JawnMode Info JawnMode is a few tweaks to QW to promote additional skills and remove randomness that negates existing skills. You can toggle it in mods that support it (JTeam and FBCAKT2 are 2 mods of mine that do) with the command "jawnmode" in the console. JTeam is a competition/internet oriented mod, based on KTeam 2.21 by Cenobite and others (www.kteam.co.uk). FBCAKT2 is a bot mod, based on Frogbot Clan Arena/KTeam by Parboil (www.parboil.quakeworld.ru). Not particularly suited to the internet due to several features that could be used to interrupt a game. You can find these mods and relevant news updates at http://vb.besmella-quake.com Axe: DMM3 damage raised from 20 to 50. GL: No longer fires random within a few degress of crosshair. LG: DMM4 discharges now always only kill the user, instead of there being a 50% change you'll discharge normally. NG: Nail speed increased from 1000 to 1800. Nails no longer alternate between coming out 5 units to the left and 5 units to the right of crosshair. RL: Direct hit damage now 110, not random between 100 and 120. SG: Pellets are no longer random, and make a plus shape: . . . . . The middle pellet is actually 2 pellets. SSG: Pellets are no longer random, and make a plus shape: . . . . . . . . . . . . The middle 4 pellets are actually 2 pellets each. The height and width of the spread have been averaged to match. 16 pellets are fired instead of 14, increasing max damage by 8. SNG: Nail speed increased from 1000 to 1800. GA: Protection now 50% (1:1), was 30% RA: Protection now 75% (1:3), was 80% YA: Protection now 67% (1:2), was 60% Spawns: Cannot spawn telefrag, 50% random chance of last spawn being excluded. Minimum time to spawn after non-axe/gib death now always 900ms, instead of there being a 2 in 5 chance you won't be able to spawn for 1100ms or 1500ms. Fallbunny: Can jump straight after fall. KTeam Jump: Jumping off of downward slope acts like jumping of off flat ground. Fairpacks: Drop last weapon fired instead of weapon held. Packs: Ammo limited to 1/4 of capacity. Packs are now dropped with players issue /kill. No more silly 'DMM3 free rockets' rule. Lavaballs: Removed in JawnMode. Stomping: Landing on another player hard enough to hurt yourself damages them twice as much. Dynamic lights: No pent glow on spawn in DMM4. Bodies: Dead bodies removed after death animation, so you can't use them to tell when an enemy spawns. Quad: Health won't change to 100 unless it was 100+ after running out in DMM4. Drop quad always disabled in teamplay, and enabled when teamplay is disabled. Server side Quasi-Smartjump: Swim sound isn't played so older client users aren't so disadvantaged by clients with smartjump. Demos www.challenge-tv.com/index.php?mode=demos&game=2 Demos with grenades for rockets, no muzzleflashes, and weapons/ammo instead of packs are JMode demos. Credits Povo-Hat: http://povo-hat.lemike.com The CPMA team: www.promode.org Parboil: www.parboil.quakeworld.ru The KTeam team: www.kteam.co.uk All the early testers, like Skawt, Elwood, Dirtbox. Causticsoda, and Shad, for the first servers.