Ultimate Quad Capture - Help File
 
 
Menu
 
- About the Author
- Installation
- About Ultimate Quad Capture
- What is Ultimate Quad Capture Classic about ?
- How to use the Option Menu
- The 6 alternative game-modes.
- How do UQC maps look like ?
- How do we build flagpoints ?
- Flagpointing tips
- The in-game quick-game editor
- Known bugs and plans
- Credits
 
 
 
ABOUT THE AUTHOR
 
My name is CocoT (aka Noricoco or Norikoko) and I'm the webmaster of the Neurotic Conversions site.
I have been modding Quake1 for a bit more than two years now and I consider UQC as my best finished mod so far. 
Other released mods by me are Quakability : Bot Arena 2.1, Quad Hunt, Suicide Bomber and the MrGLQuake Fun patch (with the help of Koolio).
Other current projects are PaQman, Arcade, Quakability : Bot Arena 3.1 and Universal Map Loader.
 
INSTALLATION
 
Everything is pretty straightforward, really and, if you read this, I *guess* you've been doing it right. 
All you need to do is unzip the UQC zip into your Quake directory respecting folders
Then, if you are using WinQuake or GLQuake, replace the quake.rc file by the one in the rc.zip file.
Go then to your Quake directory and launch the game with the "-game UQC" command.
Create a multiplayer game (it doesn't matter which map, simply choose the "start" one, for example).
Once inside the map, roll down the console and type "map" + the name of the map you want to play.
Of course you might also play around with the "temp1" variable ... but be sure to read on before doing so, as its uses are explained below.
 
ABOUT ULTIMATE QUAD CAPTURE
 
Ultimate Quad Capture is thus a mod created by myself, CocoT.
It has been especialy designed with QExpo 2001 in mind (http://qexpo.condemned.com) and was released on Thursday the 27th of July 2001, which was QExpo's "Bot Day".
It all started as a mini-mod, really, but then took bigger proportions and I'm now glad to say that UQC is a mod in its own right. I spent around 4 months working on it, not full time, of course (since I have a job), but from time to time. This version is the first one to be distributed to the public and, as I will explain later, will probably not be the last.
 
WHAT IS ULTIMATE QUAD CAPTURE CLASSIC ABOUT ? (See Demo1.dem)
 
Note
As the name indicates, UQC is a "capture" mod. I started it as a conversion of one of Nerf Blast Arena's game mode which I later changed slightly.
 
To make things clear, I have to point out that UQC is made up of :
1) one "core" mod - Ultimate Quad Capture Classic (UQCC)
2) "secondary" mods which are togglable via an in-game menu.
 
The "secondary" game-modes were coded after I coded UQCC. What happened is that I realized I could use the entities UQCC used in order to create other fun variations.
What you should remember is that UQCC is really meant to be the more important game-mode of this mod. The other game-modes might be fun, but they are only additions.
I REALLY encourage you to start playing UQCC before trying these game modes, too, otherwise you will quickly get confused. It also strongly advised not to try all the alternative game-modes at once and to read the rules described in this help file VERY carefuly. I can assure you that UQC is a LOT of fun ... but only provided you know what you're doing.
 
Basic Rule :
 
Ok, let's go to the heart of the matter, the rules of the "Ultimate Quad Capture Classic" mode, which is the default mode when you launch the game.
Once spawned on the map, you will see that there are 9 flags scattered on the level (blue, red, yellow, pink, purple, orange, green, brown and white) and 1 quad standing next to each of these flags (except the white one) and having the same color (thus blue, red, yellow, pink, purple, orange, green, brown). You will also see a large red circle floating somewhere in the level with the letter "E" (standing of Expo, by the way) in the middle of it.
The aim of the game is to grab the colored quads and capture them by running through this large red circle, which is called the arch. Each time you capture one colored quad, it reappears next to its corresponding flag, ready to be taken by you or another player again.
Once you have captured the eight quads, you will hear a sound echoeing in the level, which means that the ninth quad, the white quad, has appeared next to its flag. You then have to grab it and capture it. Once a player capture the nine quads (all colors, thus), the game ends.
 
The arch is the red circle there below ...
 
Note : press "C" to know the number of quads you'r holding and "F" repeatedly to see which quad you did or did not capture.
 
Frag System
 
Except if you decide to change this option in the menu (I'll explain later how), the default frag system is based on the following:
- you get frags for capturing quads (with extra frags if you capture all 9)
- you get frags for killing people. This amount of frags depends of the number of quads they hold. The more quads your opponent is holding, the more frags you'll get for killing him/her.
- you get the "usual" frags of the ID game (simple kill, telefraging ... etc)
 
Visual Help
 
There are elements in UQC that help you know exactly what is going on in the game.
 
The Quad is there, grab it !  Player "ONE" has taken the flag
 
The Quad has been dropped !  
 
 
First of all, you'll notice that the flags do not only show the color of the quad standing next to them but also numbers or symbol. These have a meaning.
- If you see a number on a flag, this means that its corresponding quad has been taken by the player wearing that number. So for example, if you're looking for the red quad, you can check the red flag. If you see that the number on the flag is "5", then it means player 5 is holding the red quad. "All" you have to do is hunt that player and try to steal that quad from him/her by killing him/her.
- If you see a "X" on the flag, this means that the quad is there for people to take. Look where the quad is supposed to be, it should normaly be there.
- If you sse a "D" on the flag, this means that the corresponding quad has been dropped. In other words, the person who held it died and no one has (yet) grabbed it. After a few seconds and provided that no one picks it up, the quad should respawn next to the flag.
 
Example of visual help : the player skin
 
Then, you'll thus also see that players have a number on their shirt. This enables you to know exactly who you're dealing with in a fight.
 
Bots
 
FrikBots (by FrikaC) have been implemented into UQC. They have been taught the rules and can be worthy opponents, depending on the map, waypoint files and, of course, your own skills. They can be added to the game by typing "impulse 100" or simply pressing "b". If you want to remove a bot, then type "impulse 101".
 
HOW TO USE THE OPTION MENU
 
These were the basic rules of the core mod. You can already go ahead and play some of the maps supported by UQC (klinsanity, argonaut, jndm6 ... etc. For a some words about maps, see below). I advise you to play the mod a little bit before going further.
 
Once you are getting the hang of UQC, though, you can start playing around the in-game option menu.
This menu is toggled on/off by pressing the "m" key and enables you to change some simple aspects of UQCC to make it play differently.
Note that you can only access this mode if there are no bot connected, otherwise, it wouldn't be fair (to bots).
 
This is what you should see on your screen ...
 
Okay ... let's go through these options ...
 
1 - Quad Drop Style :  by default, Quads are thrown around and linger a little bit around (before eventualy respawning next to its flag) when a player holding them dies. You can decide not to have them dropped but directly respawned through this menu. This can make the game somewhat slower but also, however, slightly fairer : if you choose to make quad respawn rather than be dropped, you won't see situations in which one player steals loads of quads at once after a kill.
2 - 9th Capture Style : by default, you can grab the white quad as soon as anybody in the level captured the first eight quads. This option enables you to change this somewhat and make sure that only the players that have indeed captured 8 quads are allowed to pick up the white quad. This can be advised during LAN parties, to force people to concentrate on capturing flags, but can be a bit unfair to bots, who have a harder time with map navigation and might find it harder to capture the 8 quads first. Note that the default setting (anyone can pick it up) can also be quite fun, as people, by picking the white quad up, can "prevent" the player who already captured 8 quads from finishing the game.
3 - Max Flag Holding : As the name indicates, this option sets the maximum of holdable quads. By default, there is no limit, but you can decide to set it to 1,2 or 3. This makes the game more difficult and last longer.
4 - Weapon Game : by default, all the weapons are available. However you, through this option, you can decide that everybody plays with one particular weapon only. All players will be given this weapon as they respawn and no access to other weapons will be possible. The available weapons of this mode are: the rocket launcher, the grenade launcher and the lightning.
5 - Rocket Speed : this is a little tweak for you hardcore gamers out there. By default, the rockets have the "normal" speed, but you can change this speed to "extra" or "insane" through this menu.
6 - Dropped Quad Time : this lets you set the time Quads remain on the ground after a player is killed. Default time is "normal", but you can set it to "short" or "long". Note that you'll of course need to have set up "Quad Drop Style" to default to see the effects of this option.
7 - Scoring system : by default, the scoring system follows the explanation I gave above (see "Frag System"). However, you can also choose to change this. So you can choose to count "unique caps only", which means that you get only frags by capturing a quad for the first time or you can choose to count "caps only", which means that you get frags by capturing quads, whether you captured it before or not. The advantage of option number two ("unique caps only") is, of course, that you can check very precisely where players stand as far as "quad captures" is concerned by simply looking at the scores.
 
And, last but not least ...
 
8 - Alternative game-modes : by default, as I said earlier, this is set to Ultimate Quad Capture Classic. However, you can choose to set it to something else, which means that what you're going to play will not feel at all like UQCC but almost like another, completely new mod. I strongly advise you to be confident with the general feel of my mod before you start playing around with these, because trying them all at once might get you very confused. Once you feel you're ready, then try them, because they are a lot of fun. I will explain below in a special paragraph how they are played. Read it before you try.
 
Note that you should always come back to the general menu (the one with the 8 options listed) before pressing "m" and starting to play. I have noticed some bugs occuring sometimes if you don't do that.
Once you press "m" and the menu is gone, you are ready to play according to your modifications. You can come back to it and change it if you need to by pressing "m" again. Remember, however, that you won't be able to do it if you started spawning bots.
 
THE SIX "ALTERNATIVE GAME-MODES" (See Demo3.dem)
 
The idea of building these game-modes was to use the entities of UQCC (flag locations, quad locations and arch location) and do something else with them.
Note that, in all of these alternative game modes, the arch and the white quad are done away with.
Check these out :
 
1 - UQCC (tackled)
 
2 - Holy Quad : in "Holy Quad", the first person to touch a quad becomes a "saint". You'll easily recognize the saint by his/her skin. The saint is the only one able to pick up quads. Once the saint touches a quad, he/she gets one frag. He doesn't need to capture them (as a matter of fact, there is no arch in this mode), simply pick them up. Once the saint manages to grab the 8 quads, he/she gets even more frags and all the quads are respawned again next to their flags. The aim of course is to kill the saint in order to become it. In this game-mode, bots only fight against the saint and so should you.
 
The saint is back ... and it's not happy ...
 
3 - Last Quad Standing : this is last man standing, but with a "quadish" twist. All players start with 150 points. Each time they are killed, they lose points. Now, the amount of points they lose depends on the amount of quads the killer holds AND the amount of quads they hold. In other words, the more quads you're holding, the more points you will make your victim loose, but the more points you will lose if you get yourself killed. For example, if you hold 4 quads and kill a player holding 2, your victim will lose (4+2) points. If you hold 7 quads and are killed by a player holding none, you will lose 7 points. So the more quads you hold, the more "efficient" your kills are, but the more risky it is for you. Each time a player reaches zero, he/she is kicked. The winner is the last player standing in the game.
 
4 - Flag Domination : this is a pretty straightforward one, really, for anyone who knows what "domination" is. This mode works exactly like domination, except that there are 8 capture points (the 8 first flags and their quads) instead of 3 or 4. Touching the quad makes you capture the domination point and, every 30 seconds, the computer checks how many points you are currently holding and gives you frag according to it. Note that, unlike "classic" domination, you automaticaly loose all your captured points each time you die. This is a fun, but difficult mode, because it almost impossible to secure the majority of the 8 domination points (unlike what canbe seen in "regular" domination games) so you'll have to move around the level a lot :-)
 
5 - Quad Hunt Light : this a "light" version of my mod Quad-Hunt.The idea is simple. You have to be able to hold (not capture) the 8 quads of the level. You steal the quads of your opponent each time you kill him/her, so quads go from one person to the next until one eventualy manages to get all 8. One frag is then given and all the quads respawn for another round. Note that you can check at any time how many quads you are holding by pressing "c". Be sure to do this each time you kill someone.
 
6 - Quad AssHole : this is an unbalanced tag game, where one person is given loads of disadvantages while the others are enjoying themselves. Particularly unfair, yes, but oh, so fun :-) The first player to join the game is automaticaly the asshole (hey, it's got to be someone). The asshole, beside the fact that he looks ridiculously dumb in his underwear, is denied access to ALL items of the map and is given a slightly-quicker-than-normal shotgun as weapon. The other players, on the other hand, can access all health and power-up items and all use a rocket-launcher. They also get extra health by grabbing quads and are allowed to reach 250 points of health. The aim for them is of course to always pick on the asshole while the asshole's aim is, of course, to make someone else become the asshole as quickly as possible, which can be achieved by "simply" killing him/her.

The asshole's underwear!

7 - Weapons & Quads : last but not least, here comes one of my favourites. In this mode, all players start with an axe. However, each time you touch a quad, you upgrade to a more powerful weapon (shotgun-supershotgun-nailgun-supernailgun-grenadelaucnher-rocketlauncher-lightning). If someone manages to grab the 8 quads, he/she's given Quad damage for a few seconds and all quads are respawned, which means other players can try to upgrade their weapons, too. The frag system works as follow: the more powerful the weapon is, the less frags you get for killing someone and the more powerful your victim's weapon is, the more frags you'll get for killing him/her. For example, if you kill a poor chap with an axe with the lightning, you'll get one frag. If he kills you, however, he'll get 8 frags. If he had had a rocket launcher, then he would have got only 2. The fun part of this game-mode is that you have to calculate whether or not you are ready to take "risks". Upgrading to a more powerful weapon might make it easier for you to kill people but you have to know that access to health items is denied in this mode so that, at one time or another, you are bound to be killed and that, if you had a powerful weapon, your opponent might get loads of frags. It's hilarious to see people with lightning being killed by bots with axes and, believe me, scores can change very quickly in this mode.
 
Well ... I think that's all you need to know.
Don't worry if you see that you are being denied access to some features of the menu after you chose a particular alternative game-mode. This is logical stuff, really. For example, quads are respawned in the Quad Hunt mode, so this option is automaticaly toggled to non-default (2) ... etc. If you see a particular option becomes unavailable after you chose a game-mode, don't insist, it probably has a purpose.
 
HOW DO UQC MAPS LOOK LIKE ?
 
There are no "specific" map for UQC. Well, not yet, anyway. However, you have to be aware that UQC DOES need particular entities in order to run properly. For this release, you have two possibilities: either use maps with hard-coded flagpoints or maps with map-coded flagpoints.
 
Hard-coded flagpoints - UQC will look for these by default (temp1 = 0). In this case, this means the location of the flags, quads and arch has been coded into progs.dat. In other words, all you need to do is download the map somewhere, launch UQC, loac the map and that's it. So far, the following maps are supported:
 
dm7.bsp
argonaut.bsp
jndm6.bsp
bsdm11.bsp
klzinsanity.bsp
area7.bsp
mgdm2.bsp
gomdm4.bsp
 
Of course, more will come in the future. I plan to release "updated" progs.dat files with support for more maps as often as I can. I'll add my own "flagpoints" and of course those people will send to me (I'll explain below how to do that). Note that it is often better to build a FrikBot waypoint file together with the "flagpoints". If bots move around the level better, it probably means that they'll also play UQC better.
 
Gomdm4, one of maps with hard-coded support
 
Map-coded flagpoints - UQC will NOT look for these by default. You'll have to type "temp1 1" in the console before loading the map for these to be taken into account. In this case, this means that the flag, quad and arch locations are contained in the map, not the code. The advantage is here that you don't need to wait for a UQC update to play on any map you want, since you can add the needed entities yourself to maps.
 
The entities are the following:
For the flags : quad_flag1, quad_flag2, quad_flag3, quad_flag4, quad_flag5, quad_flag6, quad_flag7, quad_flag8, quad_flag9
For the quads : quad1_spot, quad2_spot, quad3_spot, quad4_spot, quad5_spot, quad6_spot, quad7_spot, quad8_spot, quad9_spot
For the arch : arch
 
Add these to any map you want, and you should be able to play UQC after setting "temp1" to 1. I decided not to include any any of them in the UQC release because I didn't want to go to the trouble of asking all mappers for authorization, however, I did zip a UQC and non-UQC version of strafin5.bsp as well as elfdm4 to give you guys examples. You can download them if you want.
 
HOW DO WE BUILD FLAGPOINTS ? (See Demo4.dem)
 
Ultimate Quad Capture comes with a built-in flagpoints editor which makes the flagpointing business a piece of cake.
Note that there are two ways to use it. Either you are a mapper and you can keep the log file resulting from using the editor to simply add the UQC entities to your maps (via a program like Quark, for example) or you are not willing to map-code the entities and will send me the log file so that I can hard-code the flag/quad/arch locations.
Well ... anyway ... I'm gonna show you know how to use the editor.
 
First of all, load up Quake with the "-condebug" command.
After launching Quake, you need to set "temp1" to "2". So, before loading the map you want to flagpoint, type "temp1 2" in the console, then load it.
Once you have spawned, you'll see a menu. 
 
The Flagpoint Editor Menu
 
This menu gives you info on the important keys of the editor. Let's start with the following, first:
 
[F5] - This will spawn a flag where you are and print its location info in the console.
[F6] - This will spawn a quad where you are and print its location info in the console
[F7] - This adds 22.5 degree to the angle of the next flag you are going to spawn.
[F8] - This sets the angle of the next flag back to zero.
 
As you can see, you can spawn as many flags/quads as you want, it doesn't matter. They all dissapear after a few seconds. They are intended as "previews", if you want.
 
You have to follow the part of the menu that is under the keys description. So, for example, when you start, it tells you that the BLUE FLAG is the first entity you should find a location for. So, move around, find a good location, press [F5] a few times and [F7]/[F8] to set the right angle. When the last flag you spawned looks ok to you, press [F10] as asked. This will print a message in the console log and make the editor move to the next entity, the BLUE QUAD.
Do with the blue quad what you have done for the blue flag, except that you have to use [F6] and not care about angles. You last flag should still be there (hurry before it dissapears), so stand close to it, try a few locations by typing [F6] and, once you're happy with the last blue quad location, press [F10].
You'll then see that the editor moves to the RED FLAG ... well ... just find another location for that one and follows the exact same steps as above, not forgetting to press [F10] when you're satisfied with the position and angle (in the case of flags) of the entity.
When you finally come to setting up the "arch" location, act as if you were setting up the location of a quad ([F6]). You'll get a message when you're done.
 
Then, close Quake and check the qconsole.log file in your UQC directory. You'll see that you can now spot all needed locations very easily.
If you're a mapper, just print these and add the entities to your map via a program like Quark.
If you're not, paste the log into a mail window and send it over to me. Do NOT send me the log. COPY-PASTE it. Any mail with attached logs will be automatically thrown in the bin. Sorry about that ... this is my paranoïd side.
I'll do the best I can to include support for newer maps in the next versions of UQC and sending me your logs could help me doing just that, so don't hesitate!
No need to say that if you are a mapper and if you're working on a UQC map, I'd love to hear about you, too ... :-)
 
FLAGPOINTING TIPS
 
Here are some tips you should try to follow to build the best and most efficient flagpoints out there.
 
1-  Make sure that you put the arch in an obvious location, preferably one that has free space around it and which people can access easily. This is mainly for bot games. Bots have a harder time to navigate through levels and if you put the arch in an area that they have difficulties to reach, this will turn botmatches very unfair and eventualy boring for you.
2 - Place the white Quad far from the arch but not too far. This is again with bots in mind. If you put the arch at one end of the level and the white quad at the other end of that level, chances are that bots will be unable to take it and bring it to the arch on their own. Of course there are other ways to pick up quads (e.g killing someone), but still. On the other hand, you shouldn't put it too close to the arch so that it is not too easy for you to pick it up and capture it.
3 - Try not to place quads really too close to the arch. You have to keep in mind that in UQCC, captured quads are respawned. If you put a quad next to an arch, it could be easy for anyone to pick up and capture quads several times on a row in a couple of seconds. You don't want that to happen.
4 - There are some places which bot are more likely to run through. Choose them to put quads. Exemples of these are areas close to respawn points, areas around teleporters, areas above lifts, areas around or against walls and (funnily enough) areas under water. Avoid, on the other hand, areas that can be reached only through intricate or dangerous jumping (e.g a platform above lava), very narrow platforms or places that are in the middle of a very large, empty area.
 
IN-GAME QUICK-GAME EDITOR ... Wh00t ! (See Demo2.dem)
 
Hehe ... this is the "secret" feature I was teasing q1dom developers over on #qexpo and you'll see that, while it's really, really simple, it is very effective and very cool.
 
So what is this thing, mmm ?
Well, the quick-game editor, as the name suggests, enables players to quickly set up a UQC game (or any of the alternative game-modes) on ANY map they want, even if they are neither hard- nor map-coded. That means you don't have to worry about anything, just load the map, do a few things and you are set. 
 
Simplicity in all its glory
 
Here is how it works :
 
First, you need to tell UQC you are going to switch to that mode. So, in the console, type "temp1 3" and then load the map you want to play.
You are going to see a menu on the screen telling you to press [F10] to set the BLUE FLAG location.
Go to a good place, where you think that point would look good, stand still and press [F10]. You are then going to be asked to do the same thing for all the other points (red, yellow, pink, purple, orange, green, brown and white) and at last, the arch. When you're done with setting the position for the arch, bang!, you're respawned and all flags, quads and arch are there ... you're ready to play. Yehaaaa!
 
That's it ... explaining what the in-game editor is was like coding it: both darn simple and darn effective :-) ...
 
One last note, though: it's a good idea to use this editor before you submit log files with flagpoints to me. I mean, play around with it, experiment different locations, see how bots react and then get the info for the best locations in the flagpoint editor ("temp1 2").
Also note, of course, that, while the in-game editor enables you to quickly play UQC on any map you want, it doesn't save anything. All location information will be lost as soon as you exit the map. So, think about building a proper flagpoint log file (as explained above) if you're playing the same map over and over again and submit it to me, so that it can make it to an updated progs.dat release.
 
Known bugs and plans
 
Known Bugs
 
However "cool" UQC is (or well ... looks to me ;-)) ... I have to admit it's a coding disaster. As I like to say, I'm sure FrikaC would get a heart-attack looking just at 5% of its code. If there were tutorials to show newbies how NOT to code, then I'm sure I could write a lot of them.
I'm not a great coder, but I do try hard to achieve the effects I want to achieve. Unfortunately, the price to pay is often very "heavy" or redundant code and - yes, I have to say it - loads of very, very ugly hacks. That's one of the reasons why I scrambled the code ... because any other modder looking at it would banish me from his view afterwards.
On the whole, though, I must say I have been pretty careful in not trying to overload the mod with features, tracking bugs and correcting them the best I could. I have succeeded, I think ... with some rare exceptions ...
 
- First of all, you might notice some problems in newer engines with quad glows, sometimes. They flicker, at times. This is a result of a hack I HAD to implement. I'll try to look into the problem, but don't expect it to be solved very soon, because it would imply re-writing an important part of the quad-related code. Anyway, it's not that bad, really and it doesn't happen with all the quads. Things will be fine in GLQuake and Winquake, of course, since these don't have colored glows (doh).
- Demos do NOT run under WinQuake or GLQuake. I guess the fact I recorded them under TomazQuake is the reason why. Quite frankly, I didn't feel like re-recording those, so simply replace the "quake.rc" file in your UQC directory by the one in the fix (rc.zip), so that you don't get errors anymore.
- Quads sometimes fall out of the level when the person holding them is fragged. This usually happens when the killed player is very close to a wall and the dropping quad is thrown far away. The reason why this happens is that I pushed the dropping curb a bit too far. Oh well ... the Quad will respawn correctly, don't worry.
- Alternative game-modes can get strangely mixed-up if you do not make sure that you come back to the main menu when you're using the in-game options. If this happens, restart the game and it should be fine.
 
Plans
 
I'm pretty satisfied of UQC as a base. I mean, as far as my tests could tell, this is a pretty stable mod. So I'm gonna be VERY careful when I'll be adding new features to it, because I don't want to screw that base up.
I think my plans for future versions will go in four directions:
1 - Add support for more maps. Obviously the simplest thing to do. I'll be adding map little by little and update the progs.dat as often as possible. After all, this will represent a very small download for users, so there is now way I'll hesitate.
2 - Add game-modes. Even though I insist on UQCC being the core mod, I must admit alternative game-modes are both fun to code and fun to play. I mean, the core is there, so coding these is like coding a mutator for UT, really. So you can expect more of these in the future, that's for sure.
3 - FBX support. At the time of this release, FBX hasn't been out yet. As far as I know, FBX has been built with q1dom in mind. I therefore believe it will be excellent for UQC, which shares a lot with the domination gameplay. I'll do my best to implement it as soon as I can. On another side, I also have serious plans about improving the bot to play UQCC and the alternative game-modes better. I'll keep you guys informed.
4 - Aesthetics. UQC is cool but, let's admit it, it doesn't look that gorgeous. I have been mainly working on code and left the rest aside. Now that all that was needed for a "proper" release is done, I'm going to look into fields that'll make UQC prettier to look at. I'm mainly thinking about models, skins (there are a few bugs there, too), hub, etc ... I'll also look deeper into glowing and transparency effects.
5 - Engine. Build a TomazQuake-based souped-up engine for UQC? Why not. I'll be looking into that as well, but not straight away ...
 
Credits
 
Here is a list of the people I'd like to thank :
- Myself ... Muahahahahaaaa ... I mean ... come on ... I have worked hard on this thing and, quite frankly, I do deserve a "thank you" for the time spent on it :-)
- Akuma for providing me with secret information on the q1dom mod.
- FrikaC for the Frikbot. Great bot ... there is nothing you can say against it, it's simply the best plug-in bot out there. I can't wait to see FBX.
- FrikaC (again) for being so helpful on #qc. Thank you for helping me fix a couple of bugs and make my life easier.
- Tomaz for TomazQuake. Without it, you'd have no nice glowing effects in UQC. Your engine is the best out there, Tomaz, and I hope you'll keep the good work going!
- Tomaz (again) for coding help and suggestions ... I can't really remember what he told me that helped me with my UQC qc code, but I do remember he helped, so thanks, Tomaz.
- All the various mappers who made the maps now and soon supported by UQC. I mean, I chose the easy way by making flagpoints hardcoded and using external maps rather than maps I did on my own ... All the credits for these maps of course go to the original mappers. Keep on rocking, guys!
- Quest and the all the FrikBot waypointers. While the UQC bot work ok without waypoints, I have to admit playing with waypoints is a real plus.
- The saint skin is not mine, so credits go to the original skinner.
- Golgotha for the track01 music of the introduction demo.
- By the way, I was just kidding about Akuma providing me with q1dom secrets ... I did tried, but he remained silent as a tomb :-)