CornCobMod (probably) final Quake 3 mod
Posted: Fri Feb 29, 2008 2:14 am
This will probably be the final version barring any major features or bug fixes.
Download here for the all-in-one package thingy (extract directly to Quake 3 folder) and run the quake3_ccm.exe that is extracted.
Most recent changes:
Added the cel-shading patch code for ioquake3
Players can choose the legs separate from the rest of the body, like the head. So you can do stuff like this:
[lvlshot]http://www.violationentertainment.com/misc/ccm/shot0001.png[/lvlshot]
Can choose a different player model sounds separate from the model
Fully working enemy models / colours and team models / colours
Dodging and walldodging improved.
Bots from Brainworks put in, thanks to Ted Vessenes.
Ogg support.
Png support, with screenshotpng command.
Added some new modconfigs.
All weapons have randomised kill messages.
Spiral projectiles for hulk gametype.
Added a client-side variable, cg_showmodel so you can see the model in thirdperson.
Made a new shader and image for alternate railgun trails.
Improved missile movement for guided missiles and missiles in general.
Added weapon charging and burst firing.
Made the grappling hook follow movers and doors so it does not hang in mid-air looking strange
Modified item grappling so items don't rub along the ground and get stuck
Added grapple hooktime to control how long players hang
Added grapple hooksky toggle, so now you can choose to hook the, um, sky
Added Quad effects to item 3D explosions
Features (probably needs updating as I've since added some):
Alternate fire mode
Weapon reloading with a clip amount of ammo for each weapon
Weapon replacing / banning
Item replacing / banning
Ammo replacing / banning
Locational damage, different parts do different damages
Headshots!
Telefrag railgun
Banning weapons/items/powerups
Gauntlet makes players move 1.6 times faster
Berserk gauntlet when health goes below 25
Leg shots (slows player down)
Ammo quantity variables
Teleport grenade launcher
Grappling hook
Rocket type choosing (homing, normal, accelerating, gravity, guided)
Toggle projectile bounce
Rockets, BFG, grenades, napalm balls can be destroyed when fired at
Remote detonated grenades
Armour piercing weapons
Weapon damage, speed, reload rate variables
Railgun goes through walls (how many is controlled by a variable)
Railgun bounces off walls
Above two not at the same time!
Spawn with chosen weapon(s) / powerups / ammo
Anti-Gravity Boots
Cloaking Device
Spreadfire power up
Vampire game mode
Grenade type/ BFG type/ napalm type choosing (gravity, linear, accelerating)
Falling / self / environmental damage toggle
Killing spree bonuses
Survival bonuses
Ending killing spree bonuses
Weapon damage modifier (the more kills the less damage your weapons do)
Award bonuses
Weapon bonuses (kills with weaker weapons get higher bonuses)
Bleeding to death (with floor blood! *<8OP)
Autosentry turrets
Map config execution (different settings for each map)
3 new rail trail effects (new swirly rail effect still works)
Cluster projectiles (try it with the napalm thrower) which can be used with detonation
cg_projectiletrail which controls which weapon trail is drawn
cg_newrail which controls which rail trail to use
No camping ammo - if you've got the weapon, no extra ammo picking it up again from the spawn point
Picking up someone's weapon gives you their ammo before they died instead of full weapon ammo
New cg_autoswitching, 1 for better weapon (defined in personal order), 2 for new and better, 3 for new
Domination, head hunt, team head hunt, last man standing, last team standing and hulk game modes
Lightning gun discharge when in water
Hitscan weapons can self damage and can have knock back (rail, minigun, shotgun jumping, etc)
Sticky projectiles!
Anti-camping
Team weapons/powerups/speed/heath/armour (each team can have different combinations)
Holdable powerup, armour dropping when killed
New gametypes can be accessed from skirmish menu
Progressive zooming
Server side minimum fov control (to stop people from setting the fov so they can see far, far away)
Powerup delay controlled by variables
Reverse team damage - hitting your team increases their health!
Timer now displays time left if time limit is set
3 minute, 30 second warnings and 10 second countdown until time limit ends
Bubble bullet and shotgun trails
Spawn protection - either firing enabled or disabled when protected
Team arena style hit sounds
Hit sounds can be disabled
Team colour rocket, rail and grenade trails
Random and player colour rocket and grenade trails
Weapons bounce off the shield powerup
Round style play, when the round limit is hit the map changes
Unlagged working with the bouncy, wall piercing railgun
Spreadfire corsshairs
Teleport beacons being separate from the weapons
Alt chain lightning
Scoring points for knocking opponenet players off the map
Spreadfire working with unlagged
Alternate rail trails
Alternate minigun has an explosion effect
Alternate BFG from the Alternate Fire mod
HUD armour / health / ammo bars
Juggle award with different values for each weapon
Burst fire
Weapon charging
Semi automatic firing
Release fire button to fire weapons
Constant splash damage instead of changing with distance
3D weapon explosions
Smoke explosions
All the above can be enabled /disabled
Customised weapon switching order
Napalm Thrower instead of Plasma Gun
People catch fire from the napalm thrower
Airkill, accuracy and headshot awards!
Killing sprees!
Suck messages when you die 5 or more times in a row
New regeneration, spawn protection and spreadfire effects
Double, triple, multi, ultra, mega, monster kill sounds instead of excellent
New award sounds (some form Unreal Tournament, some from Mortal Kombat)
Taunting using sounds
A new orders menu replaces the team orders command (partially)
A new in game hud scoreboard
Shotgun ricochet sounds
Thirdperson crosshair - for a laugh
Team stats - your team mates health and armour are displayed when you point at them
Weapon, ammo, flag, holdable powerup dropping using a command
Rocket and grenade trails just fade instead of dispersing in a big cloud - better for low-end systems
New UI enhanced menu
Shotgun projectiles with a new trail
Quad and Spreadfire effects for 3D explosions
Download here for the all-in-one package thingy (extract directly to Quake 3 folder) and run the quake3_ccm.exe that is extracted.
Most recent changes:
Added the cel-shading patch code for ioquake3
Players can choose the legs separate from the rest of the body, like the head. So you can do stuff like this:
[lvlshot]http://www.violationentertainment.com/misc/ccm/shot0001.png[/lvlshot]
Can choose a different player model sounds separate from the model
Fully working enemy models / colours and team models / colours
Dodging and walldodging improved.
Bots from Brainworks put in, thanks to Ted Vessenes.
Ogg support.
Png support, with screenshotpng command.
Added some new modconfigs.
All weapons have randomised kill messages.
Spiral projectiles for hulk gametype.
Added a client-side variable, cg_showmodel so you can see the model in thirdperson.
Made a new shader and image for alternate railgun trails.
Improved missile movement for guided missiles and missiles in general.
Added weapon charging and burst firing.
Made the grappling hook follow movers and doors so it does not hang in mid-air looking strange
Modified item grappling so items don't rub along the ground and get stuck
Added grapple hooktime to control how long players hang
Added grapple hooksky toggle, so now you can choose to hook the, um, sky
Added Quad effects to item 3D explosions
Features (probably needs updating as I've since added some):
Alternate fire mode
Weapon reloading with a clip amount of ammo for each weapon
Weapon replacing / banning
Item replacing / banning
Ammo replacing / banning
Locational damage, different parts do different damages
Headshots!
Telefrag railgun
Banning weapons/items/powerups
Gauntlet makes players move 1.6 times faster
Berserk gauntlet when health goes below 25
Leg shots (slows player down)
Ammo quantity variables
Teleport grenade launcher
Grappling hook
Rocket type choosing (homing, normal, accelerating, gravity, guided)
Toggle projectile bounce
Rockets, BFG, grenades, napalm balls can be destroyed when fired at
Remote detonated grenades
Armour piercing weapons
Weapon damage, speed, reload rate variables
Railgun goes through walls (how many is controlled by a variable)
Railgun bounces off walls
Above two not at the same time!
Spawn with chosen weapon(s) / powerups / ammo
Anti-Gravity Boots
Cloaking Device
Spreadfire power up
Vampire game mode
Grenade type/ BFG type/ napalm type choosing (gravity, linear, accelerating)
Falling / self / environmental damage toggle
Killing spree bonuses
Survival bonuses
Ending killing spree bonuses
Weapon damage modifier (the more kills the less damage your weapons do)
Award bonuses
Weapon bonuses (kills with weaker weapons get higher bonuses)
Bleeding to death (with floor blood! *<8OP)
Autosentry turrets
Map config execution (different settings for each map)
3 new rail trail effects (new swirly rail effect still works)
Cluster projectiles (try it with the napalm thrower) which can be used with detonation
cg_projectiletrail which controls which weapon trail is drawn
cg_newrail which controls which rail trail to use
No camping ammo - if you've got the weapon, no extra ammo picking it up again from the spawn point
Picking up someone's weapon gives you their ammo before they died instead of full weapon ammo
New cg_autoswitching, 1 for better weapon (defined in personal order), 2 for new and better, 3 for new
Domination, head hunt, team head hunt, last man standing, last team standing and hulk game modes
Lightning gun discharge when in water
Hitscan weapons can self damage and can have knock back (rail, minigun, shotgun jumping, etc)
Sticky projectiles!
Anti-camping
Team weapons/powerups/speed/heath/armour (each team can have different combinations)
Holdable powerup, armour dropping when killed
New gametypes can be accessed from skirmish menu
Progressive zooming
Server side minimum fov control (to stop people from setting the fov so they can see far, far away)
Powerup delay controlled by variables
Reverse team damage - hitting your team increases their health!
Timer now displays time left if time limit is set
3 minute, 30 second warnings and 10 second countdown until time limit ends
Bubble bullet and shotgun trails
Spawn protection - either firing enabled or disabled when protected
Team arena style hit sounds
Hit sounds can be disabled
Team colour rocket, rail and grenade trails
Random and player colour rocket and grenade trails
Weapons bounce off the shield powerup
Round style play, when the round limit is hit the map changes
Unlagged working with the bouncy, wall piercing railgun
Spreadfire corsshairs
Teleport beacons being separate from the weapons
Alt chain lightning
Scoring points for knocking opponenet players off the map
Spreadfire working with unlagged
Alternate rail trails
Alternate minigun has an explosion effect
Alternate BFG from the Alternate Fire mod
HUD armour / health / ammo bars
Juggle award with different values for each weapon
Burst fire
Weapon charging
Semi automatic firing
Release fire button to fire weapons
Constant splash damage instead of changing with distance
3D weapon explosions
Smoke explosions
All the above can be enabled /disabled
Customised weapon switching order
Napalm Thrower instead of Plasma Gun
People catch fire from the napalm thrower

Airkill, accuracy and headshot awards!
Killing sprees!
Suck messages when you die 5 or more times in a row
New regeneration, spawn protection and spreadfire effects
Double, triple, multi, ultra, mega, monster kill sounds instead of excellent
New award sounds (some form Unreal Tournament, some from Mortal Kombat)
Taunting using sounds
A new orders menu replaces the team orders command (partially)
A new in game hud scoreboard
Shotgun ricochet sounds
Thirdperson crosshair - for a laugh
Team stats - your team mates health and armour are displayed when you point at them
Weapon, ammo, flag, holdable powerup dropping using a command
Rocket and grenade trails just fade instead of dispersing in a big cloud - better for low-end systems
New UI enhanced menu
Shotgun projectiles with a new trail
Quad and Spreadfire effects for 3D explosions