CodQuake by WickedShell

That's right! Call of Duty: Quake. WAIT! Don't leave! Alright! So for the three people left reading (probably cause they have to evaluate the QExpo 2011 speed mod's) I actually really dislike Call of Duty. The mod is aimed at the Theme #1 "Hey that's not quake", the basic goals were to mimic and ridicule typical call of duty mannerism's. In actuality it has fallen quite a bit short of this. But onwards!

Features;

-Regenerating Health (wait's g_healDelay after last damage before starting to restore g_healAmount every second)
-Screen obscuring blood from taking damage (only has 3 stages, with no clean triggers between them, more on this later)
-Only allowed to carry the gauntlet, a primary and a secondary weapon, these can be changed via /primary and /secondary in the console
-Compatible with Q3A and Team Arena (although this is as compiled from ioquake3 (soo sorry), just needs a recompile with the define set

Running;

-Grab either cod0.pk3, or the full source (including all the appropriate files to generate an ioquake3 client) from the downloads. If you build from source you will of course need to create a .pk3 containing the vm's (vm/ui.qvm vm/cgame.qvm vm/qagame.qvm) as well as include art.pk3. art.pk3 is unnecessary if you have cod0.pk3)
-place the cod0.pk3 within a folder codquake (should be in the samedir as baseq3)
-ioquake3 client. This requirement was my bad, I hadn't realized I was getting stuck on ioquake3 client (or at least the qvm's are, you might not be with so's or dll's) if you don't have in ioquake3 client the source will build one.
-start a singleplayer game or multiplayer game and enjoy (and by that I mean don't kill me for this)
-I have a server running, for kicks and giggles at 64.74.97.237:27971
-To change you're primary or secondary gun from the console do /primary or /secondary respectively, then type in the name of the gun you want, the names are listed below in the form it will recognize. Sorry it doesn;t have a UI that got dropped do to time. For example /primary rail will get you a railgun after you die. Secondary gun will have half the ammo to start with that primary would start with. AKA a primary shotgun would start with 20 shells, while seconday would start with 10. You will always have a gauntlet. Valid weapon names; "gauntlet", "machinegun", "shotgun", "grenade", "rocket", "lightning", "rail", "plasma", "bfg" and if its compiled for Team Arena; "nail", "proximity", "chain"

Problems;

-Blood effect is pretty crummy, there are 2 static splashes that get overlayed on the screen as you take more damage, but they lack any interpolation, and make abrupt (and ugly transitions). They were all splashed together in the GIMP in about 15 minutes (took me 5 minutes to find the random brushes to start with)
-Bot's do not seem to spawn with weapons, or pick any up. This is the biggest main feature break.
-Unique? No. Not at all. In fact it was funny in concept ,of that's not quake, but it fails miserably in terms of creative content. Nothing new, nothing risked, and it followed *gasp* COD for where to go...
-NEVER ACTUALLY MODDED Q3 BEFORE! This one is the big thing that held me up, and limited the scope of the project/broke things. I had taken a peek at the ioquake3 stuff before, but mostly looked at the Virtual Machine portion (Had finished writing a VM and assembler for a college class and was interested in the QVM's). A lot of time was spent looking up the struts that define client and gun states. This was however anticipated, and I wasn't even going to turn this in in the end, but after bothering a couple people on IRC about wether or not ioq3 was an okay starting place, I figured I'd better submit it.

Evaluation;

Honestly I think this is a truly terrible mod. I learned a lot about Q3 engine, and the set up, and look forward to messing with it more. But that said, I wouldn't even release this or submit it to the competition except I bothered CocoT about submission mechanism so much that I think I have to turn it in at this point. Total time spent; ~12 hours total. (Lost 4 hours to keeping a horse alive (of course it would pick QExpo to collic during). 3 hours or so were spent fighting with the cgame.qvm and ui.qvm because I hadn't realized that they needed to be contained within the same qvm. Ugh. Getting the regenerating health working within server side took 5 minutes. I spent some time cleaning up the implementation of this later. I spent a lot of time going back and forth with the way I implemented the weapon limitation. This is the 4th one, and I don't like it but I ran out of time to change it again, and already spent way to much time on it.
Despite how terrible this result is, I achieved my number one goal, I stopped thinking about doing a Q3 mod and I did something. I know more about the set up of it, and am ready to go and do another one. So while this mod was terrible I think the time was well spent.

Right's;

Feel free to go ahead and expand on this, modify it, print out the paper and burn it to release the hatred it incurred in you. A reference is fine, but feel free to it. Obviously a large portion is covered by the GPL and Id's orginal Q3 release and I can't speak for that code, I only speek for my changes.

Download's;

cod0.pk3
codQuake-Full-6-23-2011.zip

Contact;

Feel free to contact me at wicked.shell.scripts (at) gmail.com