so it does not disconnect the
server when building a large route table
- Bots jump more accurately
- Bots aren't as easily distracted while on missions.
(fix for bug introduced in public beta)
- Revised route for gex-cellar so bots don't get stuck as much
behind swinging doors
- Bots do not count in MAXCLASSES limits - you can select
a class even if a bot has already taken it.
- Bots won't try to switch teams or quit based on BOTFILL and
BOTBALANCE in the middle of a PKA or GEX game (they wait until
the end of the round, since they wouldn't be able to respawn
on the new team, and any new player wouldn't be able to spawn,
in the middle of a round).
- Fixed bug that corrupted routes when using deletenode command
to modify bot routes
- Added new syntax "deletelink <nodeID>" to delete all links
into and out of a specified node.
*Known Bugs
- Bot logic is broken. Bots constantly reevaluate priorities and
hesitate during actions.
- Bots still get stuck sometimes
- Bot handling of platforms sometimes doesn't always make sense
- Connect problems on some maps esp. when using firewall software
- Possible issue - some players report unable to use haste in next
round after warrior carries GEX sword.
**************************************
List of the changes in THF 5.0 Beta3:
*Bug fixes
- When a killing streak is broken, player name prints correctly
- Male rogue can't score in GEX anymore
- Bug that caused incorrect tracking of players between nodes
- Bug that caused bot to stand around frustrated when out of ammo
- Bug that caused bot to stand around frustrated when on a rope
and seeing an enemy
- Bug that caused bots to roll beneath jump tubes
- Bug that caused bot to become confused given CHARGE order
*Enhancements and New Features
- Red sphere of anihilation for female wizards
- The map list now goes in thf_5\maplist.txt instead of in the
server config file. Thanks, Jax!
- New and improved map voting system. Thanks, Jax!
- NOTE: THF 5 no longer auto-binds the voting keys. Make sure
your config has binds for "vote select" and "vote next", or
you won't be able to vote.
- The GEX sword (or any other item with ITEM_FLOATS set)
will now drop if a platform is removed from under it.
- New command 'sv bot team <name>' to switch bot's team
- New command 'endround' to force end to GEX or PKA round
- In GEX, the 'getlight', 'have', and 'stolen' commands
are automatically translated into 'getsword', 'haveex',
and 'stolenex' commands.
- Routes are now displayed using different icons for special
node types, as follows:
Orange Ball - current node (automatic)
Red Gem - nodes considered adjacent to current node (automatic)
Blue Ring - node linking through teleporter (automatic)
Egg - normal "move" node (type 0)
Tornado - "jump" node (type 9)
Blue Ball - "door" node (type 18)
Blue Crystal - "alternate path" node (type 16)
Key - "door opener" node (automatic)
- Phoenix and Storm arrow effects now use client prediction for
more accurate rendering. Thanks, Jax!
- New command 'deletenode <node>' to delete node from route
NOTE: not fully tested.
- New command 'relinkitems' to add new nodes (e.g. door openers)
NOTE: not fully tested.
*Bots
- Bots now beg half as much (not as noisy)
- More bot names
- Bots know how to open doors and gates using buttons and levers
- Bots now take alternate route to shrine in GEX more often
*Known Bugs
- Bots still get stuck sometimes
- Bot handling of platforms sometimes doesn't make sense
- Connect problems on some maps
**************************************
List of the changes in THF 5.0 Beta2:
*Bug fixes
- Wizard can no longer initiate teleport and grab light
- Wizard can no longer initiate teleport and grab sword
- PKA Arthur's "no mana" taunt now plays correct sound
*Enhancements and New Features
- Improved Arthur "over here" sound
- Improved Arthur "open the gates" sound
- Improved Arthur "close the gates" sound
- Improved Arthur "roger" sound
- Improved Arthur "good job" sound
- Added / modified female "flirt" sound
- Added / modified male "flirt" sound
- Added Arthur "flirt" sound
- Added Arthur "in way" sound
- Added "botspeak" for players; a chat message consisting
of a single digit 0-9 is converted to some message that
a bot would say, including text and sound. This is NOT
configurable but eliminates the need to bind lots of keys.
The botspeak commands are:
"waithere", // 0
"getsword", // 1
"inway", // 2
"roger", // 3
"openg", // 4
"closeg", // 5
"guard", // 6
"fclear", // 7
"follow", // 8
"lead" // 9
*Bots
- Fixed route problem on gex-forts that caused female bots
to get stuck in spawn area.
- Type 'commands' in console with botdebug set to 1 to see
a list of bot commands.
- Type 'nodetypes' in console with botdebug set to 1 to see
a list of bot route node types.
- Bots no longer respawn at end of round if no route in PKA
and GEX.
- Reduced bot friendly fire tendency
- Increased probability that bots will take alternate routes
on maps that include alternate route nodes
*Known Issues
- Same issues as Beta1
**************************************
List of the changes in THF 5.0 Beta1:
*Bug fixes
- Fixed file I/O bug related to bot respawning, that could cause
occasional server crashes.
- Fixed rare server crash bug in bot targeting code
- Fixed rare server crash bug in cleric insect bomb code
*Enhancements and New Features
- In CTL and HTF, if you try to pick up the light before the
30 second new map timer is expired you are told how much
longer time is left before you can pick up the light.
*Bots
- Wizard bots give mana transfer only if you ask "nomana",
no longer for "powerme"
- Bots won't beg if all teammates are dead
- Bots know when they are stuck at a door. Rogue bots will try
to pick the lock, other bots will ask someone to open the gate
- Modified game-specific algorithms to improve bot play
- Improved bot obstacle avoidance (roll left and right, in
addition to previous jump, to avoid)
*Known Issues
- Some players can't connect on certain maps (gex-cellar)
- S_Update_ overflows (related to sound effects?)
- Female bots are very bad at PKA
- Bots DO NOT know how to open and close switch-operated gates
- Bots do not see cleric whirlwinds or pyro bonfires
**************************************
List of the changes in THF 5.0 Alpha9:
*Bug fixes
- Fixed bug causing invalid bot names like "'v$"
- Fixed server crash bugs related to bot goal selection, and
restored bot goal selection algorithms.
- Fixed bugs in character class selection menu (skipping some
classes, not allowing prev_class, etc)
*Enhancements and New Features
- Dynamic round timing for GEX and PKA games. Normally, the length
of a GEX or PKA round is determined by the 'roundtime' variable,
which gives round length in minutes (default is 3.5 minutes).
HOWEVER, if the cooptimeout value for a GEX or PKA map is greater
than 15, the round length for that map only will be the co-op
timeout / 16 (remember, the low four bits of the co-op timeout
determine the game type; 1=PKA, 3=GEX).
- HEADSHOT automessage if you kill someone with a shot to the head
using the iron doom, hellstaff, phoenix bow, magic missile, or
flying fist.
- Increased velocity of hellstaff projectiles - easier to aim now.
*Bots
- If all enemies are dead in GEX or PKA, bot no longer goes for
ammo and mana.
- Wizard bots now teleport more intelligently (and less often)
- Improved bot tracking of other players and Excalibur at close
range (bots don't wander near Excalibur unable to pick it up)
- Bots now use mana transfer spell in response to "powerme" or
"nmana" commands
- Bots are more aggressive about getting light in CTL
- Bots now move toward you when asking for mana, armor, etc.
- Bots know how to play all game types now. Modified all game
specific programs to make bots more persistent in tasks.
**************************************
List of the changes in THF 5.0 Alpha8:
*Bug fixes
- Fixed bug causing server crash when two bots got same random name
- Deleted "loadgame" argument from ClientConnect() function since no
caller ever used it (very strange declaration mismatch)
- Fixed bug causing bots to camp at old Excalibur locations
- Fixed bug causing bots to incorrectly evaluate light / sword priority
- Fixed bug causing server lock-up when bots are unable to select
an alternate route.
- Rebuilt game DLL with debugging features turned on (bigger and
slower, to be fixed prior to release)
- Fixed bug that caused server crash when bots spawned without a route
*Enhancements and New Features
- Added new server variable "logstats" which when non-zero causes the
server to log player frags and other events in a format compatible
with Jax's RaGe HTML player statistics generator. See RaGe.zip for
more information.
- Set "no_centermsg 1" to restore old-style team messages (at upper
left of screen instead of in center of screen)
- New audio taunts:
a) roger Acknowledged.
b) openg Open the gates!
c) closeg Close the gates!
d) flirt Are you looking at my ass?
e) guard Defend here!
*Bots
- NOTE: When using botfill, keep the following in mind.
a) Keep the botfill value below the maxclients value
b) "botfill 0" turns off automatic bot filling; it DOES NOT kill bots
c) You can use "botfill 1" to kill off all current bots and keep
them from respawning. Then when no bots are left, use "botfill 0".
- Tried to make bots a little smarter about lava and being on fire
- Added three-level bot order stack (makes bots less forgetful):
a) Interrupts, like heal me / armor me
b) Short-term goals, like moving to pickup ammo, health, and mana
c) Long-term gameplay goals, like defending the fortress
- Slightly reduced random bot spawn / respawn delay
- If the [Name] entry in a bot description file is "*", the bot is
given a random name but takes all of its stats from the file.
- When spawning un-named bots (e.g. using the botfill command), if
a ".bot" file is present it will determine the stats and class of
the bots; otherwise the stats and class are random.
- Pre-made bot description files are provided for each of the classes
except Arthur. For example, to spawn an archer bot you can type:
sv bot spawn archer
- Added game-specific (and some class-specific) bot goal selection for
GEX, HTF and CTL games.
- (TEMPORARY) removed automatic bot goal selection for all other game
types; bots respond to orders and mana / ammo needs only.
- Improved bot response to "you're in the way"
- Fixed bug(s) in bot awareness of state of lights
- Fixed bug causing bots to ask for power-up from dead teammates
- When using the "shownodes" command, all of the nodes linked to the
current node are now shown as red gems instead of eggs.
- When a bot's opponent is significantly above or below the bot, the
bot now prefers projectile weapons.
- Archer and rogue bots are smarter about determining whether they
have a clear shot.
- Maps may contain "alternate route" nodes (node type 16). When a
bot is moving toward either the goal or the light shrine, there is
a chance it will decide to move toward one of these nodes instead,
and then move to the goal or light from there. By placing these
nodes carefully (or changing a few existing nodes to type 16), the
bot will choose various routes instead of always the shortest, most
predictable one.
**************************************
List of the changes in THF 5.0 Alpha7:
*Bug fixes
- Bug fixed (we think) that caused you to not be able to teleport or
haste or berserk after respawning in GEX.
- Blacksmith can no longer fire with no mana (e.g. after thief)
*Enhancements and New Features
- Team chat messages now appear in the center of the screen
- Enchanter's shooting stars are now faster and have gravity
- Cleric does push button animation when setting an insect bomb
- While hasted or berserk, you can breathe underwater
*Bots
- Bots are a little better at avoiding each other while moving
- Bots are quiet during intermission, and use the "inway" taunt less
- Bots are a little more aggressive about targeting light bearers
- Blacksmith bot now knows how to use quake
**************************************
List of the changes in THF 5.0 Alpha6:
*Bot changes
- Bots now respond to "Greeting" and "WaitHere" commands
- Bots say "Sorry" if they kill a teammate
- Bots will camp briefly if a teammate uses the "waithere" taunt
- Archer bots are less likely to touch a mana shrine
(they will still do it as a denial technique)
- Rogue bots now have nearly the same gas aim accuracy as archer bots
- Enchanter bots now use the lightening shield much more aggressively
- Bots picking up excalibur no longer camp randomly
- Bots will thank you for a power-up
- Bots will not attack teammates who get in the way
- Bots will respond to "follow me" and "light stolen" taunt
- Bots will respond to "armor me", "power me up", and "heal me" taunts
- Bots more aggressively target light-bearers
*Excalibur now floats to the surface when dropped in water, lava, or slime.
Also featuring:
- 2 new maps from Jax (htf-dome and htf-homeatlas)
- 1 new map from glyphus (gex-cellar)
- 1 new map by dive (htf-wake)
- 4 raven map ports (gex-canyon,gex-cloud,gex-lava by gwyn and Cyb)
- 1 ctl map port into gex (gex-forts by cyb)
- bunch of new sounds by Gwynhala
**************************************
List of the changes in THF 5.0 Alpha5:
*Fixed bug of class count not showing in menu
*In GEX, a sword-carrier can no longer be hasted
*Archer capable of mana use gets full mana on respawn and level 5 level-up
*Unpowered hellstaff now shoots purple stars again (we call it the "lag-o-matic")
*Powered hellstaff is also purple (same fx as before, different color)
*New server variables "mteamnick" and "fteamnick" to set scoreboard team names
*In GEX, if you are killed you can click to move the camera to the current
location of the sword, as well as to other living players.
*In GEX, fixed bug that allowed haste when carrying Excalibur
*New or improved bot routes for several maps: gex-cellar, htf-homeatlast,
gex-forts, gex-lava
*Note: If botdebug is 1, you must manually load the route for each map
using the console "loadroute" command.
**************************************
List of the changes in THF 5.0 Alpha4:
*New GEX scoring (more balanced):
- female team escapes with excalibur: 6 female team points
- male team kills all females or round timer expires: 6 male team points
- female escaping with excalibur: 2+3 XP (only +3 XP for all teammates)
- male killing female sword carrier: +2 XP
- male team kills all females or round timer expires: +3 XP all team members
*Bot enhancements
- Wizard bots try for sphere splash damage much more often
- Integrated latest (previously unpublished) excellent bot code from Grin.
- Bots now take the light / sword on maps for which bot routes exist
- Warrior bots now attack with the blade realistically
- Bots aren't counted during map voting
- Server command SV BOT NUKE added to assassinate all bots in GEX / PKA.
- Fixed bug that prevented female bots from taking the light
- Fixed bug that made bots non-aggressive in GEX
- Male bots will now use Excalibur to heal themselves
*Player class changes
- Cleric insect bomb now uses mana only to cast the bomb (blow it up for free)
- Increase damage range of insect bomb a bit
- Archer gets ring of repulsion and blue mana use at level 5
- Reduce splash damage of archer's arrows a bit
- Hasted or berserk players are immune to blacksmith's quake
- Pyro heals twice as fast as before in lava
- Enchanter's disenchant spell has 50% greater range
- Wizard gets new teammate mana rejuvination spell at level 1
*Added rate cheat detection
*Changed PKA_KINGSLIGHT to PKA_SWORD, made it default to 1, and changed
effect to the same lighted sword used in GEX.
*Bug fixes
- Fixed bug in MAXCLASSES that caused random class change on respawn
- Fixed bug that prevented level-ups if FRAGLIMIT was 0
- Fixed bug that allowed warrior to keep blue blade on loss of level
- Fixed bug that awarded 3 points per kill in GEX
**************************************
List of the changes in THF 5.0 Alpha3:
*Random bots now pick unique (and interesting) names
*All powerup/heal/assist spell ranges increased by 20%
*Fixed bug in new voice taunt code when player is dead
*When mana-stealing sword steals mana, mana shrine effect plays
*When vampire sword steals health, player health pickup sound plays
*Male and female chickens.
- Males are black and white with a red comb.
- Females have a black head and a flesh-colored comb.
**************************************
List of the changes in THF 5.0 Alpha2:
*Fixed vanishing Excalibur effect in Client Effects DLL
*Added arching arrow aiming to bots (based on intelligence)
*Fixed HUD display icons
*Warrior cannot berserk when carrying Excalibur in GEX
*GEX Freelook now allows you to fly around as in PKA
*Wizard cannot teleport with Excalibur in GEX
*New audio taunts:
- haveex I have taken Excalibur
- stolenex Excalibur has been stolen
- waithere Wait here
- getlight Get the light
- getsword Get the sword
- inway You're in my way
*Moved bot folder into THF folder instead of base
*New server commands:
- maxclasses <number> If non-zero, limit # players per class per team
- levelupbonus 0|1 If non-zero, level-up gets full health and armor
- pka_kingsword 0|1 If non-zero, King Arthur have sword rorating around him
*Teamplay Microbonuses
Each time you use your ability to power-up, heal, haste, or armor a
teammate in need, you get a 1/3 point teamplay microbonus. Every three
microbonus points are automatically traded in for 1 experience point,
allowing you to go up levels by being a helpful teammate.
**************************************
List of the changes in THF 5.0 Alpha1:
*New Game Mode (Get Excalibur / GEX)
This mode is males vs females. The males defend the magic sword Excalibur.
The females try to pick up the sword and carry it to a goal. Males can't
pick up Excalibur, although a male rogue can steal it for a short time.
The game is team DM until a female first picks up Excalibur; then it
becomes more like PKA with dead players going into lookfree instead of
respawning. Males score by killing all females or round timeout; females
score by getting the sword to the goal. Features a new floating, rotating
sword and lighting effect for the sword carrier.
*Other changes:
Can't use voice taunts if you're dead in PKA or Get Excalibur
If you drown, you can respawn immediately (no meter waiting).
The 30 second PKA warm-up timer now reports how much wait time is left.
Gwynhala (serotonin@earthlink.net) 08/03/01
******************
GAMEPLAY AND COMMANDS
See the website for information on the gameplay and a list of the available commands
http://www.raven-games.com/hosted/thf
******************
CREDITS:
******************
Programming:
Josh "Wankeroo" Gallagher
Chris "Gwynhala" Burke
Jax
Grin (original bot code)
******************
Maps:
Wankeroo
Jax
Manfrog
9legYak
Dive
Browndog
BowHunter
Lars
Tronyn
Trix
Naeblis
Leadwolf
Bleed
Shadowlord
Deadmeat
Raven Software
Jet
******************
Player models:
Drax
Gwynhala
Vagabond
Cybermat
Note : some models were based on Quake 2 models by Brian "Evil Bastard" Collins and Hexen 2 models by Firebrandt
******************
Sounds :
Maude-Esther Lemonnier
Josh "Wankeroo" Gallagher
Pebby Webby
Mithgulwen
Cenwolf
Note: Many of the sounds were taken from the game "Darkstone" by Delphine Software
******************
Skins:
Gunsmoke
Gwynhala
Paladin
Sparrowslain
Wydraz
Rogue Rodent
Drax
Mithgulwen
******************
Web Design/ icons /Game concept:
Cybermat
******************
Special Thanks
Special Thanks to Falcon, someone, Dr.Wu, Gromit, Grimlock Pat Cash, The Emissary, Mridalm, Keebler |E|lf, Green and Fortuna ...
Thanks to all the people that helped us develop this mod (and that we might have forgotten to list here)... Thanks to all the players that have supported us for the last 3 years... Thanks to raven-games.com and Phoebus for hosting our website... Thanks to Raven Software for this amazing game...
May THF, Heretic II and King Arthur live long!