# Introduction

Raging Deathmatch (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.

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:

- Your speed.
- Speed of your target.
- 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 is what it looks like.

# Awards

There are two types of awards:

*nice shot*for a shot with the score higher or equal than 500 and lower than 1000;*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 0.6. The pk3-file containing the source code is available here. The older releases are located here.

RDM is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License version 3.

# ChangeLog

**2 Oct 2016** - Version **0.6**

The default timelimit changed from 10 to 20 minutes.

**20 Sep 2016** - Version **0.5**

Fixed embarrassing mistake in the function RDM_min. Thanks to Maarten
Snauwaert.

**14 Mar 2016** - Version **0.4**

Provided compatibility with Warsow-2.0.

**26 Sep 2015** - Version **0.3**

Provided compatibility with Warsow-1.5.

**14 Sep 2012** - Version **0.2**

Provided compatibility with Warsow-1.0.

Selfkill now is punished by 500 points.

Fixed wrong behaviour when Instagib is disabled.

Welcome text no longer displayed when returning from spectator.

Fixed wrong time handling.

**04 Nov 2011** - Version **0.1**

First public release.

# 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. This gametype will not let you shoot below the minimum speed, it's compatible with normal weapons.