Name of Mod : QuakeC Add-On Pack File Name : qcap2.zip Version : This is the second public release and probably the last. Although it's pretty much nothing like the first version, as I redid almost everything. For the better, of course... :) I also took the vulgar language out. :) "A**" is replaced with "Arse" and such. Bots also have individual personalities and phrases now...go to the home page for more info, or just read everything under "ALL THE IMPORTANT STUFF". :) Although the home page contains more updated information. Date : November 19, 1997 E-mail : thefatal@concentric.net Web Site : http://www.concentric.net/~thefatal/quake.html (The QCAP Home Page, dedicated to nothing but this patch :) AUTHOR INFO ----------- My name is Rich, Rich Whitehouse. Mama always said, stupid is as stupid does. Would you like a choc--::SMACK BASH BASH:: ::2 men in white clothing walk up:: "Mr. Whitehouse is author of this patch. He has a small mental condition that must be supervised at all times, so don't mind us." Help... me...they're...going...to...kill...m--::PROD PROD ZAP SIZZLE:: "QUIET, BOY!" Y...yes...sir. TYPE OF MOD ----------- QuakeC : No, it's only called QuakeC Add-On Pack because it DOESN'T have any QC. Sound : Yep MDL : Uh huh Maps : Nope. Why? Because I suck at level editing. Graphics : Yup FORMAT OF QUAKEC ---------------- unified diff : What's that? context diff : Uhhhh... .qc files : Nope, see "ALL THE IMPORTANT STUFF" for details. progs.dat : No, you have to compile the non-existant QC files on your own. INSTALLATION ------------ Just run the install.bat file and follow the on-screen instructions. When running Quake with the patch in Windows, you must use -winmem 12 or higher. I recommend 28 if you want it to go nice and fast. Here's an example of how you would start Quake with the patch under Windows: quake.exe -game qcap -winmem 28 That should do it. Contact me if you have any problems. Also, if you do something really stupid with the install program and make it do something bad, I'm not responsible. :) ALL THE IMPORTANT STUFF ----------------------- Alrighty then...first I need to thank the people I sto--err, borrowed source code from... ;) Rob Albin is 1 person who definitely deserves TONS of credit for supplying the source code for the grappling hook and his very own chasecam. Credit for the multiskin and lasertarget things also go to him for supplying the source code. I wrote all the other stuff from scratch. So, enjoy! Here's the list of impulse commands and such...Uhhh, oh yeah...I have another person to thank. :) Maniac for giving me an example of code to use to pull the player towards an entity (I used it for the magnet, but then I tweaked it a bit to make it pull in EVERYTHING within the radius). I also learned a TON from that, it's part of how I made the co-op bot. If I forgot anyone, sorry. If you know of anyone I should've but didn't thank, please let me know about it and I'll thank them in the next version. Ummm, oh, also got thank Inside.QC (which is now Inside 3D and located at http://www.inside3d.com) for providing so many good tutorials which I learned a lot from. The one I used in this patch was the sticky bomb one, although I pretty much rewrote the sticky bombs anyway. :) Since I've made it so you can't decompile the progs.dat file from this patch, if you see something you would honestly like to learn from and not just use in your own patch and take credit for, let me know. I might write a tutorial or something for some of the new weapons if I get enough requests. Oh, another thing...if you want to port this patch to QuakeWorld, let me know. I'd like to get it running on a server. Also, if you have this patch running on a server, let me know. I'll add a server list to the web site and put your server on it. Make sure you stop by the web site to see if there are any servers... I would've done a lot more on this patch had I had more time to work on it and started it earlier. I might've even been able to make another Reaper. :) But, Quake is old now... Maybe I'll do something for Quake II. LOOK FOR IT! :) impulse 20 - Drop a pipebomb. impulse 21 - Detonate all of your pipebombs. impulse 22 - Fire a flare. impulse 50 - Displays status. impulse 40-45 - Hotkey weapon modification keys. impulse 30 - Toggle external/internal view. impulse 31 - Laser target toggle. impulse 32 - Move down ext. view. impulse 33 - Move up ext. view. impulse 34 - Zoom in ext. view. impulse 35 - Zoom out ext. view. impulse 200 - Down 1 skin. impulse 201 - Up 1 skin. impulse 98 - Throw hook/Release hook. impulse 96 - Pull in after hooking an object. impulse 97 - Give the hook some slack. impulse 150 - Big jump (quite useful in rocket fights :), but requires at least 25 cells). impulse 13 OR select the shotgun twice - Select the Laser Rifle. impulse 14 OR select the rocket launcher twice - Select the NUKE. impulse 15 OR select the super nailgun twice - Select the Ripple Cannon. impulse 16 OR select the Grenade Launcher twice - Sticky Bombs. impulse 17 OR select the Lightning Gun twice - Blow Gun. Shoots an orb which pushes everything in its path away from it, and causes an explosion on impact. impulse 18 OR select the DBSG twice - Harpoon Gun. Shoots a harpoon which sticks into the wall or an entity and leaves a blood trail if it's stuck in an entity. impulse 19 OR select the axe twice - Spear. If a spear hits an entity it will stick into it and pull it over to you. This weapon is still under construction, so there is no rope linking the spear tip and you, and it looks kind of strange...hopefully I'll have that fixed soon. impulse 23 - Spawn a DeathMatch Bot. DM Bots use whatever skin you're using when they're created. Before using a DM or Teamplay DM Bot, you should type "deathmatch 1" at the console (without the quotation marks) and load the level again. impulse 25 - Spawn a Co-op Bot. I stayed up all night and drove myself insane trying to figure out how to make a co-op bot... and I FINALLY DID! :) Of course, that was back when I wasn't quite as good with QC. :) I might redo the co-op bots to be more like real players, but I think they're ok the way they are now...plus I don't feel like redoing them. ;) impulse 129 - Spawn a Teamplay DeathMatch bot. Well, I've finally done it. Now you can play DM, Co-op, AND Teamplay. Isn't that special? :) To use Teamplay DM Bots, you must set teamplay to 2. Do so by typing "teamplay 2" at the console (without quotation marks). Now add Teamplay DM Bots for your side and DeathMatch Bots for the other side (they're programmed not to kill eachother in teamplay, and if they do, they're penalized just like you are if you kill a bot on your team, or if a bot is on your team and he kills you or another bot on your team). impulse 123 - Throw a magnet. impulse 124 - Toggle being drawn to magnet. impulse 125 - Teleport magnet back to self. impulse 126 - Gets rid of any magnet within a 500 radius to you. Mainly for multiplayer in case someone gets you on their magnet and won't let you go...but use it only as a last resort, as it takes you down to 50 health, to 25 if you have less than 50 and to 1 if you have less than 25. impulse 127 - Toggle weapon kickback on/off. It makes it more realistic in my opinion, but it can be quite annoying. :) impulse 128 - Crouch. Can be used as toggle crouch or button-hold crouch. Just type impulse 128 to toggle, or if you want to be able to hold a button and crouch then release it and stand up, type the following at the console: alias +crouch "impulse 128" alias -crouch "impulse 128" bind ] "+crouch" This will make it so that pushing the ] key crouches, and releasing it makes you stand up. I'm still working on improving this, since there are lots of things wrong with it. impulse 252 - Find any Teamplay DM Bot within a 250 radius of where you are currently standing and make it solid or not solid to you (to you ONLY, to every other entity it's still solid). If it's already not solid, it will become solid. If it is solid, it will become not solid. This is for when the Teamplay DM Bots get in your way and won't move. It's pretty annoying, so if it happens, just use this. impulse 253 - This will teleport your most recently created Co-op Bot to your current location in the level no matter where you or the bot are. impulse 254 - This sets your viewpoint to your most recently created Co-op Bot or Teamplay DM Bot. Use again to set the viewpoint back to you. impulse 250 - This tells Teamplay DM Bots to follow you or leave you alone. They follow you by default. impulse 251 - This takes the message off the screen immediately that comes up when you begin (the "Welcome. Please blahblahblah" one :). impulse 130 - This makes it so that bots don't start out with the DBSG on skill 3. Nifty for if you want a good fair DM against a skilled opponent... :) impulse 249 - Give the last bot you created every weapon and full ammo. This is pretty much just for fun. :) impulse 248 - Show each bot's frags. New stuff in this version: Improved hugely on the Co-op Bot's AI, he can now follow you up stairs and such even when he does not have a target, he also faces you when he doesn't have a target, rather than constantly staying at an ackward angle like in the previous version. I also completely rewrote the DM Bots. They still use the default AI, but they now show a larger difference with skill level settings (type skill 0 through skill 3 at console to set skill level, any other skill value will default to skill 1). They also have a more realistic weapons system (they don't start out with the Rocket Launcher, DBSG, etc., although they DO start out with the DBSG on skill 3, just to make it a bit more difficult :). There are also better death messages (TheFatal1 chews on player's boomstick, player rides TheFatal1's rocket, etc.), including different messages for all the new weapons. I added special support for the nailguns and lightning gun. When using them the DM Bot runs at you at the speed of a normal player (although exact speed and accuracy depend on what skill level you're playing on). I also stuck some modifications in the ai.qc file that only have an effect on the DM Bots. Aside from the improvment on the bots, I've also made it so the magnet works fine in multiplayer. At least it SHOULD, I haven't tested it yet myself. I also added the ability to crouch. Wrote all the stuff for it myself, but I got the idea from the Navy Seals Weapons Patch. I've also added a "DeathCam"...a bit of a modification on the ChaseCam. Now, when you die, you get an external view of your body/head. Surprisingly, it took quite a bit of work to get it to work in multiplayer, but I finally got it working well. There's also a new weapon, the Blow Gun, and I added the ability to select all the new weapons via weapon cycling. You can now only use the new weapons if you have the original weapon which uses the same number (e.g. to use the Tesla Cannon you must have the Super Nailgun, to use the Sticky Bombs you must have the Grenade Launcher). I also made it so that if you select a weapon and only one of the weapons for that number is out of ammo, it will automatically select the other weapon for that number (e.g. if you're out of nails and have 25 cells, selecting the Super Nailgun will automatically select the Tesla Cannon). I also remembered I'd created the Sticky Bombs with a tutorial a while ago. I couldn't remember who to thank, and the Sticky Bombs had some bugs in them anyway, so I pretty much rewrote them. They're better now though, I got rid of the bug which would cause the sticky bomb to just float in the air if the victim it was attached to was killed before it went off. Oh, and, of course, I can't forget the new Teamplay ability of the DM bots. :) Also, I re-did the shotgun shell MDL (skin and all) since I now have QuakeME 3.0 and because I felt kind of guilty for taking it from the Alien TC guys. ;) I also added strafing to the bots and will soon be (hopefully) adding the ability to the bots to be attracted to items. The bots also go up stairs now with no problem, and they don't fly anymore (that was HORRIBLY annoying :). Also added MORE new weapons. :) See the impulse list for what they are. I'm sure there's stuff I forgot to put on this list of new things, but it's already long enough. :) Possible improvements/enhancements in future versions: This'll probably be the last version, seeing as Quake is getting old and people are starting to hate it/not like it. If you have any questions or anything like that, then e-mail me. My e-mail address is...thefatal@concentric.net. I'm also TheFatal1 on IRC (if you can catch me, I'm not on IRC often) and my Quake DeathMatch name is also TheFatal1. I play mostly on quake.one.net and quake.drow.org (QuakeWorld mostly, although once in a while I play on non-QW one.net). If you have ICQ, my UIN is 1789449. You can visit my Quake home page at http://members.aol.com/thefatal1/quake.html to get the latest version of this patch. By the way...YOU MAY NOT USE ANYTHING IN THIS ADD-ON IN ANY WAY EXCEPT TO PLAY IT ON YOUR OWN COMPUTER. YOU MAY NOT MODIFY IT IN ANY WAY, TAKE CREDIT FOR IT IN ANY WAY OR USE IT AS A BASE FOR YOUR OWN PROJECT OR FOR ANYTHING ELSE! Well, except parts of the ChaseCam, hook, etc...you can use those, because I didn't write them. Although I did make some modifications to the ChaseCam myself, such as the after death view...so, uhhh, just be safe and don't use anything from this patch. :) If you DO, and I find out about it...THEN I'LL MAKE SURE YOU DON'T GET ANY CANDY FOR A WHOLE MONTH! THAT'S RIGHT MISTER! WHAT DO YOU THINK YOUR MOM WOULD SAY ABOUT THAT? SHE'D GROUND YOU FOR 2 WEEKS! THAT'S RIGHT! FURTHERMORE, I--::2 men in white clothing walk up again, gets bashed unconcious, men drag unconcious body away::