home *** CD-ROM | disk | FTP | other *** search
- Smart Weapon Patch v1.00 by SoniC
- ---------------------------------
-
- Title : Smart Weapon Patch
- Filename : S_Weapon.zip
- Version : 1.00
- Date : 96/09/01
- Author : SoniC
- Email : sonic.rz@fh-augsburg.de
- Credits : id Software for the game; the Authors of the patches I used (see
- flares.txt, lasergn1.txt and sniper.txt for more details)
-
-
- Type of Mod
- -----------
- Quake C : yes
- Sound : no
- MDL : yes
-
- Source Included : yes
-
-
- Description of the Modification
- -------------------------------
-
-
- - Smart Weapon Cycle [IMPULSE 15]:
- -------------------
- This one will give you always the most powerful version of the weapons
- you have.
- So if you have both, the Super Shotgun and the normal Shotgun [Nailgun]
- you will only have the Super Shotgun [Nailgun] in the cycle sequence
- unless your ammo drops below 10 Shells [60 Nails]. If this happens you
- can only select the normal Shotgun [Nailgun]. Further more you wont be
- bothered from the Axe if you cycle through your weapons as long as you
- have a weapon with ammo besides the Rocket or Grenade Launcher.
-
-
- - Laser gun [IMPULSE 9]:
- ---------
- Based on: lasergn1.zip by n-tropy
-
- This patch add a Laser gun to your weapons instead of replaceing an
- existing. You now can get this weapon by cheating (the CHEAT is now
- IMPULSE 17) or by killing an Enforcer! Furthermore the shiny metal of
- the (Hell) Knights will reflect the Laser Beam so that the Knights are
- nearly invulnerable against this weapon.
- Like in the original version you can add laser guns to your level with
- classname "weapon_laser".
-
- Changes:
- - Ammo Bug fixed
- - Fire frequency changed (it's a little bit more 'realistic' now)
- - Enforcer will now lose his Laser gun if he dies
-
- Known Bugs:
- - sometimes the reflected beam will look a little bit strange
-
-
- - Sniper Rifle [IMPULSE 10]:
- -------------
-
- Based on: The Sniper Rifle v1.0 by Stalin (Red Army TM) - Larboy Helped Too... :] #
-
- You will have now from the beginning a Sniper Rifle with Silencer and 1 Shot
- (= 10 Nails). Because of the Silencer you wont awake any monster if you shot
- the weapon. Of course the moster will awake if they see you or hit them. I
- suggest to bind this weapon with your personal sniper.rc code because the
- rifle won't be selectable through any weapon cycle command nor will it be
- choosed if you run out of ammo.
- If IMPULSE 10 is triggered a second time you will change back to your
- previous weapon.
-
- Changes:
- - Ammo Bug fixed
- - Silencer added
- - Weapon available from the beginning of the game
-
-
-
- - Flares [IMPULSE 16]:
- --------------------
-
- Based on: Quake Flares (7/31/96) by Steve Bond (wedge@nuc.net)
-
- This one gives you flares similar to the flares in Descent. These are
- spike-shaped flares that you shoot into a wall/floor/ceiling to light up
- dark areas (excellent for marking a teams' position/path in COOP games,
- too). The flares give off a dim light when you fire them, and shortly
- after they stick in the wall they will sizzle and spark to life, brightly
- illuminating the area around it. After 7 or so seconds at full burn the
- flare will dim again, and 15 seconds later it will burn out.
-
- Changes:
- - a Flare requires now one cell, but you will have 10 cells from the
- begining of a new game
-
-
- - Quick Rocket Launcher [IMPULSE 13]:
- -----------------------------------
-
- Like in the various .rc script's this will fire one Rocket. But in
- difference to the .rc versions this one will change back to your
- previous weapon.
-
-
- How to Install the Modification
- -------------------------------
-
- Very simple:
-
- 1. Create a directory named S_weapon under your QUAKE directory by typing:
-
- MD S_Weapon
-
- when in your QUAKE directory.
-
- 2. Unzip the files in the archive into that directory with your favorite
- unzipping software. Make sure you unzip with subdirectories. If you use
- PKUNZIP just type:
-
- PKUNZIP S_Weapon.ZIP S_Weapon -d
-
- again, in your QUAKE directory.
-
- 3. Copy the *.CFG from your ID1 directory into the S_Weapon directory and
- add the following lines:
-
- bind ? "IMPULSE 9" //Laser gun
- bind ? "IMPULSE 10" //Sniper Rifle (toggle button)
-
- bind ? "IMPULSE 13" //Quick Rocket Launcher
- bind ? "IMPULSE 14" //Normal Weapon Cycle
- bind ? "IMPULSE 15" //Smart Weapon Cycle
- bind ? "IMPULSE 16" //Fire Flares
-
- (where ? is the key you want to use for specific impulse command)
-
- 4. Run Quake like this:
-
- QUAKE.EXE -game S_Weapon
-
-
-
-
- Please email me if you have any suggestions, comments or Bug Reports, but it
- may take up to an week before you get an answer from me. This is not my fault.
- It's an result of the holiday season, in which the doors of my school are
- closed the most time so that I can't use the computer equipment and my
- internet account.
-
-
- Comeing soon:
- -------------
-
- - two new .MDL's for the Laser gun
- - the weapon from the movie "Eraser"! (If somebody knows the 'official'
- name of the weapon please email me!)
- [It look's really cool if the Grunt's are thrown through half room when
- they are hit!]
- (the only thing's I haven't finished so far are the new .MDL's and the
- smoke cloud following the projectile)
-
- H E L P :
- ---------
- - how can I change the smoke effects of a weapon without changing the .MDL?
- - is it possible to toggle the crosshair or change the zoom with Quake C?
-
- If somebody know's an answer for my questions please share you knowledge with
- me!
-
-