home *** CD-ROM | disk | FTP | other *** search
- MORNING STAR v1.09b
-
- Hi!
-
- Instructions:
-
- 1. Store the PAK0.PAK file in any subdirectoy of your Quake
- program directory EXCEPT the \id1 subdirectory. (Trust me, you
- DON'T want to erase your old PAK0.PAK file.)
-
- 2. Start up Quake using the -game parameter to indicate which
- subdirectory the PAK0.PAK file is stored under. For example,
- if Quake is in C:\QUAKE and the new PAK0.PAK file is in
- C:\QUAKE\GRAPPLE, you would use the following command line for
- Quake:
-
- QUAKE -game GRAPPLE
-
- 3. The Morning Star is fairly simple to use, but rather difficult to
- use correctly. <grin> Press the attack button to fire the
- Morning Star. If the star makes contact, and you are still
- holding the attack button, you will be pulled up to it and held
- there until you release the star (by releasing the attack button).
-
- You can now change weapons while the star is attatched to
- something. (I didn't want to do that, since it makes the star
- ridiculously powerful as a weapon. But apparently the majority
- of Quake players won't use a weapon unless it's at least as
- powerful as a BFG 9000.) You can't control the star while you
- are using another weapon though; to unhook the star, you have
- to change back to it. (I will change the star back to the "old
- style" if I get enough complaints. For some reason, people only
- like the super-powerful weapons until they get nailed by it
- themselves a few times. <grin>)
-
- Also, if the hook doesn't QUITE pull you up to a platform, you
- can press the jump button while hanging. This makes you move the
- chain downward, to foot level. Usually this is enough to get you
- onto the platform. (If you are trying to pull yourself up from
- the bottom of a platform through a half-inch hole, though, don't
- bother. <grin>
-
-
- Fixes since 1.00:
-
- - No longer causes crash when attached to a shootable trigger
- or evil altar
- - much cooler sights & sounds when attached to enemy
- - improved view model (it still looks like an axe, but it goes
- through a full swing now)
-
- Fixes since 1.01:
-
- - No more diagnostic data (how embarrasing!)
-
- Fixes since 1.02:
-
- - Morning star now trails a chain behind it, so players in Deathmatch
- no longer have to search for the telltale spiked ball to see where
- you're going (and how long it'll take you to get there).
- - Fixed a potential bug in Deathmatch, which could cause players to
- be permenantly paralyzed if hit with more than one grapple.
- - Changed damage process. Now damage done by an attached grapple is
- no longer dependent on the frame rate (unless your frame rate drops
- below 10 fps).
- - Fixed "jitters" caused by hanging from attached grapple. Actually
- they're still there, but are a lot less obvious.
- - Allowed limited "swinging" from attached grapple. Try moving back
- and forth while attached.
- - Made the axe a seperate weapon. You can access it either by
- using IMPULSE 21 or using IMPULSE 1 to toggle between the axe and
- the grapple. (You can tell the difference by the fact that when
- the grapple is active, the shotgun is lit, even though an axe is
- seen.)
- - Getting teleported now causes the grapple to automatically release.
-
- Fixes since 1.03:
-
- - Getting killed now causes the grapple to automatically release.
- (If I had a server, I would have found this one so damn fast...
- <sigh>)
- - Fixed the Obits. Now it knows the diff between an axe and a
- morning star.
-
- Fixes since 1.04:
-
- - Fixed the intermittent player paralysis bug. A ridiculously
- stupid mistake; the only reason I didn't fix it before was because
- it seemed to work.
-
- Fixes since 1.05:
-
- - NEW MODELS! Now has a new star, chain, and view model!
- - Changed the "HookPull" physics again. Now the hook's origin moves
- as the player rotates.
- - Changed the star's bounding box. Now you have to hit the enemy
- dead on to hook him. This makes the star MUCH more difficult to
- use as a weapon at long range (especially in Deathmatch).
- - Uses a "flying" player model in Deathmatch ("deathc4").
-
- Fixes since 1.06:
-
- - I _think_ I fixed the player paralysis bug that occurs when a
- hooked player attempts to fire his weapon. Whoever gets this file,
- try this:
-
- 1. One player hooks another.
- 2. The hooked player attempts to fire his weapon.
- 3. The hooker releases the hook.
- 4. The hooked player attempts to fire his weapon again.
-
- In previous versions, under these circumstances, the hookee could
- no longer fire any weapons, until killed. As I said, I think I
- fixed this bug, but I won't know unless someone runs across it
- again.
-
- Changes since 1.08:
-
- - ALL RIGHT ALL READY! I've changed the star so you can now fire
- other weapons while attatched. Hope you all enjoy it.
- - Now the jump button elevates you on the chain. You can get up
- from the edge of platforms that way.
-
- Changes since 1.09:
-
- - Now the files are stored in a PAK file. It took me a while to get
- this one to work, so I hope you appreciate it. <grin>
-
-
- The best keeps getting better. <grin> Other mods planned are some new
- sounds (as soon as I get to use ASU's sound room) and MAYBE a new player
- model for deathmatch. (The last one is kinda iffy; without a MDL to 3DS
- converter, it's impossible to change the old player model, and I _really_
- don't want to make 90 or so new 3DS meshes just to add the hook to the
- player model.)
-
- Even though you can now fix any bugs yourselves, I would still really
- appreciate it if you would E-Mail any comments, suggestions, or bug reports
- to:
-
- "Mike" <amichael@asu.alasu.edu>
-
- After all, if nobody reports my mistakes, how am I supposed to avoid making
- more mistakes in the future?
-
-
- Special thanks to Hmmmm (who assisted me in my struggle against id's shipping
- schedule, and who set up a 28.8k server to give me the chance to play with my
- little hook in Deathmatch), ^danco (for his cool hook mesh, even though I
- didn't use it... maybe for my Harpoon weapon add-on), and Railed (for his
- help in getting Util 3d to work!).
-