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Information is where you'd go to find FAQs (Frequently Asked Questions, for all those newbies out there) and instructions. Plus, we've been so nice as to include pictures of the mod down below.
[this is your basic cut 'n paste of the FS readme]
Version: 0.999a BETA
Commands List:
"chasecam" - enable/disable external camera <--- will be removed in future releases
"team" - used to change teams in team games
"weapdrop" - drops any extra weapon(s) you may be carrying, as well as extra ammo, barrels,
or hoppers you may be holding
"dropbarrel" - drops the barrel your carrying
"drophopper" - drops the hopper your carrying
"id" - toggle player ident. display
"kill" (or "killme") - mark yourself... suicide...
"respme" - if you have been marked in CTF mode and get stuck in some odd part of the
level, type this command to reappear at one of your team's spawn points at the cost
of five marks -- you will still be marked when you reappear...
Features:
Paint ball physics! Woohoo!
You may carry one gun at a time in addition to your sling shot (blaster)
New score boards
Three new modes of play:
- Sole Survivor - Players battle it out until only one player remains
- Team Sole Survivor - Two teams fight until one remains
- Capture the Flags - Two teams, two flags. Object of the game is to
steal your opponent's flag and return it to your base
Works in single player - great for learning multiplayer tactics and
strategies <--- untested since .997, may still work, but who knows...
Paint balls make splatters on the walls
Smoke grenades cloud people's views, making them easy targets
Paint Land Mines - listen for a clicking sound... or prepare to get marked
Each paint ball requires one unit of CO2 to fire (except when using your sling shot).
You automatically collect CO2 like any other ammo, except that you will only pick
up a new tank of CO2 if your current can is <20% full, or the new can is of a larger
volume than the one you are carrying.
Variables:
"teammode" - 1 = Team Sole Survivor is on, 0 = off (default 0)
"ctfmode" - 1 = CTF is on, 0 = off (default 0)
"solowins" - advances to next match after a player has X wins
"teamwins" - advances to the next match if a team has X wins
"matches" - match limit, if a team/player has won X matches, the game is over
If neither teammode, nor ctfmode is engaged, then the game defaults to Sole
Survivor mode. In the next release, there will be a single "mode" variable... but, for now,
do not set both the "teammode" and "ctfmode" variables to 1 (at the same time).
CTF Notes:
When you enter a CTF game, you will be "out" until you touch your team's flag.
Once you do so, you will enter the game and be able to collect items, shoot,
activate platforms/teleports/etc. again. The same goes when you get marked,
you must touch your flag to get back in the game.
Also, flags switch locations after each match to ensure that one team doesn't have a cheap
advantage over the other.
Other Modes:
In both Survivor modes when you get marked, you are out of the game until the
current round is over. Once the round is over, all waiting players are added
into the game.
DM Scoreboard:
The score board doesn't have a "teams" column to save bandwidth, instead
players' names on the same team as yourself will appear highlighted.
In CTF mode, the wins column refers to how many captures each player has. In
Team Sole Survivor this column tells how many times you survived till the end
of the battle. Lastly, in Sole Survivor mode this column refers to how many
times you have won (duh).
The "Gold Wins" and "Silver Wins" rows appear only in the CTF and TSS modes.
Where in CTF they refer to the number of flag captures for each team, and in
TSS the number of wins for each team.
The "Status" column contains either a "+" if the player is unmarked, or a "-" if the player
is currently marked and out of the game.
The New HUD:
The FS HUD (heads up display) is fairly simple to understand and I'm not going to go into
major detail trying to explain it here... at the bottom of the screen is the important
stuff: health, ammo, and co2 level. The other stuff is for CTF and TSS modes mostly,
flag status indicators, team scores, players alive on each team (or alive at all in SS).
Scoring:
In all modes you gain on "mark" for each player you successfully shoot. Marks are not
awarded for kills by paint mines.
Sole Survivor:
Gain one win for winning the round
Team Sole Survivor:
Gain one win for team for winning the round, unmarked players on the winning team recieve
one win.
CTF:
Gain one team win for eliminating all enemies, unmarked players on the winning team recieve
one win. - round ends. Two wins are gained by a flag capture - round continues. Player who
makes the capture recieves 15 marks, team mates recieve 10.
Playing the game:
If you want to play the CTF mode of Frag Stain (and of course you will), then you need Id's
CTF (ftp.idsoftware.com). Look inside the folder "CTF" inside your quake2 directory. There
should be a file name "pak0.pak". Click on that file, press CTRL-C, and then CTRL-V. A new
file named "Copy of pak0.pak" should appear. Now, click on this new file, and drag it to the
folder "fs" in your quake2 directory. Then, click on the FS directory and right-click on
"Copy of pak0.pak" and hit rename. Type in "pak1.pak" and your done! You can do play FS:CTF
on any of Id's levels and for now FS also uses Id's CTF sounds... of course FS will have its
own original sounds and levels later.
Well, after you've unzipped the files, head on over to:
http://www.telefragged.com/fragstain/
And visit the forum. I'm leavin a request that all servers that are running FS put up a
notice there so that players can find them. Also, you can log on to our IRC channel
(#FragStain) via Gamesnet.net (http://www.gamesnet.net for a server list) and chat with
members of the Frag Stain team as well as other FS players.
I understand that I've left out a lot of important info from this file... so, if anyone
who's playing the game feels inclined to make a newbie guide, go for it! Things to include
would be ammo values, hopper storage, barrel usage, etc. As well as strategies for the
three different modes.
If you have any other questions, or experience any problems please email me,
WarZone, at:
quake2@theleague.net
But, keep in mind that I'm not coming back until August 15th... So, if you guys run into any
horrible bugs that I missed or over looked, tough luck. You'll have to wait until I get back
to get them fixed.
Paint Mines:
Paint mines are awesome weapons; if you know how to use them. Try to place the mines in a
place where members of your own team are not likely to tread because paint mines in FS
are equal opportunity paint suppliers :) Meaning, that you can trigger your own paint mine
to detonate, as well as the mines place by team members.
When a paint mine detonates, twenty five paint balls are lauched into the air in random
patterns; giving them the ability to clear out whole rooms of players, or perhaps not
hitting a sole... random :)
If you find a paint mine laying on the ground (ceiling, wall, etc.)... shoot it! Shooting a
paint mines will in most cases cause it to detonate. Sometimes the sensitivity of the mines
varies, so it might take a couple of well aimed shots to detonated a mine at times.
Smoke Grenades:
Smoke grenades are a very powerful tool. A cloud of "smoke" is created surrounding the
grenade which then expands until the smoke supply in the grenades runs out, causing the
cloud to disapate. At the center of the cloud, players will not be able to see a thing;
making for some very interesting strategies...
My personal favorite thus far is to create a mine field, and then pull out a smoke grenade
and wait for some poor sole to come along... when they do, chuck the grenades into the mine
field causing the player's vision to become clouded and if all goes well, they won't notice
the mines laying of the ground... hehe.
Other Notes:
Many of the models and skins are not done yet, so in the game they still have the old
Quake 2 models. A few of the weapon item models aren't finished, none have final skins,
and none of the view models are done either. I'm releasing this now so that you can try it
out.
Some people discovered in early versions a way of avoiding the effects of the smoke
grenades by turning of the view warping via console variables -- this bug has been fixed
by forcing the view warping on. So, if you normally play with it off, too bad for you.
Health has now been completly eliminated from the game in terms of items. When you are
hurt you "heal" at a constant rate of five hit points every five seconds. You can still be
hurt by falling, lava, and drowning.
"Weapons Stay" - all items in FS are spawned randomly... including the weapons. If
Weapons Stay mode is on, then a new set of weapons is generated after each match, otherwise
a new set is generated after each round.
Thing left to do:
Create new weapon models and graphics
Create custom FS levels
Complete set of digitized paint ball sounds (in the works)
Screen Shots (These are REALLY old btw)
Please note that screen shots are rarely from the latest version and that the final release will look 200% better than the shots above. For instance, in the current version there are 4 colors of splats (not one as in above) and in the final there will be at least ten. Screen shots are provided mearly to ensure you that we are in fact making progress.
We'll update this page to contain a lot more info and pictures as the mod nears completion.