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Future vs. Fantasy Quake Documentation
v 1.60
[12/31/96]
Quake Add-on
Freeform Interactive
--------------------
Created/Coded by: Richard Cheung (Hap) hap@ucsd.edu
Testing by: Raison raison@concentric.net
Biz Guy: Kenneth Hwang (kenn) kenn@autobahn.org
Skins Artists (Original)
------------------------
Ninja sethc@acy.digex.net
Mage highspeed@geocities.com
Cyborg, Ecker Jorg (Fritz) Ejosch@aol.com
(Super) Sniper,
Fighter,
and parts of others
Additional Help
---------------
Level Maker: OSM1 osm1@marinet.or.jp
Extra Support: Destroyer scollins@armsystems.com
Docs Written by
---------------
666.Sun! (sun) sun@imaginet.fr
kenn
Raison
Hap
FvF Web Pages
-------------
http://gnv.fdt.net/~mil/fvf.htm
Milamber mil@fdt.net
http://www.imaginet.fr/~sun
666.Sun!
http://www.autobahn.org/~kenn/freeform
kenn
Raison's Hapland Main FvF Quake server
--------------------------------------
50 Different Weapons
128.54.163.243
(additional credits from other authors at end of docs)
-------------------------------------------------------------
-------------------------------------------------------------
[Table of Contents]
Ia. Introduction: What is Future vs. Fantasy (FvF) Quake?
b. Major Features.
c. What is new in this version?
IIa. Optional Skins - Not Required For the Game
IIIa. How Do I Run FvF in Single Player Mode?
b. Using Optional Skins
c. How Do I Run an FvF Server?
IVa. What Are the Extra Options as a Server?
b. How Do I Customize FvF?
c. Noexit 3
d. Noexit 4
e. Remote Admin - Freeform Passcode 1.0: Setting the Passcode
f. Remote Admin - Freeform Passcode 1.0: Using the Commands
g. Complete Enhanced Teamplay
Va. How Do I Play?
VIa. What are the Classes?
b. Quake Soldier
c. Android
d. Fighter
e. Mage
f. Sniper
g. Cyborg Camper
h. Cleric
i. Ninja
VIIa. Playing Tips - Playing as the...
b. Quake Soldier
c. Android
d. Fighter
e. Mage
f. Sniper
g. Cyborg Camper
h. Cleric
i. Ninja
VIIIa. Playing Tips - Playing Against the...
b. Quake Soldier
c. Android
d. Fighter
e. Mage
f. Sniper
g. Cyborg Camper
h. Cleric
i. Ninja
IX. What is planned?
X. Additional Credits.
XI. Disclaimer & License Agreement
XII. Source Codes and Decompiling FvF
XIII. How Do I Contact Freeform?
---------------------------------------------------------------
---------------------------------------------------------------
[Ia. Introduction: What is Fantasy vs. Future (FvF) Quake?]
Future vs. Fantasy Quake, FvF for short, is an add-on to
Quake, a highly customizable game by id Software. FvF exists
as a data file without ever modifying Quake's original files.
FvF works completely as both a single player or(deathmatch and
co-op) multiplayer game.
In FvF, you are allowed to select you chracter type, or class,
from a cast of generic characters from magical fantasy: mages,
fighters, etc. and sci-fi future: laser androids, cyborgs, etc.
The normal Quake character is a selectable class, left unaltered,
and classified as future. Each class has a entirely different
set of weapons and abilities, thus FvF has 50 weapons.
FvF encourges players to find a niche in playing style and
allows players maximum flexible on their role in teamplay.
FvF is superior to other patches because to drastic differences
in player classes. For example, the Ninja is quick, silent,
and has several technique for escaping including teleportation.
Players can use him to assasinate particular key opponents or
scouting.
FvF intentionally does not use any foreign models or sounds.
If FvF used additional models (MDLs) or sounds (WAVs), then
players without a specific FvF "client-side patch" could not
connect to a FvF server. For many players, figuring out how
to connect to a Quake server is a task all to itself, let alone
downloading and installing patches. This is especially true for
new users "novice" computer owners. New skins and models will be
developed when easy dynamic downloading is available (read: the
Quakeworld version)*
Finally, FvF is extremely customizeable without the need to learn
a programming language. To modify FvF, you don't need to
understand Quake C, C, or even BASIC. This makes FvF superior to
many of the other Quake patches avalible. Most Quake patches
require a deep understanding of both C and Quake C before any
modifications can be made. At FreeForm, we have simplified the
whole Quake server experience.
*(Hap is presently working on an enhanced Quakeworld FvF conversion. -Ed.)
-----
[Ib. Major Features]
FvF has:
1. 50 Different Weapons
2. 8 Player Classes
3. 10 Custom Skins
4. 13 Class-Specific Powerups
5. Direct Support for Single Player Mode
6. Remote Op Commands via Freeform Passcode 1.0
7. Complete Enhanced Teamplay
8. Highly Customizable Play without Quake C knowledge
-----
[Ic. What's New in this Version]
FvF History (Major Changes):
v1.6 - Public Release 4
1. 2 new skins added.
2. Extra "Just in case" checks added to keep classes the same
between level changes
3. "Current Ammo" counter updates correctly
4. Mage and Cleric can regenerate Chi while firing
5. Remote Op Commands Added using Freeform Passcode 1.0
6. Docs Enhanced
v1.5 - Unreleased Beta, publicly tested
1. FvF Skins supported
2. 8 new skins created
3. Sinking into ground on dying bug fixed
4. Cleric has Turn Undead Power
v1.4 - Public Release 3
1. Noexit 4 added.
2. Classes stay after level change (wOOp!)
3. Faster, less lag game play.
4. Better docs thanks to our additonal writer kenn.
v1.3 - Unreleased beta (tested on main server)
1. Teamplay 3 removed.
2. Complete Enhanced Teamplay imported.
3. 2 new weapons - now total of 50!
4. Custom obituaries for different classes.
5. Custom messages for item and ammo pickup.
6. Noexit 3 added.
v1.2 - Second public release.
1. Teamplay 3 added
2. Auto-binding keys added
3. Using 9 and 0 to change class added
4. Gliding bug fixed
5. "Non-breathing" bug fixed
6. Tighter code, faster server response
v1.1 - Private release.
1. Weapons upped from 23 to 48
2. 8 Player Classes
3. Paladin Healing is Variable
4. Ammo for characters more logical
5. Characters more balanced
v1.0 - First public beta release version.
1. 23 Different Weapons (15 New Weapons)
2. 5 Player Classes (4 New Classes)
3. No messy impulses
---------------------------------------------------------------
---------------------------------------------------------------
[IIa. Optional Skins - Not Required For the Game]
Skins are optional. You can play FvF without skins. You may
also connect to any FvF server without the use of FvF skins.
The client-side skins patch is used to distinguish the classes
of other players, and may give you and advantage in exploiting
the weaknesess of your oppponent's class.
Note: You cannot use Multiskins or any other skin patch with FvF.
If you use them, you will get funny looking characters which
don't match their class. Also, if you play FvF in Quakeworld,
the skins may not match up with thier class. We are currently
working to resolve this.
---------------------------------------------------------------
---------------------------------------------------------------
[IIIa. How Do I Play FvF in Single Player Mode?]
1. Download FvF into a temporary directory.
2. Decompress FvF into a SUBDIRECTORY under QUAKE.
For example:
If your Quake stored in C:\QUAKE, then decompress FvF into
C:\QUAKE\FVF.
If Quake is in C:\GAMES\QUAKE, then decompress into
C:\GAMES\QUAKE\FVF.
3. Run Quake with the command QUAKE.EXE -GAME FVF.
4. Run Quake as you normally would. To change character classes,
push 9 or 0.
-----
[IIIb. Using Optional Skins]
1. Decompress FVF as noted in section IIIa. That is all.
-----
[IIIc. How Do I Run an FvF Server?]
1. Follow steps 1 and 2 as above.
2. Run the server as you normally would.
---------------------------------------------------------------
---------------------------------------------------------------
[IVa. What are the Extra Options as a Server?]
(Note: TEAMPLAY 3 was replaced by Complete Enhanced Teamplay in v1.4)
FvF Quake supports all normal Quake server options.
Additionally:
FvF Quake supports Remote Ops commands, alternative modes of
Teamplay, and several server options that help make FvF the best
Quake add-on available.
-----
[IVb. How Do I Customize FvF?]
Customizing FvF is simple task. Unlike most patches, you do not
need to learn Quake C. FvF uses three variables to give more
options to the server.
Variable Used to Customize FvF:
TEMP1
TEAMPLAY
NOEXIT
If the options in FvF are not enough for you, a customized
version of FvF can be compiled just for you. E-mail Hap at
hap@ucsd.edu. (I will be happy to compile it for you. -Hap)
-----
[IVc. Noexit 3]
NOEXIT 3
NOEXIT 3 when combined with the FRAGLIMIT option allows the server
to set the minimum frags required to exit a level. When a player
reaches the "Fraglimit", the server will tell the player he has
enough kills to exit the level. If the player attempts to exit
the level without enough frags, it inform the player he does not
have enough and doesn't frag him.
For example:
If NOEXIT 3 and FRAGLIMIT 20:
Players cannot exit the level unless, they have 20 or more
frags.
------
[IVd. Noexit 4]
NOEXIT 4
NOEXIT 4 is essentially the same as NOEXIT 3 with the following
exception: If you do not have enough frags to exit the level
(< FRAGLIMIT), you will be gibbed if you attempt to exit. This
option avoids certain problems which arise in situations where
falling into an exit zone traps the player, ie. the exit pit in
The Door to Chthon (E1M6) and The House of Chthon (E1M7).
-----
[IVe. Remote Admin - Freeform Passcode 1.0: Setting the Passcode]
FvF 1.6 utilities Freeform Passcode 1.0 to control remote admin
access. Freeform Passcode is also avalible as a seperate Quake
C patch at Freeform's homepage:
http://www.autobahn.org/~kenn/freeform
To set the Remote Administrator Passcode, you do not need to
modify any FvF code. It is very simple and can be dynamically
changed without recompilation. Using Remote Admin Commands requires
that two impulses are entered in the correct order, a standard
combination passcode. To enter the passcode, at the console type
the first impulse, followed by a zero, then the second impulse. The
zero is the "space" between the two numbers:
TEMP1 <First Impulse>0<Second Impulse>
For Example:
[Example 1]
If your first impulse is: 143
And your second impulse is: 203
You would type: TEMP1 1430203
--- ---
^ ^
| |
First Impulse for the Passcode -------- |
Second Impulse for the Passcode -----------
[Example 2]
If your first impulse is: 101
And your second impulse is: 17
You would type: TEMP1 1010017
Note: Quake limits impulses to integers between 0 and 255. Also, some
impulses are already used by Quake and FvF, ie. 255 is Quad Cheat.
Make sure your passcode does not consist of impulses already used
or out of range. Generally, avoid impulses 0-8, 25, 26, 30, 31,
210-247, and 255. Be careful not to use impulse 0 as part of your
passcode, or else you will leave huge security problems.
-----
[IVf. Remote Admin: Using the Commands]
If you set the passcode correctly, you can enter it during the game
in the console. The passcode impulses must be entered in order.
For security reasons, there is NO message when you enter the
passcode. Quake's console does not refresh between commands, so
you will need to exit the console (~) after entering the first
passcode impulse, and re-enter the console (~) to enter the second
impulse. The same goes for op commands. You need to leave the
console after entering each op impulse for the command to take effect.
For example:
If you entered TEMP1 1230111 in the server's console, then you
must enter IMPULSE 123, exit the console with the ~ key,
re-enter the console with the ~ key, and type IMPULSE 111 in
your client side console to give yourself Remote Admin access.
After you have been "Admin'ed," you can use the following extensive
list of commands to do your remote operations.
Impulse 210 Jump to Next Level
Impulse 211 CHANGELEVEL START
Impulse 212 CHANGELEVEL E1M1
Impulse 213 CHANGELEVEL E2M1
Impulse 214 CHANGELEVEL E3M1
Impulse 215 CHANGELEVEL E4M1
Impulse 216 CHANGELEVEL DM1
Impulse 217 FRAGLIMIT 0
Impulse 218 FRAGLIMIT 10
Impulse 219 FRAGLIMIT 20
Impulse 220 FRAGLIMIT 40
Impulse 221 FRAGLIMIT 60
Impulse 222 FRAGLIMIT 100
Impulse 223 NOEXIT 0
Impulse 224 NOEXIT 1
Impulse 225 NOEXIT 3
Impulse 226 NOEXIT 4
Impulse 227 TEAMPLAY 0
Impulse 228 TEAMPLAY 1
Impulse 229 TEAMPLAY 2
Impulse 230 TEAMPLAY 34
Impulse 231 TEAMPLAY 99
Impulse 232 KICK 1
Impulse 233 KICK 2
Impulse 234 KICK 3
Impulse 235 KICK 4
Impulse 236 KICK 5
Impulse 237 KICK 6
Impulse 238 KICK 7
Impulse 239 KICK 8
Impulse 240 KICK 9
Impulse 241 KICK 10
Impulse 242 KICK 11
Impulse 243 KICK 12
Impulse 244 KICK 13
Impulse 245 KICK 14
Impulse 246 KICK 15
Impulse 247 KICK 16
Note: No message is shown when you are "Admined" or enter the wrong
passcode for security. Also for security, after a level is changed,
the passcode must be reentered.
-----
[IVf. Complete Enhanced Teamplay]
(Note: Since some classes can regenerate ammo, Teamplay 128, dropping
ammo, is not allowed in FvF Quake. Also, ammo types are often
incompatible, ie. the Mage uses Chi whereas the Sniper uses only
Sniper Bullets.)
(The following is an excerpt from The Complete Enhanced Teamplay by
John Spickes)
Teamplay feature use:
A lot of options can be configured with this mod. The majority
of these options are configurable using the teamplay variable.
This mod uses the teamplay variable as a bitfield, with each bit
associated with a different teamplay option. The bits are as
follows:
1 Health Protect
Players receive no health damage from teammates' attacks.
2 Armor Protect
Players receive no armor damage from teammates' attacks.
4 Damage to Attacker
A player who attacks his teammate will receive the same
damage the teammate would have received, had he not been
protected.
8 Frag Penalty
Any player who kills his teammate will be penalized frags.
The number of frags to penalize is adjustable by a simple
edit in the teamplay.qc file.
16 Death Penalty
Any player who kills his teammate will burst apart in a
bloody mess.
32 Team Color Lock
Players will only be allowed to be certain colors. Team
colors can be specified for up to four teams in the
teamplay.qc file. Players who have illegal colors
when they enter will be put into the team with the fewest
members. Any player who changes team (pants color) will
be fragged and their frag count is reset to zero.
64 Static Teams
Players will not be allowed to change teams.
Obviously, not all these options make sense together. teamplay 9
doesn't really make sense, because you couldn't ever kill a
teammate, and thus you could never incur the one frag penalty.
To select multiple options, add the numbers of the options together.
Examples:
teamplay 96 Team Color Lock, Static Teams
This results in players being automatically assigned to
teams and not allowed to change to other teams.
teamplay 3 Health Protect, Armor Protect
You can't hurt your teammates' health OR armor.
teamplay 28 Mirror Damage, Frag Penalty, Death Penalty
When you shoot your teammates, you take damage and so
do they. If you kill a teammate, you'll take a frag
penalty and you'll be killed.
teamplay 120 Static Teams, Color Lock, Frag Penalty, Death Penalty
In addition to the bitfield, you can also set teamplay to a negative
number. When teamplay is negative, it indicates how many frags
players should be penalized for killing their teammates. In this
mode of operation, the only effect of the teamplay setting is that
the number of frags indicated by teamplay is deducted from a player's
frag count when he kills a teammate. This is equivalent to teamplay
8, except that the frag penalty is adjustable in-game.
END Complete Enhanced Teamplay
---------------------------------------------------------------
---------------------------------------------------------------
[V. How Do I Play?]
To change player classes, you hit either '9' or '0' on your
keyboard. This cycles the classes forward or backwards.
FvF will automatically bind:
'9' to IMPULSE 30
'0' to IMPULSE 31
For some players '9' and '0' do not work, try dying once and FvF
will try to auto-bind your keys again. If the keys continues to
fail, you must bind IMPULSE 30 and IMPULSE 31 to alternate keys
manually.
---------------------------------------------------------------
---------------------------------------------------------------
[VIa. What are the Classes]
There are currently 8 classes. Each class has a completely
different weapon set. Additionally, each class encourages a
different style of play. All classes balanced are with the
original Quake Soldier; thus he is at no disadvantage. There
is no need to master every class, you only need to excel at
one class.
Remember that each class plays differently and serves a
different purpose in teamplay. For example the Cleric can
heal, grant armor and powerups such as Quad-Damage. He
is used to bless players on the same team.
-----
[VIb. Quake Soldier]
Class: Quake Soldier
Classification: Future
Strength: 10 (normal)
Dexterity: 10 (normal)
Intellegence: 10 (normal)
Description: Once he met this yellow haired freak chewing gum in an X-rated
movie theatre, but what became of badder-than-thou happy-go-lucky is
much too gruesome to recount. The Quake Soldier is left unaltered.
Everything remains the same for diehard conservatives.
-----
[VIc. Android]
Class: Laser Android
Classification: Future
Weapon Style: Lasers and Energy Weapons
Special: Recharging Cells, Recharges 1-7 Cells/sec
note: BFG 9000 is here!
Strength: 10 (normal)
Dexterity: 10 (normal)
Intellegence: 15 (Can produce energy from many materials)
Description: The Laser Android, Model LAX-I5, contracted to and built
by Notech Defense Systems, serves a purpose as an all-around
sentry and frontline trooper for the SouthEast Asian country of
Shadloo. The latest in state of the art technology, the I5 model
incorporates such advancements as multi-barrelled x-axis synched
laser rifles. The Android has a built in nuclear energy source
that will produce energy for the next three centuries. He augments,
his recharging abilities by decomposing large quanities of any kind of
material in a built-in recycling chamber. Thus the Android is
considered by many to be the ultimate war machine, because can never
run out of ammuntion.
Ammo Types:
1. Recyclable Waste (Converts to Cells: 2/sec)
2. Toxic Waste (Converts to Cells: 2/sec)
3. Radioactive Waste (Converts to Cells: 2/sec)
4. Cells
[Weapon 1]: Stun Gun
Weapon Type: Melee
Damage: 10
Range: Extremely Short
Attack Speed: Fast
[Weapon 2]: Laser Rifle
Weapon Type: Projectile
Ammo: 1 Cell
Number of Projectiles: 1
Damage per Projectile: 15
Projectile Speed: 600
Attack Speed: Moderate
[Weapon 3]: Spread Laser Rifle
Shoots 4 laser beams.
Weapon Type: Projectile
Ammo: 4 Cells
Number of Projectiles: 4
Damage per Projectile: 15
Projectile Speed: 600
Attack Speed: Moderate
[Weapon 4]: Super Spread Laser Rifle
Shoots 8 laser beams
Weapon Type: Projectile
Ammo: 8 Cells
Number of Projectiles: 8
Damage per Projectile: 15
Projectile Speed: 600
Attack Speed: Moderate
[Weapon 5]: Laser Chaingun
Fires a wide laser
Weapon Type: Projectile
Ammo: 1 Cell
Number of Projectiles: 1
Damage per Projectile: 30
Projectile Speed: 600
Attack Speed: Moderate
[Weapon 6]: Plasma Thrower
Weapon Type: Melee / Plasma
Ammo: 1 Cell
Damage: 40
Range: Extremely Long (for a melee weapon)
Attack Speed: Extremely Fast
[Weapon 7]: Plasma Cannon
Weapon Type: Plasma
Ammo: 1 Cell
Number of Projectiles: 1
Damage per Projectile: 20
Projectile Speed: 1000
Attack Speed: Extremely Fast
[Weapon 8]: BFG 9000
Weapon Type: Mass Damage
Ammo: 40 Cells
Number of Projectiles: 1
Damage per Projectile: N/A
Projectile Speed: 1000
Attack Speed: Slow (Delayed Firing i.e. in DooM)
-----
[VId. Fighter]
Class: Fighter
Classification: Fantasy
Weapon Style: Magic Axe of the Warrior
Special: Paladin Healing, regains health at a variable rate
note: Melee weapon only except for flare, uses Cyan Chi (any
ammo to regenerate health).
Strength: 20 (150 Max Health)
Dexterity: 10 (normal)
Intellegence: 5 (Can not use/understand missile weapons)
Description: The Fighter is a great warrior from the far land of Xanadu.
This is an ecletic fighter, a master of many style of melee. He
uses the healing powers of the Paladin, the brute force of the
Warrior, the rage of the Beserker, the mysticism of the Ranger, and
the inner strength of the Samauri. The Fighter is excels in melee
combat. He prefers to stay in small areas, where he can greet his
opponents with his magic axe. (He is easy to learn.)
Ammo Type:
1. Cyan Chi (all ammo becomes Cyan Chi)
[Weapon 1]: Magic Axe
Weapon Type: Melee
Damage: 75*
Range: Short*
Attack Speed: Fast
[Weapon 2]: Ranger Soul Flare
Used to activate target switches and light rooms
Weapon Type: Projectile
Ammo Type: Health (uses 1 health point)
Number of Projectiles: 1
Damage per Projectile: 1
Projectile Speed: 300
Attack Speed: Very Slow
[Weapon 3]: Double Paladin Healing: Healing rate * 2
[Weapon 4]: Berserker Axe Range: Increase Axe Range (cumulative)
[Weapon 5]: Berserker Axe Range: Increase Axe Range (cumulative)
[Weapon 6]: Warrior Axe Damage: +75 axe Damage
[Weapon 7]: Warrior Axe Damage: +75 axe Damage
[Weapon 8]: Health of the Samauri: Max Health is now 200
NOTE: Powerups are automatically activated when picked up.
Maximum Powerup: If a Fighter has all the weapons, he is at max.
powerup. A fulled powered up Fighter is extremely
powerful. Also, his "skin" changes from an bare-
skinned barbarian to an fully armored noble. He
has the following stats:
Max Health: 200 (due to possesion of Weapon 8)
Healing Rate: approximately 4 Health/per second (due to possesion
of Weapon 3)
Axe Damage: 225 (due of possesion of Weapon 6 & 7)
Axe Range: Long (due to possesion of Weapon 4 & 5)
* Damage and Range changes depending on the Fighter's powerups.
-----
[VIe. Mage]
Class: Mage
Classification: Fantasy
Weapon Style: Spells
Special: Regenerate Chi at 1/15 sec
note: Most spells are generally long range weapons, know what
you're doing before engaging in close quarters.
Strength: 10 (normal)
Dexterity: 10 (normal)
Intellegence: 15 (Can regenerate chi and can become FULLY invisible
(no eyes) with Ring of Shadows)
Description: The Mage is a master of magic who has studied for many years.
He knows mystic secerts which he does not share, such as the
ability to turn fully invisible with the Ring of Shadows. The Mage
has a powerful, wide variety of attack spells that encourage
him to assault each opponent differently. He is most powerful when
he learns to effectively use each of his magics.
Ammo Types:
1. Cyan Chi
2. Magenta Chi
3. Yellow Chi
4. Black Chi
[Weapon 1]: Staff
Weapon Type: Melee
Damage: 10
Range: Short
Attack Speed: Moderate
[Weapon 2]: Lightning Bolt
Does minor damage underwater
Weapon Type: Electricity
Ammo: 1 Cyan Chi
Damage: 30
Attack Speed: Very Slow
[Weapon 3]: Chain Lightning
Does minor damage underwater and lightning bounces
off walls!
Weapon Type: Electricity
Ammo: 2 Cyan Chi
Damage: 30 - 60
Attack Speed: Very Slow
[Weapon 4]: Cloud Kill
Wide area.
Weapon Type: Projectile
Ammo: 1 Magenta Chi/projectile
Number of Projectiles: 2
Damage per Projectile: 25
Projectile Speed: 800
Attack Speed: Moderate
[Weapon 5]: Hap's Acid Rain
Very wide area.
Weapon Type: Projectile
Ammo: 1 Magenta Chi/projectile
Number of Projectiles: 4
Damage per Projectile: 25
Projectile Speed: 800
Attack Speed: Moderate
[Weapon 6]: Delayed Fireball - very slow fireball
Weapon Type: Explosive
Ammo: 1 Yellow Chi
Number of Projectiles: 1
Damage per Projectile: 100-120
Projectile Speed: 300
Attack Speed: Very Slow
[Weapon 7]: Kenn's Instant Fireball
Weapon Type: Explosive
Ammo: 1 Yellow Chi
Number of Projectiles: 1
Damage per Projectile: 100-120
Projectile Speed: Instant
Attack Speed: Very Slow
[Weapon 8]: Raison's Batch Spell
One of the best weapons. Casts 1 Chain Lighting,
1 Acid Rain, & Delayed Fireball
Weapon Type: Batch
Ammo: 1 - 4 Black Chi
Number of Projectiles: 1 - 6
Damage per Projectile: N/A
Projectile Speed: N/A
Attack Speed: Very Slow
-----
[VIf. Sniper]
Class: Sniper
Classification: Future
Weapon Style: Sniper rifle
Special: Max armor is GREEN, Original ammo limit is 15
note: very slow firing rate! only one kind of weapon.
Weapon normally has huge recoil.
Strength: 5 (Can only wear light armor)
Dexterity: 15 (Increased jump height and no shell spread on rifle shot)
Intellegence: 10 (normal)
Description: The Sniper believes that wars can be won with just one
bullet. Custom built for him, he uses the most accurate rifle in the
world. His rifle never deviates from its aim, it fires on the dot,
all the time, every time. He carries a light load in ammo and armor.
Instead of "spray-and-pray", instead relies on precision aim and
extremely deadly bullets. His skills increase similar to the
Fighter's, has abilities similar to the Ninja, and fights in a style
completely opposite to from both the Fighter. The Sniper
prefers large areas to snipe from. The Sniper is very agile and can
be used to assasinate key opponents.
Ammo Type:
1. Sniper Bullets (all ammo becomes Sniper Bullets)
[Weapon 1]: Axe - in case you run out of ammo, RUN!
If the Sniper has Weapon 8, this changes into the
grappling hook.
Weapon Type: Hook
Damage: 10
Projectile Speed: 1500
Attack Speed: Moderate
[Weapon 2]: Sniper Rifle
Weapon Type: Sniper Bullet
Ammo: 1 Sniper Bullet
Number of Projectiles: 1
Damage per Projectile: 75*
Attack Speed: Extremely Slow*
Rifle Recoil: Extremely Heavy
[Weapon 3]: Increased Ammo Limit + 15 (30 total)
[Weapon 4]: Increased Fire Rate (cumulative)
[Weapon 5]: Increased Fire Rate (cumulative)
[Weapon 6]: Rifle Damage +25 damage (cumulative)
[weapon 7]: Rifle Damage +25 damage (cumulative)
[weapon 8]: Silent & Recoiless rifle + Hook
The rifle will be completely silent, have no recoil
and he will gain the grappling hook instead of the axe.
NOTE: Powerups are automatically applied when picked up.
Maximum Powerup: If a Sniper has all the weapons, he is at max.
powerup A fully powered up Sniper is extremely
powerful and has the following stats:
Weapon 1: Hook (due to possesion of Weapon 8)
Ammo Limit: 30 (due to possesion of Weapon 3)
Rifle Damage: 125 (due of possesion of Weapon 6 & 7)
Rifle Speed: Moderate (due to possesion of Weapon 4 & 5)
Rifle Recoil: None
* Damage and Speed changes depending on the Sniper's powerups.
-----
[VIg. Cyborg Camper]
Description: Infantries collapse in an ocean of blood, as they are mowed
down by the Camper's weapons of mass destruction. The Camper is a
the ultimate advancement in cyborg, half-human and half-machine,
technology. They are relentless, and were designed with the belief
that "spray-and-pray" and staying in one place is superior to skill
and aim. The Camper, with robotics designed in Germany, is equipped
with weapons that are so powerful, he only needs to point in the
general direction. (The Camper is extremely easy to learn.)
Class: Cyborg Camper
Classification: Future
Weapon Style: Explosives!
Special: none
note: Nearly all of his weapons do radius damage
Strength: 10 (normal)
Dexterity: 5 (Uses slightly inaccurate but wide area weapons)
Intellegence: 10 (normal)
Ammo Type:
1. Mini-Rockets
2. Bullets
3. Rockets
4. Anime Rockets
[Weapon 1]: Axe - Last resort (and I'm not talking Hilton)
[Weapon 2]: Camper Cannon 1000
Weapon Type: Explosive
Ammo: 1 Mini-Rockets
Number of Projectiles: 1
Damage per Projectile: 35-45
Projectile Speed: 800
Attack Speed: Slow
[Weapon 3]: Camper Cannon 2000
Weapon Type: Explosive
Ammo: 1 Mini-Rocket
Number of Projectiles: 2
Damage per Projectile: 35-45
Projectile Speed: 800
Attack Speed: Extremely Slow
[Weapon 4]: Dual SMG
Weapon Type: Bullets
Ammo: 9mm Bullets
Number of Projectiles: 1
Damage per Projectile: 10
Attack Speed: Fast
[Weapon 5]: Chaingun
Weapon Type: Bullets
Ammo: 9mm Bullets
Number of Projectiles: 1
Damage per Projectile: 10
Attack Speed: Extremely Fast
[Weapon 6]: Blowfish 2000
Launches spiked balls that barely bounce, explode quickly
Weapon Type: Grenade
Ammo: 1 Rocket
Number of Projectiles: 1
Damage per Projectile: 120
Explosion Delay: 1.5 sec.
Attack Speed: Moderate
[Weapon 7]: Timed Bomb
Launches a bomb which sticks in the wall & explodes
after a short, random delay
Weapon Type: Timed Bomb
Ammo: 1 Rocket
Number of Projectiles: 1
Damage per Projectile: 120
Projectile Speed: 1000
Explosion Delay: .1 - 10 secs (random)
Attack Speed: Slow
[Weapon 8]: CMP 9000
One of the ultimate weapons, launches multiple rockets
at high rate (similar to the Deliniator or Demolishizer
or something from some other obscure game, but more
effective in this author's humble opinion)
Weapon Type: Explosive
Ammo: 1 Anime Rocket
Number of Projectiles: 1
Damage per Projectile: 35-45
Projectile Speed: 800
Attack Speed: Extremely Fast
Attack Area: Wide
-----
[VIh. Cleric]
Class: Cleric
Classification: Fantasy
Weapon Style: "Giving Stuff and Taking Names!"
Special: Throws out Health, Armor, and Powerups; Also can Turn Undead
note: Good class for helping other people, & Divine Intervention is
really FUN!
Strength: 10 (normal)
Dexterity: 10 (normal)
Intellegence: 20 (can heal his own chi quickly, 1/2.5 sec)
Description: A follower of the <choose your religion>, the Cleric is a
<choose your cleric's title>. His powers comes from many
hours of prayer to <choose your diety>. The Cleric is
comparativly poor in combat, although he can easily dispatch
weaker, poor-equipped foes. Instead of fighting, the Cleric
concentrates on blessing his teammates with health, armor,
and Divine Intervention. The weaker undead, such as zombies,
are no match for the Cleric's ability to Turn Undead.
Ammo Types:
1. Cyan Chi
2. Magenta Chi
3. Yellow Chi
4. Black Chi
Note: Cleric has the power to Turn Undead. He can kill zombies with
just one attack of any kind.
[Weapon 1]: Harm
Weapon Type: Melee
Damage: 10
Range: Extremely Long
Attack Speed: Fast
[Weapon 2]: Drain
Drains health from your target and gives it to you!
Weapon Type: Melee
Ammo: Cyan Chi
Damage: 10
Healing: 10
Range: Extremely Long
Attack Speed: Fast
[Weapon 3]: Acid bolt
Wide area.
Weapon Type: Projectile
Ammo: 1 Cyan Chi/projectile
Number of Projectiles: 2
Damage per Projectile: 25
Projectile Speed: 800
Attack Speed: Moderate
[Weapon 4]: Create Armor
Creates Green Armor.
Cost: 15 Magenta Chi
[Weapon 5]: Create Health
Creates Health box (+15hp)
Cost: 5 Magenta Chi
[Weapon 6]: Create Megahealth
Creates Megahealth box (+100hp)
Cost: 30 Yellow Chi
[Weapon 7]: Create Megaarmor
Creates Red Armor
Cost: 40 Yellow Chi
[Weapon 8]: Divine Intervention
Randomly creates either: 1) Pentagram of Protection,
2) Quad Damage, or 3) Ring of the Shadows
Cost: 80 Black Chi
-----
[VIi. Ninja]
Class: Ninja
Classification: Fantasy
Weapon Style: daggers & bombs
Special: Critical Hit (kills ANYTHING instantly!)
note: Makes no noise
Strength: 5 (Can only wear light armor)
Dexterity: 20 (Increased jump height, no attack/jump sounds)
Intellegence: 10 (normal)
Description: The Ninja is the stalker of shadows. He practices the
secert art of the Critical Hit. By putting his inner force into his
dagger when he throws them, occasionally he causes humans, monsters,
and even robots, to be instantly killed. Little is understood about
this strange power, only that it's a highly guarded secert, and it
takes a Ninja years of training to develop. Also his power is
intesified by poison. The Ninja is extremely quiet, and quick.
He relies on luck, skill, and the sneaking up on his prey. He
despies full frontal confrontation. He is also the master of escape.
He will use bombs and teleportation spells to evade his opponents if
he is unable to kill him. Like the Sniper, he is an excellent
assasin, however, unlike the Sniper, the Ninja prefers small areas,
where his opponents can't dodge his daggers.
Ammo Types:
1. Throwing Daggers
2. Magenta Chi
3. Magic Daggers
4. Black Chi (Max. Black Chi limit = 5)
[Weapon 1]: Grappling Hook
Weapon Type: Hook
Damage: 10
Projectile Speed: 1500
Attack Speed: Moderate
[Weapon 2]: Throwing Dagger
Weapon Type: Projectile (Dagger)
Ammo Type: 1 Throwing Dagger
Number of Projectiles: 1
Damage per Projectile: 10
Projectile Speed: 900
Attack Speed: Fast
Critical Hit Chance: 5%
[Weapon 3]: Lethal Poison dagger
Weapon Type: Projectile (Dagger)
Ammo Type: 1 Throwing Dagger
Number of Projectiles: 1
Damage per Projectile: 15
Projectile Speed: 900
Attack Speed: Fast
Critical Hit Chance: 5%
Lethal Poison Hit Chance: 5%
[Weapon 4]: Escape Firebomb
Leaves a delayed bomb behind you! (Use ONLY while
running, or moving at least.)
Weapon Type: Bomb
Ammo: 1 Magenta Chi/Projectile
Number of Projectiles: 9
Damage per Projectile: 60
Explosion Delay: .5
Attack Speed: Slow
[Weapon 5]: Escape Flamebomb
Leaves an firewall behind you (use ONLY while
running, or moving at least)
Weapon Type: Bomb (Flame)
Ammo: 1 Magenta Chi/Projectile
Number of Projectiles: 9
Damage per Projectile: 30
Explosion Delay: .5
Flame Duration: Approx 2 secs.
Attack Speed: Slow
[Weapon 6]: Dagger Array
Three daggers, center dagger has a 5% critical
hit chance. The two side daggers have a 2.5%
percent chance. (10% total if all daggers hit)
Weapon Type: Projectile (Dagger)
Ammo Type (Center): 1 Throwing Dagger
Ammo Type (Side): 1 Magic Dagger
Number of Projectiles: 3
Damage per Projectile: 10
Projectile Speed (Center): 900
Projectile Speed (Side): 500
Attack Speed: Fast
Critical Hit Chance: See note above
[Weapon 7]: Lethal Dagger Array
Three daggers, center dagger has a 5% critical
hit chance and 5% lethal poison hit. The two
side daggers have a 2.5% critical hit chance and
2.5% lethal poison hit chance. (10% total if all
daggers hit)
Weapon Type: Projectile (Dagger)
Ammo Type (Center): 1 Throwing Dagger
Ammo Type (Side): 1 Magic Dagger
Number of Projectiles: 3
Damage per Projectile: 10
Projectile Speed (Center): 900
Projectile Speed (Side): 500
Attack Speed: Fast
Critical Hit Chance: See note above
Lethal Poison Hit Chance: See note above
[Weapon 8]: Teleport
Instantly teleports to a random DM respawn location
(in single/coop, teleports to PlayerStart spot)
Cost: 1 Black Chi
----------------------------------------------------------------
----------------------------------------------------------------
[VIIa. Playing Tips - Playing as the...]
Tips compiled from FvF players (like you!), please submit your
best playing tips to kenn at kenn@autobahn.org!
-----
[VIIb. Playing Tips - Playing as the Quake Soldier]
1. You're probably used to his strengths and weaknesses, and
he's still a match for the new character classes. He is
an excellent fallback in case you find yourself getting
whooped by a particular class. Hap, Raison, and I still
regularly play as the Quake guy and do very well.
-kenn
2. The grenade launcher is a wonderfully understated weapon.
Use it in small rooms and dark corners. -kenn
-----
[VIIc. Playing Tips - Playing as the Android]
1. Pick up items often. Everything you get translates into
shells for your gun. Different ammo types increase your
rate of fire. -Hap
2. Don't charge forward with either Plasma weapons or they
reflect off walls and hit you. -Hap
3. When moving forward with Plasma, use strafing movements
to avoid the rebounding plasma. -Raison
4. "Wave" the Laser Chaingun in small rooms or corridors.
-Raison
-----
[VIId. Playing Tips - Playing as the Fighter]
1. Do NOT hold down the attack key while chasing your opponent
from 5+ feet away. You do NOT heal while you attack
(healing is good) -kenn
2. Do NOT run straight at your opponent, he WILL run backwards
and shoot you to death (even with a shotgun), ESPECIALLY if
you keep the attack key down (see above). Zig-zag
around as you approach. -kenn
3. The above applies even more strongly if your opponent is in
posession of 1)Rocket Launcher or equivalent, 2) Plasma gun,
3) Bombs, flames, 4)Lightning gun or equivalent, 5)Shotguns,
6)Nailguns (get the idea?) -Hap
4. Do NOT run around conspicuously in spacious areas. You will
die. -kenn
5. Having 150-200 health is good, but you still can only take
2 or 3 rockets. -kenn
6. Your class is incredibly powerful, but you have virtually
no range; play accordingly. Use corridors and corners to
your attention. Back off sometimes, you can automatically
heal. In general, avoid fairly equipped mages and ninjas.
-Hap
7. Two people in a close-range duel are ideal fighter-fodder.
You can usually run up behind one of them and take them
both out! -kenn
-----
[VIIe. Playing Tips - Playing as the Mage]
1. Get the Instant Fireball spell (rocket launcher). It's the
ultimate weapon for elevated attacks at far range. It's
less useful in open areas where you and your opponent are
on equal ground. Aim at walls and floors for splash effect
damage. Avoid using it in narrow quarters and corridors.
-kenn
2. The delayed fireball is useful in corridors. Use it to
escape chasers by firing behind you as you round a corner.
Remember that you can outrun it when shooting forward, so don't
shoot it at a wall and then run at the wall. It's an ugly sight.
-kenn
3. Raison's batch spell does a large amount of damage, covers
a wide area, and has instant, standard, and delayed
projectile speeds. Aim it somewhat groundwards when
being chased, if you do it right, the higher lightning
bolt and acid streaks will hit your opponent and the
delayed fireballs will hit the ground under his feet as
he runs. -kenn
4. The standard staff is very weak (1/2 axe damage). Don't
chase people with it. Get a weapon. -kenn
5. The poison cloud covers a wider horizontal area. It is
harder to dodge around than most standard attacks, and
fires at a good rate. Use it accordingly. -kenn
6. The mage regains one mana (1 ammo for every weapon) per
15 seconds. If you run out of your favorite ammo, dodge
your opponent for a little. He'll think you're out of ammo
...but you won't be. -kenn
7. Move forward carefully after you shot the Batch spell.
You might meet your own Delayed Fireball.
-----
[VIIf. Playing Tips - Playing as the Sniper]
1. Avoid close combat.
2. Patrol a given area. Don't wander around too much. A
wandering Fighter will solve all your problems. -Raison
3. Watch your ammo. Don't waste shots. -Raison
4. Turn on crosshairs. (CROSSHAIR 1) Also, lower mouse
sensitivity slighty for a better shot. -Raison
5. Make your game as smooth as possible for maxium amount
for FPS. -Raison
6. Don't stand in the corner or in an area with no escape
route. An explosive, Fighter, or Ninja will harm you.
-Raison
7. Avoid the BFG. -Everyone
8. Use the grappling hook to get to hard to notice sniping
locations, pick up hard to reach ammo, armor, and health,
and to expediate escape from fully powered opponents.
Check out the Rocket Jumper's Guide to Quake
(http://www ) for good grappling hook spots. -kenn
9. If you choose to camp with the Sniper, do not camp too
long. The Sniper can only wear light armor, therefore
when your opponents knows your "permanent" location, he can
easily kill you with radius damage weapons.
-----
[VIIg. Playing Tips - Playing as the Cyborg Camper]
1. You have a lot of varied weapons at your disposal. Some
are near impossible to dodge, others lie dormant for a
short, random amount of time. Sneak attacks and hasty
retreats become you. -kenn
2. Camp. Pitch up a tent and camp. Maybe you can share
some firewood with the Sniper.
-----
[VIIh. Playing Tips - Playing as the Cleric]
1. Bless yourself often. Giving yourself Divine Intervention
or loads of health and armor can help in many situations.
-Hap
2. The cleric is not generally regarded as an ideal offensive
character. Just so you know. His role is incredibly
beneficial in teamplay, however. -Hap
-----
[VIIi. Playing Tips - Playing as the Ninja]
1. Get LOTS of ammo. You need to throw a lot of stuff. -Hap
2. Do not rely on critical hits. Aim is much more important
and gratifying. -Hap
3. After you drop firebombs and flamebombs, MOVE, as in run.
Preferably, only drop them while running. -Hap
4. Use bombs to escape chasers. Throw bombs while running
backwards. It lets you see your target. -Hap
5. If your opponent is camping in a small room, run in and
drop bombs, and then run out. He will be surprised. -kenn
6. Teleport to escape and to pick up weapons and powerups.
Use it wisely, for your teleportation reservoirs are small.
-Hap
7. Throw daggers up close. You are almost totally silent,
you can sneak up on people. You can probably hit more
times when you're close, but remember daggers are easily
dodged by wary opponents. -Hap
8. Bounce daggers off walls and around corners. Think of it
like grenades or radius damage.
----------------------------------------------------------------
------------------------------------------------------------
[VIIIa. Playing Tips - Playing Against the...]
-----
[VIIIb. Playing Tips - Playing Against the Quake Soldier]
1. In general, everything that applies in normal Quake probably
applies for this guy in FvF. The shotgun has range and
accuracy and speed, but lacks power. The rocket launcher
is a force to be reckoned with, etc. -kenn
-----
[VIIIc. Playing Tips - Playing Against the Laser Android]
1. If he's using the stun gun, he just respawned or he's
completely out of ammo. Don't be too hard on him. Play
with your prey a little. -Hap
2. The Android has no alternate ammo. Encourage the Android
to use his cells. When he is low, he is extremely
vulnerable while he runs away for cells recharging. -Hap
-----
[VIIId. Playing Tips - Playing Against the Fighter]
1. Learn to use the "backwards" key. You can usually run
circles around this guy and take potshots with any range
weapon as he tries to catch up to you. -kenn
2. Don't be afraid to turn tail and run, he doesn't run any
faster than you and as long as you keep moving he probably
won't catch you. -kenn
3. Don't try to take him in twisting/turning corridors. Run
instead. -Hap
4. Try to get him out in the open. He will be a sitting
duck to you and anyone else who wants a quick kill. -kenn
5. Don't get backed into a wall or corner. I know, it sounds
like common sense, but I'm surprised how many people back
into a wall and just stop moving. Gibs. -kenn
6. If you keep moving, you have a good chance to NEVER get
hit by the fighter. This is standard Quake sense, too.
"Never be anything less than an erratically moving target."
(someone cool said this). Fighters get a lot of their
kills from people who camp, don't look behind them, or
like to charge axemen. -kenn
7. Try to encourage the Fighter to fall in water. It makes
him an easy target. -Raison
8. Use the Plasma weapons or bombs to drive the Fighter away.
If he chases you, backoff and fire away. -Hap
-----
[VIIIe. Playing Tips - Playing Against the Mage]
1. He is a very powerful character. Make sure you fully
locked and loaded. Have armor. -kenn
2. Avoid open areas in general. He as lots of range and
wide-area weapons. Hap's acid rain and the poison clouds
are great in narrow passages. Stick to areas with lots of
twists and turns. -Hap
3. Don't charge the mage. -Raison
4. Don't taunt the pink mage. He'll start playing for
real :) -kenn
4.5. Shut up Kenn. -Hap
5. The fireball spells have slower fire rates than standard
rockets. Cover the area with many rockets while strafing
like a madman. -Hap
6. Beware of the mage's ammo regeneration. Don't assume
he's ever out of ammo. -kenn
7. A mage using a staff is a helpless mage. Maim him.
However, beware of tricksters who lull you into a false
sense of security. -kenn
-----
[VIIIf. Playing Tips - Playing Against the Sniper]
1. Use explosive on the Sniper. He can only wear light
armor. -Hap
2. Sneak up on the Sniper from behind or an angle. Head on,
the Sniper can have a good shot. -Hap
3. Try to identify the fire rate of the Sniper. Attack him
when you know he can't shoot back. -Raison
4. Encourge the Sniper into a really small room. -Raison
5. BFG, Batch Spell, and CMP are excellent against the
Sniper. -Hap
-----
[VIIIg. Playing Tips - Playing Against the Cyborg Camper]
1. Encourge the Camper to blow himself up. -Hap
2. Jump around if you come near him. He might shoot the
wall and explode on himself. -Raison
-----
[VIIIh. Playing Tips - Playing Against the Cleric]
-----
[VIIIi. Playing Tips - Playing Against the Ninja]
1. Circle Strafe. Avoid those daggers, and make him use up
his ammo, cause getting critically hit sucks. -kenn
2. If you are a fighter, run away. If you're pretty good,
you might be able to kill the ninja, but then you wouldn't
need to read these tips, right? ;) -Hap
3. Don't charge the ninja. The law of averages is against
you. Critical hits will eventually land. -Hap
4. Don't chase too closely to an escaping Ninja He'll bomb
you. Don't stand in a corner for the same reason. -Hap
5. The ninja is severely disadvantaged when he is low on ammo.
Make him so. -Hap
----------------------------------------------------------------
---------------------------------------------------------------
[IX. What is planned]
1. More classes such as the DooM Soldier and the Monk.
2. FvF Special Quakeworld version.
3. FvF Lan version. It will include special effects that were
intentionally not included in the Internet version because it
slows down game play, such as glowing lasers.
4. Purge/CTC/Quest.
-----------------------------------------------------------------
--------------------------------------------------------------
[X. Additional Credits]
Of the 41 additonal weapons (50 weapons - 9 original), 4 of
the weapons are borrowed and modified code. The rest (37 weapons)
were custom coded by Hap.
Thanks to:
1. BFG by J. Ripley (pslam@pslam.demon.co.uk) irc:PsLaM
2. flares by Steve Bond 8/1/96
3. Bouncing Lightning code by W.Harris willh@demonic.demon.co.uk
4. Hook by "Mike" <amichael@asu.alasu.edu>
The Complete Enhanced Teamplay by John Spickes
Special Thanks to Keith Russel from introducing me to a
better way create the lasers: based on Michael
Dewberry's "Blaster" patch
(If you are wondering, the plasma thrower is not ripped flame
thrower code. The plasma thrower is all original code.)
----------------------------------------------------------------
----------------------------------------------------------------
[XIa. Disclaimer]
Future vs. Fantasy Quake (hereby referred to as "FvF" or "the software")
is provided AS IS. Neither FreeForm Interactive (FI), Hap (hap@ucsd.edu),
kenn (kenn@autobahn.org), Raison (raison@concentric.net), nor any
individuals either associated or not associated with FI, including, but not
limited to any individual mentioned by the above or this documentation file,
is responsible for any damage, or financial, physical, emotional, spiritual,
economic, temporal, or spatial loss that may result from running or even
simply possessing the software. FreeForm Interactive also claims the right
to modify this document without prior notification, but will most likely
refrain from including clauses that bequeath unto FI any property or family
members of individuals using the software and thus abiding by this
disclaimer/ad hoc license agreement.
-----
[XIb. License Agreement]
You (user) are entitled by this license agreement to run one (1) copy
of the software one and only one machine at any time. This license also
entitles the user to have one (1) copy of the software present on the machine
(in original, modified*, or archived form) at any given time. Should you
wish to run more than one (1) copy of the software on a given machine or
transfer the software to another machine (making that two (2) or more (2+)
copies of the software), you must reformat** your primary storage device
and remove all traces of any previously existing copy of the software first.
This will keep the number of the software active or present on the given
machine at one (1), and thus keep you (user) within your agreed-to lisence
agreement. By reading this line, you are agreeing to the aforementioned
license agreement. If you do not wish to abide by the license agreement,
you are then instantly granted to run as many (0, 1, 1+) copies of the
software as you deem appropriate for your needs. If you do agree to the
aformentioned license agreement stated before the revised secondary
acceptance clause, you are thus also entitled to run as many (0, 1, 1+)
copies of the software as you deem appropriate for your needs. If you
find any part of this license agreement 1)unconstitutional 2)inconsistent
3)lame, you are still entitled to run as many (0, 1, 1+) copies of the
software as you deem appropriate for your needs, but also cede your
exclusive civil right to contest FI or any individuals associated with
FI, including, but not limited to any individual mentioned by the above
documentation file, should such individuals or FI conclude that you (user),
are in fact the lame one and shouldn't go around presuming others are lame.
* Modifying FvF will earn you a special toasty spot in Hell, as an imp in
E1M8, where your job is to stand between the spiderdemon and the space
marine and endeavor to keep the human from harming your
benevolent master. As you can imagine, you won't last long.
-----
[XIc. Copyright Agreement]
Future vs. Fantasy quake (FvF) contains material that is copyrighted by
id software, and is distributed with such knowledge. However, so does just
about every other QuakeC patch available, and we are fairly sure we can do
so with the blessing of id software, so long as we do not turn around and
bite the hand that feeds us by making gobs of money without acknowledging
or including id software in the procedes. To avoid any legal entanglements,
FvF is provided on a Freeware basis, and FvF cannot be charged for. FvF is
also being provided without a license agreement (also for legal purposes),
and any claims to a license agreement that must be abided to is hereby
declared null and void. So if you read this, you probably read that license
agreement above it, and thus wasted about 3 minutes from your life.
I would mock you, but imagine how long it took to WRITE it. So unless 5 or
more people read the license agreement, the laugh is on me. Please note
that the DISCLAIMER [XIa.] is in full effect at ALL times, and is neither
nulled or voided under ANY circumstance. If you were charged money ($) for
obtaining FvF, you're dealing with some REALLY REALLY stupid con men, as
they didn't even have the brains to edit out this part of the documentation.
If you wish to included FvF in a small distribution scheme (sneaker-net,
to friends, other personal means), you may do so as long as no money is
charged for FvF. If FvF is to be included in a mass-distribution scheme,
including but not limited to a CD-Compiliation, you may do so as long as no
money is charged for FvF and FreeForm Interactive is consulted and notified
prior to inclusion of the software, AND that this document and all files
originally included in the fvf16.zip file are included in an unmodified
state. If you wish to include a modified version of FvF, I guess you could
do so as long as you include the original unmodofied version including the
documentation as well, in an equally-accessible state (such as Montana, but
NOT Alaska. Freeform also reserves the... Are you still reading this?!
----------------------------------------------------------------
----------------------------------------------------------------
[XII. Source Code and Decompiling FvF]
It is not recommended that you use QuakeC Decompiler or any other program
designed with any such purpose in mind to attempt to
decompile Future vs. Fantasy Quake. FreeForm Interactive has taken
extreme measures to ensure that the progs.dat file is completely and
utterly uncrackable. What is this patented method of protecting our
source code? It's a special FreeForm method known as Volume (TM). Volume
(TM) is used exclusively at FreeForm to ensure that any resultant QuakeC
scripts resist compiling under QCC as much as possible, up to an estimated
rate of 90% rejection rate for 1.6! Volume (TM) works by adding so many
weapons and classes that QuakeC code must be broken up into many small files
of less than 70-100k each, and thus seemingly swamping QCC with too much
data to handle. In many instances, adding just one line of code will cause
FvF not to compile. Don't ask us why, it's just getting harder and harder
to make this work :( Thus, our theory is: if we can't get it to compile most
of the time, you probably won't be able to decompile it even more of the time
:)
-kenn
-Hap
-Raison
----------------------------------------------------------------
----------------------------------------------------------------
[XIII. How Do I Contact Freeform?]
For the latest news connect to Freeform's Homepage:
www.autobahn.org/~kenn/freeform
For comments of Freeform's Web Page or docs in general contact:
kenn@autobahn.org
All new ideas, programming, coding, bug issues must be reported only to:
hap@ucsd.edu
Any problems with FvF servers should be reported to:
hap@ucsd.edu
For general information of FvF, contact:
raison@concentric.net
All comments about skins be sent to:
kenn@autobahn.org or hap@ucsd.edu
Check out the official FvF WebRing! Coming soon!