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- -----------------------------------------
- /////// Freak's Firepower v 1.1 /////////
- -----------------------------------------
-
- New Addition:
-
- The HemophiliAxe -
-
- This was designed to encourage more up close and personal deathmatch
- interactions. The way it works is that you infect another player with
- Hemophilia, by chopping them with your axe (now coated with a deadly de-
- coagulant). Once infected, the poor Hemophiliac takes double damage
- from any attack, and bleeds profusely. The bleeder's only hope is to
- find a SuperHealth box, which will work its regular medical magic, and
- will also re-clot the Hemophiliac's blood, eventually scabbing over his
- wounds and returning him to normal. The HemophiliAxe doesn't have any
- effects besides the usual axe damage against monsters -- I guess their
- DNA is resistant to the virus. It probably ought to work against grunts
- and enforcers, but they're so gibbable already that it'd be pointless to
- have yet another edge on them.
-
- The energy weapons from firepower.zip are also included in these .qc and
- .dat files, with slight modifications to their reload rates and damage.
-
- 1) Hell Hatchet - This still works like the original axe, but swings a little
- faster, and when you're out of striking range, it fires off orange bolts a la
- the HellKnight's sword flares. They're slow and do pissant damage, but are
- good to annoy pursuers, or make a small room inhospitable. Since they do
- such lame damage, and are easily avoidable, I didn't make them use ammo, but
- that's easily changeable.
-
- 2) Laser Blaster - This replaces the single shotgun with the Enforcer's laser
- gun, but fires way faster than his. A pretty serious and useable weapon, up
- there with the super nailgun. Uses shotgun shells, just because they're
- easily available in all the good levels, and I haven't got a level editor to
- hack in lightning-cells.
-
- 3) Super Shotgun - Does more damage, and takes a bit longer to reload. The
- double barrelled shotgun is too aesthetically fucking perfect to do such
- light damage as it does by default.
-
- 4) Green Beams - In place of the pointless light-nailgun is a Wizard-firing
- Green Death dispenser. It really behaves a lot like the nailgun, but is much
- cooler to watch, and sounds evil as hell.
-
- 5) Client.Qc - Changes a few of the death-comments, to reflect the new deaths
- available with the new arsenal.
-
-
- These are all just simple replacements, because none of us really used the
- original weapons they're replacing, and so that you don't need to remap your
- .rc files to use new impulse commands.
-
-
- Here's how to use them:
-
- - If you have QCCDOS:
-
- Just unzip all the original quakec source into a QUAKE\<name>\PROGS
- directory, and copy the WEAPONS.QC and CLIENT.QC files from this zip there,
- run QCCDOS to compile a PROGS.DAT file, and run Quake with QUAKE -game <name>.
-
- - If you don't want to mess with QuakeC:
-
- Just copy this PROGS.DAT into some <name> directory under Quake and
- run QUAKE -game <name>.
-
- Files Included in FREAK11.ZIP
-
- progs.dat
- items.qc
- combat.qc
- client.qc
- weapons.qc
- freak11.txt
-
- Feel free to modify any of these QC additions, and redistribute them (just
- throw me some credit). Many thanks and respects to Id for making such an
- amazing game, and for releasing such an incredible tool for customizing it.
-
- Thanks also to Slik and Dog_Poop for suggestions and testing, and to
- Toade, Twilight, Crossman, and Avatar for additional deathmatch testing.
-
-
- /////////Freak\\\\\\\\\
- \\\\\\\\ISO-666////////
-
-