Title: RDM user's manual Summary: RDM is an alternative deathmatch gametype for Warsow. The only distinction from the default deathmatch is that the score is measured not by frags, but by a numeric equivalent of the beauty of the shots. Copyright: (c) 2011 Vitaly Minko Content is available under GNU Free Documentation License 1.3 and Creative Commons Attribution-Share Alike 3.0 Unported License Date: 04 Nov 2011 Web: http://vminko.org/rdm Introduction ============ Raging Deathmatch (RDM) is an alternative deathmatch gametype for [Warsow][wsw]. The only distinction from the default deathmatch is that the score is measured not by frags, but by a numeric equivalent of the beauty of the shots. The basic rule of the gametype is that you have to move fast to get decent score. See the description below for details of how the score is calculated. Score ===== The score you get depends on the following parameters: 1. Your speed. 2. Speed of your target. 3. Distance between you and your target. The harder it is to hit the target (higher speeds, longer distance), the higher score you'll get. If your speed is very low, then your score gets significantly dumped (anti-camper protection). Here is the exact formula: / / Va'\2 / min(Vta', Vtg') \ / Dat \ \ score = floor | DS * ACF * |----| * | 1 + -----------------| * |-----| | \ \ Nv / \ Nv / \ Nd / / Where * *DS* is the default score for a "normal" shot (100). * *ACF* is the anti-camper factor, see the description below. * *Va'* is the projection of the attacker's velocity relative to ground to the flat surface that is perpendicular to the vector from the attacker to the target. * *Vta'* is the projection of the target's velocity relative to the attacker to the flat surface that is perpendicular to the vector from the target to the attacker. * *Vtg'* is the projection of the target's velocity relative to the ground to the flat surface that is perpendicular to the vector from the target to the attacker. * *Nv* is the normal velocity (600). * *Dat* is the distance between the attacker and the target. * *Nd* is the normal distance (800). Anti-camper factor ------------------ The idea behind the factor is to make camping uninteresting. We significantly decrease score if the attacker's velocity is lower than the normal velocity (*Nv*). If the velocity is noticeably higher than *Nv*, then ACF almost does not affect the score (i.e. it's close to 1). Here is the exact formula: / / Va \ \ pi arctan| scale * |---- - 1| | + --- \ \ Nv / / 2 ACF = ---------------------------------- pi Where * *Va* is the length of the player's velocity vector. * *Nv* is the normal velocity (600). * *scale* specifies how fast the factor grows (12). And [here][acf_plot] is what it looks like. Awards ====== There are two types of awards: 1. *nice shot* for a shot with the score higher or equal than 500 and lower than 1000; 2. *awesome* for a shot with the score higher or equal than 1000. Notes ===== Due to the nature of the gametype, it is not supposed to work with normal weapons (i.e. with Instagib disabled). Download ======== The current version is 0.1. The pk3-file containing the source code is available [here][dnld]. RDM is free software: you can redistribute it and/or modify it under the terms of the GNU [General Public License version 3][gpl3]. ToDo ==== Below is the list of features which I consider useful, but I can't promise that any of them will ever be implemented. * TRDM - Team Raging Deathmatch. * Add ability to get/set RDM parameters via command line and votes. * Make players' score and time tolerant to joining spectators and returning back within the same round. Alternatives ============ * [Fast Clan Arena][fca]. This gametype will not let you shoot below the minimum speed, it's compatible with normal weapons. [wsw]: http://www.warsow.net/ [acf_plot]: http://www.wolframalpha.com/input/?i=plot+%28atan%2812*%28x-1%29%29%2Bpi%2F2%29%2Fpi+from+x%3D0+to+4 [dnld]: /storage/rdm/rdm_01.pk3 [gpl3]: http://www.gnu.org/licenses/gpl.html [fca]: http://forum.picmip.org/forum/thread/12217/1