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- Bug fixes and mod additions:
-
- Version 3
- Made pipebombs a new weapon based off of the grenade launcher (new model
- for both the launcher and the pipe bomb itself)
-
- Added a new player texture (hey, it looked cool)
-
- Added new sounds for hologram, replaced the footstep sound (it was horrible,
- this one is awesome.)
-
- Made footsteps occur on only one frame instead of two so it just sounded
- better (it doesn't look as right though)
-
- No longer going to include the dat file (sorry, you'll have to compile it
- yourself - but that's easy)
-
- Version 2
- Fixed bug in detonation of pipe bombs and termination of hologram upon player death.
-
- Added bug fixes for thrown axes as found in the latest version of that mod.
- Added grapple hook. Damn this thing is way too cool.
- Added proximity mines. I just liked the idea. These auto-detonate upon death as well.
-
- Added new models and sounds and added one new texture to the player.mdl.
-
- I set it right now so that proximity mines cost 2 rockets and Pipe Bombs cost 4. Since I haven't had
- a chance to play this in a real deathmatch environment I don't know how well
- these costs work out.
-
-
- below is a list of the added and changed files and a very brief
- indication of what each does.
- the archive contains the source, necessary models/sounds and the progs.dat
- file
-
- I really really want to make each of my mods choosable via console, anybody with
- a good idea on how to do this, please email me.
-
- Note: most of these mods were written by others and incorporated
- into one dat file by me with some minor changes to many of the
- mods. Thanks to all that have contributed (willingly or not) to this
- compilation.
-
- To use:
- create a subdirectory in your quake directory
- unzip the zip file in that directory and make sure to create
- subdirectories (for the progs and sounds directories)
-
- in dos this would mean (please forgive me if this is obvious)
- cd \quake (or whatever your quake directory is)
- mkdir sg
- (place zip file in sg)
- pkunzip -d sg
-
- now run quake with the -game sg parameter and you are ready to go
- look through the weapons.qc for binding needs to use most of this
- stuff (I tried to stick with what was given me, so it should be
- pretty standard)
-
-
- impulse 150 Feign Death
- impulse 20 Throw Backpack
- impulse 21 Drop Proximity Bomb
- impulse 30 Fire Flare
- impulse 31 Activate/Deactivate hologram
- impulse 33 Use for right turning of hologram
- impulse 34 Use for left turning of hologram
- impulse 36 Activate/Deactivate camera
- impulse 62 Detonate Pipe Bombs
- impulse 200 Cycle Forward Through Skins
- impulse 201 Cycle Backward Through Skins
-
- H_PLAYER MDL
- PLAYER MDL
- head model and player model for skins
- I have reduced the number of skins to 18 so that the game would load/play
- faster and because some of them weren't terribly good looking (though I
- couldn't have done better)
- These are:
- Quake
- Bio Suit
- Duke Nuke'm
- NYPD
- Rage Against the Machine
- Moleman
- Evil Eye
- Ninja
- Dark Toad
- Predator
- Judge Dredd
- Terminator
- C3PO
- Stormtrooper
- Boba Fett
- Bossk
- Han Solo
- Crusader
- New Alien looking guy (not from Alien/Aliens/Alien 3)
-
- This is the sequence that they occur in
-
- SHELCASE MDL
- shell casings for eject mod
-
- THROWAXE MDL
- thrown axe model for, well thrown axes
-
- CHAIN QC
- grapple hook qc file
-
- CAMERA QC
- camera addon for hologram function
-
- CLIENT QC
- many changes here
- skin accomodation
- parm for transfer of skin between levels
- accomodation for transfer of skin when respawning
- teamplayer rules mods
- kill a teammate, be killed (teamplay 3/4)
- support for skins (teamplay 2/4)
- change teams after firing a shot, be killed (teamplay 3/4)
- parm for thrown axes
- bprint changes for new weapons in ClientObituary()
- no armor save for drowning damage
- no armor degredation for drowning damage
- (note, this doesn't apply to lava/slime)
-
-
- COMBAT QC
- no armor save for drowning
- no armor degredation for drowning damage
-
- DEFS QC
- new variables to support new functions
-
- EJECT QC
- add on for shells ejecting from shotguns
-
- FEIGN QC
- took feign death code out of player for modularity
- allows you to fake dying, small bug is that you are
- difficult to hit when feigning death though you will
- still take damage.
-
- HEAD QC
- solid gibbable heads (single player only, bodies got annoying)
-
- HOLOGRAM QC
- hologram code for producing a double of yourself. Also uses the Camera code
- added spawn fog when Activating/Deactivating your Hologram
- uses teleport sound when Activating/Deactivating hologram
- is a SOLID_TRIGGER so that touching a hologram produces sound/fog
-
- ITEMS QC
- random item respawn in deathmatch (I left the original code commented out for
- easy replacement, thinking about making it deathmatch 3 or something)
- exploding backpacks when they have rockets
-
- MISC QC
- backpack_explode code
-
- OGRE QC
- got rid of sparks in explosions
-
- PLAYER QC
- make solid gibbable heads
- allows for feigning death
- accomodates frames for thrown axes
- detonates pipe bombs upon death
- deactivates hologram upon death
-
- THROWAXE QC
- thrown axe code
-
- TRIGGERS QC
- teleporting of any (most) solid object
- note: some things are hard to get to go through the teleporters
- perhaps due to think times?
-
- WEAPONS QC
- laser gun replacement for shotgun
- skins impulses
- hologram
- camera
- thrown axes ... modified so that they didn't bounce so far after hitting
- someone (left the bounce off of walls alone)
- weapon recoil
- replaced explosion(sparks) with blood/gibblet (can lead to packet overflow
- if there are too many going on at once
- flares
- pipe bombs
- won't switch to lightning gun underwater when you run out of ammo in
- another weapon
- throwable backpacks (that can be blown up if you had rockets in it)
- proximity mines (these can be shot to detonate. They have a delay between
- recognition of a target and actual detonation that emits a sound)
-
- WORLD QC
- added some precaching
- had modified bodyque for solid bodies in deathmatch, caused intermittent
- crashes so I had to comment out (left in for development)
- if anybody has any suggestions, please let me know. I want to play soccer
- with my enemies' heads.
-
- ZOMBIE QC
- made wall zombies gibbable
-
- PROGS SRC
- inclusion of eject.qc, camera.qc, head.qc, hologram.qc, feign.qc
-
-
-
- Shannon Greene
- blckbrt@wavenet.com
- sgreene@brooktree.com
- http://www.wavenet.com/~blckbrt
-