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udm15b.txt
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Title : Ultimate Devastation MOD
Filename : udm15b.zip
Version : 1.5b
Date : 28/11/99 (28th November 1999)
Author : Malcolm Lim
Email : mlbl@botepidemic.com
Credits : Steven Polge for legendary reaper bot, Alan Kivlin for the bot rankings, author of Requiem (da best!), Roscoe A. Sincero for some parts of his norse functions,
skins from various authors, author of Paroxysm (Frank C), authors of Zerst�rer, author(s) of Requiem Ode To The Dead, Cameron Newham for his yaw code in Eliminator Bot,
Evolve Team (PainKeep), Pob the Impaler (Paul Johnstone), author of Quake Classic MOD TC, Andy Brennan (Ultimate Weapons MOD),
authors of Quake Mission Pack 1 and 2 for their weapons coding, author of Visible Weapons, Johannes Plass for telefrag reduction code,
author of the great WYRM (cool mod), author of Turrican, author of QDM, Nick "SiNGE" Bousman, Glenn "Griphis" Saaiman for some of their cool weapons (i.e: positron beam),
the great Ryan Frika C Smith for some of his chat routines taken from Frikbot, Muhammad Hidayat Bin Sman for some of his WarBot sounds,
Excalibur for his very cool and authentic doom 2-like bfg model and also the cool super-nailgun-like model, AzPak by Azure (you're cool!),
Howard Roy for the cool Mini Cannon, Michael 'MaNiAc' Turitzin for his CD Player code,
staff of Inside 3d for their excellent tut's and to the rest that i have left out (can't remember all!)
Special : Inside 3d staff for the tutorials, Jason Cheung for the lovely console background, Botepidemic and Telefragged for providing
thanks server space for UDM.
Big : ID Software <-- Without them, there'll be no quake...when there's no quake, this MOD wouldn't be here :)
Thanks
Beta : Raymond Siah and Nicholas Chia (a.k.a Sohlican). I need more beta testers ! Especially those who have GlQuake.
Testers
Notice : Ultimate Devastation MOD requires Quake version 1.08, if you run it on anything lower than that,
you may encounter weird results. Get Quake Version 1.08 at UDM's official site as listed at the end of this readme.
UDM works on GL Quake as well at least at the moment. Looks great though :)
Don't forget to delete your meshes directory (glquake) before running glquake after every new version of UDM has been released.
Besides that, delete opengl32.dll or rename it if you face problems running UDM under glquake (crashes for example)
Also make sure that you run quake with the -zone 2048 parameter or else it will crash with an error message.
Build time : Approximately 3 - 5 months.
Type of Mod
-----------
Quake C : Of course !
Sound : Oh yeah !
MDL : This too !
Deathmatch : Yep !
Single
Player : Nope !
Bots : But of course !
Format of QuakeC (if a Quake C Mod)
-----------------------------------
unified diff : of course not (yes, and i kinda know what this is)
context diff : of course not (yes, and i kinda know what this is)
.qc files : not included (get them at http://www.botepidemic.com/udm)
progs.dat : yes
Features
--------
- 20 new weapons to play against Reaper Bots (most of these weapons are also used by the bots)
- New sounds from Quake Classic MOD (TC for Quake Test)
- Added gibs from PainKeep MOD
- Maximum amount of shells, nails, and cells have been maximized to 250 and rockets have been set to 100 maximum !
- Footstep sounds (can be disabled)
- Bots shows on rankings (thanks to reaper bot improvement tutorials from Inside 3d)
- Reduced bot thud sounds (again thanks to the tutorials at Inside 3d)
- Bots can be bounced around like humans (bounced by rockets, plasma, etc...)
- Bots will now stop shooting during fraglimit/timelimit/level change.
- Rocket Jumping bots !! (testing phase - from AI Cafe tutorial)
- Shell ejections from weapons 3, 4, 5 and 7. (super shotgun, nailgun...etc)
- Bots have random skills. ENABLED by default and can be disabled.
- Bot skills are not shown any more (to make it more human-like:)
- Rockets, nails, grenades, etc can be teleported !
- Chasecam & Laser targetter for chasecam !
- Option to disable or enable weapon auto switching !
- Weapons and backpack drops once a player or bot dies. i.e : the weapon ITSELF is dropped + the backpack.
The backpack contains ammo only and the weapon DOES NOT have ammo. Otherwords, you should not take the weapon
without taking the backpack ! (you'll get a weapon, but without ammo:)
- Ability to toss shells, nails, cells, rockets & weapons by key commands ! Useful for teamplay mode.
- Deathmatch 4 support !
- Explosive shells adapted from PainKeep MOD ! (with use of rockets + shells together)
- Incorporated visible weapons patch ! Includes 3 new skins as well !
- Megahealth now increases health till 250, instead of slowly decreasing till 100.
- Armor is now much stronger.
- Name and health status bar display similar to Quake 3 Arena !
- Better observer mode that allows observer to "fly"
- Cool Heads Up Display (HUD), useful for Full-Screen Quakers :)
- Message of the Day that displays fraglimit, timelimit and deathmatch mode
- Improved teamplay options for bots !
- Bots have proper names in teamplay modes
- Option to ask for help from bots (own team) in teamplay mode when in trouble !
- Ability to disable certain options permanently by editing udm.cfg ! Read the section "configuring udm" for more info !
- Allows random items, weapons & powerups respawning in two styles by editing udm.cfg !
- Deathmatch 3 - weapons stay and items respawn
- Deathmatch 5 - Last man standing !
- Deathmatch 6 - full armor, 200 health, all weapons and heal up to 150 maximum if injured !
- Deathmatch 7 - full armor, 250 health and heal up to 250 health maximum.
- Deathmatch 8 - same as deathmatch 7 but weapons stay & items respawn plus random weapon at start !
- Bots should now randomly choose weapons to use if the weapon has more than 1 mode
for example the rocket launcher, homing rocket launcher, etc...
- Time remaining and fraglimit shown when player dies
- 2 Minutes and last 10 seconds timelimit warning
- Improved bot talking with realistic player like chat
- Bots with the default skin and last skin will "Airjump" with airfist instead of rocket jumping
- Bots may try to bounce your missiles off if they only have the shotgun (not always)
- Bots will know how to use airfist to evade projectiles such as rockets, grenades etc based on skill level (above 1.5)
- Bots know how to runaway from homing missiles (well sometimes)
- Bots can move on ledge better and jump over ledge (on the start map - i've seen the bots jumping over the ledge to get the nailgun at the hard skill teleporter)
- Merged with Kasuha's Deathmatch Camera 1.8 ! Neato deathmatch cam :) (Read kc18doc.txt for more info)
- CTF Runes !!
- Ability to enable or disable reaper bot's botpathing system (reduces no free edicts error a lot)
- Random map cycler ! (modify maps.cfg to select which maps to cycle)
- Added telefrag reduction code
- Radar !
- Ability to remove gibs to reduce slowdowns & packet overflows
- Quad and Ring will drop if player/bot gets killed
- Added a new weapon - Rocket Pods ! Get rid of your rockets fast ! :)
- I'm hooked ! - The Grappling Hook is now at your disposal !
- Improved random map cycler and now supports up to 32 maps !
- New impulse commands to ease weapon selection (see new commands section)
- Auto spawning of bots are now allowed ! (edit server.cfg)
- CD Player ! (by MaNiAc)
- The gatling gun is now at your disposal ! (replaces Ricochet Nailgun)
- Flame em up with the new Shrapnel Launcher !
- Some new sounds from Quake 3 Arena
- New alternate messaging system (like the original quake)
- Wreck havoc with the Devastator !
- New Armor Model (taken from AzPak) *
- New Backpack Model (also from AzPak) *
- New Rockets, Cells (from Paroxysm MOD), shells and nails (from AzPak again) Models *
- New Door sounds (from Paroxysm MOD) and death sounds *
- New Footsteps sounds (from Hipnotic Mission Pack 1) *
- New Super Shotgun & Dual Super Shotgun Model (from Paroxsym MOD again) *
- Bots will now be able to use wind tunnel properly *
- Bots will now stay on platform / lift to go down a level or floor like a real player would *
- Bot model will now yaw like a real player model (code taken from Cameron Newham's Eliminator Bot) *
- New Weapon - Pulse Rifle (replaces Nailgun) *
- And much much more ! Explore and find them out...
* Indicates new feature or weapon since UDM 1.5
Notice: If you already have a weapon, picking it up again once it respawns will not give you anything. This is to avoid
camping in a way. That means say if you have the rocket launcher, when it respawns and you still have it in your
inventory, you can't pick it up. As for the super shotgun, you can only pick it up twice the most to get two shotguns
for dual super shotguns. This is NOT reflected in deathmatch 2 or deathmatch 3 modes.
Reminder: If you want to set a bot skill, please make sure you disable random bot skills first before attempting to change the
bot skill through the console. Type randomskill at the console to enable/disable bot random skill. After setting the
bot skill, restart the map and start fragging.
Changes Since UDM 1.5
---------------------
- Removed Lag Simulator
General Changes
---------------
- If there is some time left in your quad damage or ring of shadows and you get killed, it'll drop just like a backpack.-
- Health boxes are now doubled !
- Default maximum health is now set to 150, you will start with 100 health but can heal up to 150 health maximum UNLESS you pick up a megahealth.
- weapons will now switch to "explosive" weapons such as grenade launcher and rocket launcher once a certain weapon goes out of ammo.
as opposite to what has been mentioned in the quake manual.
- Radar - Bleeps and points to closest enemy. A beam of electricity shoots out towards the closest enemy showing their direction.
- The bleep will get stronger as the enemy gets closer to you.
Improvements Since Version 1.5
------------------------------
- Better weights for ammunition.
- Bot model will now yaw like a real player would i.e : if a bot is standing a level higher than his enemy on a map like dm4,
an if the bot fires the shaft down towards his enemy below, the bot model will show the bot pointing towards the enemy. Originally,
the bot model only pointed straight and that was quite limited as it cannot point towards the enemy whether up or down.
This was a feature that Steven Polge originally planned to add before he went to work at Epic.
- The reaper bot will now be able to use the wind tunnel properly on maps such as jexdm1, bassness, etc...
Bugs fixed Since Version 1.5
----------------------------
- Fixed a bug with the previous weapon stuff, if you selet a weapon using it's direct impulse (i.e plasma) and try to use the "+bfg" (for example) in a
script, it will refuse to switch back to the old weapon. It's fixed now.
Description of the Modification
-------------------------------
This MOD basically combines the reaper bot and enhances the gameplay with the bots by fixing all the bugs that Steven Polge has left out
such as the thud sounds, jumping bugs, etc. Also included are some new "toys" to play with and bits and pieces of coding have been taken
from here and there to create this MOD. The main sounds and graphics of this MOD are from the Quake Classic MOD.
Note: This MOD does not work for single player quake, it works only for multiplayer OR botmatch only (against BOTS that is).
Some of the new weapons include :
Airfist (1) - Deflect incoming rockets, grenades or nails. Blast players or objects across the room. Also a great way to launch yourself up and over obstacles!
(note: objects moved by AirFist blasts will eventually respawn in their original respawn positions)
Chainsaw (1) - You should know how this baby works by now, it's of course much better than an axe but makes a lot of noise when you select it. Has a cool internal
and external model view as well as sounds. Internal model and sounds taken from WYRM mod and external view model from Zerst�rer.
Grappling Hook (1) - The weapon that came from CTF is now at your disposal.
Laser Gun (2) - This baby can radiate or toast your foes, deadly in close-range battles. Uses cells to fire.
Twin Double-Barrelled Shotguns (3) - Double the fun with two super shotguns, increases the fire radius.
Mini Cannon (3) - Another one of my favourite weapons, this baby can fire through walls with direct hit and not only that you can see holes on the walls/ceiling/floors or on almost anything that is non-living.
Uses up a lot of shells, so i'd recommend storing lots of shells and then fire at one go - it's fragtastic ! To get this weapon, you MUST pickup the super shotgun first. Then you press "3" to select the mini cannon.
Pulse Rifle (4) - This version of the regular Nailgun shoots much higher velocity
nails. Therefore the projectiles will ricochet off any non-living
surface. This specialized gun is perfect for shooting targets
around corners or behind you. Skilled marksmen can do some
really impressive stuff with this gun.
Gatling Gun (5) - The gatling gun fires quick direct shot nails that can waste your enemy quick much like the minigun but even more powerful. However, it takes 4 nails per shot.
Proximity Gun (6) - As the name suggests, this weapon will fire proximity bombs that stick on anything that is not alive and will detonate upon contact with it.
Cluster Grenade Launcher (6) - Once fired, the grenade will explode into 5 mini grenades like a grenade fountain. (From Quake Mission Pack 2)
Homing Rocket Launcher (7) - A rocket that can track your enemy, but it is possible to avoid this rocket by running :)
Multi Rocket Launcher (7) - Fires 4 rockets that are spread out. (From Quake Mission Pack 2)
Rocket Pods (7) - Fires a burst of rocket pods fast in random directions, can be very deadly sometimes especially with quad damage in a room full of bots or players. Takes up one rocket for each rocket pod, but requires at least 5 rockets before you can select the weapon.
Shrapnel Launcher (7) - The shrapnel launcher fires 4 flaming rockets that can bounce off any inanimate objects and upon contact with a human or bot, it will burn him. The only way to get rid of the flames is to get an armor or get into water. Uses 4 rockets to fire.
Chain Lightning Gun (8) - My favourite weapon, the chain lightning gun chains the enemy you target with other enemies close by. (Model and coding from Zerst�rer and sounds from PainKeep MOD)
Plasma Gun (8) - Beefed up version of the thunderbolt, this weapon fires a deadly plasma bolt capable of chaining entities nearby. Chews up 10 cells per shot, be careful with this weapon !
Positron Beam (8) - This baby is an antimatter weapon that will produce a huge explosion that can easily frag a couple of guys with it. Careful though, the radius is big enough to blow yourself up. Chews up a hefty 20 cells :)
Mjolnir (9) - The mjolnir, THOR's warhammer - it can spread from one victim to another like the chain lightning gun.
Twin Laser Cannon (9) - This weapon emits a series of laser blasts that disintegrate anything in its path and has the ability to bounce off any inanimate objects at least once.
BFG 9000 (0) - If you've played Doom, you should know what this baby does. Turn a room packed with people into gibs quick. Not guarenteed to gib everyone though but it has quite a large radius :)
Devastator (0) - This baby is the weapon from Duke Nukem 3d and can wreck a lot of havoc with it's firing speed. Fires two rockets at the same time per side.
Note: The numbers indicate the weapon number to tap to select these new weapons, for example press 3 twice when you get two super shotguns to select the twin double-barrelled shotgun.
You will automaticly get the new weapons when you pick up the corresponding weapon number i.e : picking up the rocket launcher will give you the homing rocket launcher and multi rocket launcher.
For the Mjolnir, you will get it when you pick up the new Mjolnir weapon taken from the Hipnotic Mission Pack. To get the mini cannon, pick up a super shotgun. As for the Twin Laser cannon, you
need to pick up the Laser Cannon weapon just like picking up a Mjolnir. This rule applies the same for the BFG 9000, picking it up will give you that weapon.
Pick up the rocket launcher to get a devastator as well.
Soon-to-be-added weapons (subject to change) :
Railgun (need to find a suitable model), and probably others :)
Runes Description
-----------------
Runes can change the balance of the game, but it adds more fun to it, here are the 4 types of runes:
Earth Magic - Owner will be able to resist any damage by two times.
Black Magic - Do two times the amount of damage to any living being.
Hell Magic - Haste. Speeds up your firing times.
Elder Magic - Regenerates your health & armor.
Heaven Magic - Regenerates your ammo ! Nifty rune i should say :)
Ignorance Rune - Powerups and runes won't work on you once you pickup this rune.
Reflection Rune - Wearing this rune will reflect any projectiles that touches you !
Very neat, but you're not all superman yet, beam type of weapons, nailguns and normal shotguns can still kill you.
Once you pick up a rune, you cannot pick up another. If you'd prefer the other rune, you must first drop your rune by typing droprune in the console.
When you die, your rune will drop like backpacks and weapons.
Maps Included
-------------
Armageddon 1, 2 and 3 by Matthias Worch and Broken Hope by Moloch.
Just type arma1 / arma2 / arma3 / infect in the console to load the map.
Future Enhancements:
- More weapons (drunken missiles, etc)
- Option to change grenade explosion / detonation timing (maybe)
- Other stuff that i can think of :)
These new weapons include new models and sounds as well. The bots will use the weapons as well, randomly.
Note: You can type in both the alias or the console commands onto the console to activate a specific option/command.
Commands include:
KEY
New Commands :
----------------------------------------------------
Keyboard Alias Console
----------------------------------------------------
' sniper_t - Toggle sniper mode
\ rocketjump - Fast and easy way to Rocket Jump !
x chasecam impulse 20 - Toggle Chasecam
f lasertarget impulse 21 - Toggle laser targetter and laser spotlight
f1 explodeshell impulse 50 - Toggle exploding shells
f2 autoswitch impulse 51 - Toggle weapon auto switching
f4 shelleject impulse 52 - Toggle shells ejection
f5 randomskill impulse 53 - Toggle bot random skills
f6 bottalking impulse 54 - Toggle bot talking
f7 botrocketjump impulse 55 - Toggle bot rocket jumping
h hud impulse 57 - Toggle Heads Up Display (HUD)
not bounded removebot impulse 58 - Remove one bot
not bounded showskill impulse 59 - Displays the skill of all the bots that have been spawned
backspace droprune impulse 63 - Drops the rune that you currently have
home key radar impulse 64 - Toggles radar
g +airgun (x) - Fire airfist and switch back to previous weapon
f8 removegibs impulse 67 - Clears the whole map from gibs if it gets messy
f9 showrrune impulse 68 - Shows what rune you are wearing and the effects
not bounded chainsaw impulse 70 - Select the chainsaw
not bounded grapple impulse 71 - Select the grappling hook
not bounded cluster impulse 72 - Select the cluster grenade
not bounded homing impulse 73 - Select the homing missile
not bounded multirocket impulse 74 - Select the multi rocket
not bounded rpods impulse 75 - Select the rocket pods
not bounded chain impulse 76 - Select the chain lightning gun
not bounded plasma impulse 77 - Select the plasma gun
not bounded positron impulse 78 - Select the positron beam
not bounded mjolnir impulse 79 - Select the mjolnir
not bounded bfg impulse 80 - Select the bfg 9000
not bounded twinlaser impulse 81 - Select the Twin Laser
not bounded shrapnel impulse 82 - Select the Shrapnel Launcher
not bounded devastator impulse 83 - Select the Devastator
not bounded cdplayer impulse 90 - Show CD Player menu
end +hook (x) - Launches the grappling hook and switch to previous weapon
w throwweapon impulse 99 - Throw current weapon
k camera impulse 250 - Run Kascam (cannot be disabled)
y throwshells impulse 251 - Toss shells
u thrownails impulse 252 - Toss nails
i throwrockets impulse 253 - Toss rockets
j throwcells impulse 254 - Toss cells
* - Indicated new keys since UDM Version 1.5
x - This alias needs to be binded before it can be used if it is not already bounded.
------------------------------------------------------------------------------------------------------------------------------------
Key commands from original reaper bots :
[ skindown impulse 201 - Decrement skin (if skins support is set)
] skinup impulse 200 - Increment skin (if skins support is set)
p impulse 202 - Toggle skins support - three settings (enabled by default)
(off, normal, skill skins)
With skill skins mode, bot skin
depends on its skill level
b addbot impulse 205 - add a bot (can do it repeatedly)
n add4bots impulse 208 - add four bots
r removeallbots impulse 211 - remove all bots
o observer impulse 212 - Toggle observer mode (type flymode to fly while in observer mode)
updatebots impulse 214 - update bots. Use when the
SV_GRAVITY or SV_MAXSPEED
server cvars are changed.
v verbosebots impulse 215 - Toggle verbose mode (set developer to 1)
(bots tell you what they're doing).
restrictedmode impulse 218 - turn on restricted mode (only
client 0 can add bots or become
an observer)
superrestricted impulse 219 - turn on super restricted mode
(no client can add bots or become
an observer)
updatecolors impulse 221 - update team colors (used to tell
the bots on your team if you change
colors)
impulse 1XX - Bounds the total number of bots
+ players to XX (XX must no
greater than 15) Enough bots to
meet this bound are spawned, and
they leave and come back as players
enter and leave the server.
Configuring Ultimate Devastation MOD
------------------------------------
This is a new and unique feature of UDM, whereby you can configure which settings you want and set it permanently such as
the weapon auto switching, shells ejection, etc can be set by editing udm.cfg.
Just edit udm.cfg using a normal text editor and change the temp1 value accordingly. You must add the values together if you
want to disable and or enable certain features at the same time. Say you want to disable both shell ejection and weapon auto switching,
just place in the temp1 value of 24 as 8 + 16 = 24 ! You may only add OR subtract the values, no division or multiplication is required :)
Simple? Easy peasy.
By default the temp1 value will be 3687680, with random items and weapon respawning style 2 & random powerups style 2, full armor at start, etc,
and all the rest of the features are enabled, so it's up to you to set them to your liking.
Known Bugs
----------
- game may crash on certain maps and this requires you to restart your computer unless you're playing UDM on ms-dos prompt in windows environment.
- too many bots and frags may cause a lot of packet overflows, but it should stop after awhile.
- no free edicts error message may pop up , but happens normally when there's too many entities in the game. (gibs, shell casings, etc)
spawning less bots will help, especially when playing deathmatch 4 or deathmatch 6.
- Chasecam may jam once in a while, unsure what causes this to happen.
- i had to disable the CheckReboundAttack routine as this routine causes problems to the plasma's firing routine, so you might see the bots "getting bored with life"
once in a while or even "tries to put the pin back in"...unless i can come up with an idea on how to fix this.
- 8 meg ram users may experience jerky gameplay with the new Visible weapons model as they have skins as well and this takes longer to load up.
Utilities Used
--------------
- Quake Army Knife for copy and paste skins job and adding new skins to the Visible Weapon models.
- Adquedit for replacing skins that have been added using Quake Army Knife.
- Pak Explorer for packing and extracting purposes.
- Proqcc for decompiling purposes (used to use this for compiling as well).
- Fastqcc for compiling purposes (very useful).
- Edit.com for quake c :)
- Standard dos pkzip to zip up udm into a zip file :)
- My brain :)
How to Install the Modification
-------------------------------
Extract the zip archive to your quake\udm directory (you may extract it to another folder if you want to but
if you do so, you must edit udm.bat / winudm.bat to reflect the -game udm directory, rename udm to the directory where you have installed udm).
After extracting, copy the file "udm.bat" in the directory that you have extracted, to the main
quake directory. To play Ultimate Devastation MOD, just run the file udm.bat from your quake directory.
If you have winquake, copy the file winudm.bat instead to your quake directory and run it.
GlQuake users should use gludm.bat instead.
Author Information
------------------
This is my first publicly distributed MOD.
I'm a college student finishing my pre-university studies at Taylor's College (Malaysia).
Currently i am running two pages , one is of course UDM's homepage and the other is my two year old TA site called
Total Annihilation Unit Creation Center that distributes the unit pack called TAUIP at http://www.taucc.com
Copyright and Distribution Permissions
--------------------------------------
The original QuakeC source is Copyright 1996, id software.
Authors MAY use these modifications as a basis for other publicly but do credit the authors where applicable.
If you intend to use any part of this modification, do kindly notify me by e-mail, thank you.
You may distribute this Quake modification in any electronic format as long as
all the files in this archive remain intact and unmodified and are distributed
together.
Availability
------------
This modification is available from the following places:
http://www.botepidemic.com/udm