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From: "Roscoe A. Sincero" <legion@softhome.net>
Newsgroups: alt.games.quake2,alt.quake2,rec.games.computer.quake.playing,rec.games.computer.quake.misc
Subject: Stroggs Gone Mad v0.9.01
Date: Tue, 14 Apr 1998 18:41:18 -0400
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I uploaded the latest version of Strogg AI enhancement to CDROM.COM.
Within about a week or so, you should be able to download the mod from
here:
http://www.cdrom.com/pub/quake/quake2/dlls/monsters  directory.

The name of the file is called sgm0901.zip.  You can also download the
file at this location:  http://www.inside3d.com/sgm0901.zip  today.

This mod is for v3.14.  You must have Quake II v3.13 or later.

If you are running a coop server using this mod, please let me know if
this mod
works in COOP mode.

Here's what I sent to various news sites:

Things that make it different from other monster patches:
a) does not replace any of the id's monsters, it enhances them.
b) monsters/players dynamically spawn waypoints for monsters to use
while chasing
c) can save/load nodes that were already created for a particular level
so monster's don't have the re-learn the level
d) soldiers can move while firing weapon (ie. "strafe")
e) projectile aiming is much more improved over id's
f) can read in *.bsp file found in the \maps directory (uses the
vertexes raised by about 24 units in the z direction as possible points
to place nodes) but...unfortunately, unable to automatically create/link

nodes properly.  So node creation from this method is not implemented at

this time but, hey, it can read the *.bsp file for that level.
g) obviously, monsters use nodes to follow a path to target.  This is a
"must" for melee-only monsters like a berserker.
h) some "missing" animations were put back in.  For example,
run-and-shoot animations for soldiers were used.  The blocking animation

for infantry have been put back.  Infantry puts up a screen while in
blocking mode.

If you liked the old monster enhancment mod for v3.09, then you should
like
this mod.

--
later,
legion
Inside3D (http://www.inside3d.com)


