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- ╔═══════════════════════╗
- ║ Title : BFG-9500 ║
- ╚═══════════════════════╝
-
- Filename : BFG10.ZIP
- Version : 1.0
-
- Date : 11/27/96
-
- Author : Jonathan E. Wright
-
- Web Page : http://www.trailerpark.com/phase1/nelno/
-
- Check here for the latest updates to Cujo, BFG and the
- Blaze Gun.
-
- Email : nelno@interpath.com
-
- Credits : ID Software for desiging Doom first and then bringing us Quake!
-
-
- ╔═══════════════╗
- ║ Type of Mod ║
- ╚═══════════════╝
-
- Quake C : yes
- Sound : yes
- MDL : yes
-
-
- ╔═════════════════════╗
- ║ Format of Quake C ║
- ╚═════════════════════╝
-
- unified diff : no
- context diff : no
- .qc files : yes
- progs.dat : yes
-
- See the included file PROGS.SRC for a list of which files have been
- modified and which were added.
-
-
- ╔═══════════════════════════════════╗
- ║ Description of the Modification ║
- ╚═══════════════════════════════════╝
-
- This Quake C modification make a weapon which functions _very close to_
- the BFG-9000 in Doom and Doom 2. There are a few minor differences
- because of the variations between the Quake and and Doom engine. See the
- Technical Details section below for a quick description of how the Doom
- BFG and Quake BFG's work (if you think you knew how the BFG worked, then
- you probably don't, so read about it, it will make your use of this
- weapon much more effective).
-
- The operation of the Quake BFG was based on the BFG-9000 FAQ by By
- Tony Fabris, without which I would not have known how to emulate the BFG.
- This FAQ can be found on various pages across the web. Just use a search
- engine like Yahoo's to find BFG 9000 FAQ and you'll be there.
-
- This mod can be used on servers, as long as the unique BFG sound from Doom
- is replaced so that anyone can log on. Trace hits, initial impact, and
- shot sprites all use Quake sprites.
-
- ╔═══════════════════════════╗
- ║ How to use Modification ║
- ╚═══════════════════════════╝
-
- Start your game with quake -game BFG, where BFG is the directory in which
- the BFG patch is installed. If you're using the BFG installed with Cujo,
- then BFG should be whatever directory you installed Cujo in.
-
- To select the BFG you must have picked up the lightning gun already.
- Simply select the lightning gun twice and you will be armed with the
- BFG-9000, Quake style.
-
- ╔═══════════════════════════════════╗
- ║ How to Install the Modification ║
- ╚═══════════════════════════════════╝
-
- (if you have Cujo v1.3 or greater, follow the directions in CUJO1x.TXT to
- install the BFG).
-
- To install BFG 1.0, make a directory in your Quake directory called BFG.
- Unzip into that directory using PKUNZIP's -d option. For instance:
-
- PKUNZIP -d C:\DOWNLOAD\BFG10.ZIP
-
- If you do not use the -d option the mod will not work correctly, if at all.
- If you are using WinZip, it is normally set to do this automatically.
-
- To start Quake using the BFG mod, go to your Quake directory and type:
-
- QUAKE -GAME BFG
-
- where BFG is the directory where you unzipped the BFG10.ZIP archive.
-
- Select the BFG by selecting the lightning gun twice. If you do not have
- the lightning gun, you don't have the BFG. If you have one, you have the
- other.
-
- The source for the BFG-9500 is included in this archive and will unzip
- in the BFG\SRC archive.
-
-
- ╔═════════════════════╗
- ║ Technical Details ║
- ╚═════════════════════╝
-
- How the BFG works:
-
- Doom:
- The initial BFG shot travels at a speed of 25, faster than the player
- can run, but still slow enough to be avoided easily. The initial impact
- does 100-800 points of damage to the entity it impacts. Approximately
- 0.2-0.4 seconds after the impact of the initial shot, a damage cone
- extends *from the player* in the exact direction that the BFG shot was
- fired -- this is not necessarily the dirction from the player to the
- impact of the intial BFG shot. Rather, if you were to fire the BFG
- northward, then run around until it hit, the damage cone would extend
- northward from wherever you are standing, 0.2-0.4 seconds after the
- impact.
-
- The damage cone consists of 20 rays (actually more like planes which
- are perpendicular to the ground, since they can hit any object at any
- altitude as long as it is visible to the player). If any ray impacts
- an entity, it does 5-15 points of damage to that entity. Entities can
- be hit by multiple rays. If all 15 points of the ray are not used up,
- the ray keeps travelling and can hit other entities until all its
- energy is exhausted. There may or may not be a period of time while
- the damage cone remains lethal. Please read the included BFG_FAQ.HTML
- if you want a more accurate and detailed description.
-
- Quake:
- The initial BFG shot travels at a velocity of 500, faster than the player
- but easily avoided if you're paying attention (I used this value because
- it felt right, not because it worked out to any factor of Doom speeds).
- The impact of the shot does 70-300 points of damage, scaled down from
- the damage in Doom because nothing in Quake has as much health as
- the Cyberdemon in Doom. This way, single play mode is left a little
- more challenging since Shambler's cannot be killed by a single direct
- hit.
-
- The damage cone fires a random time between 0.2 and 0.4 seconds after
- the impact of the shot. The FAQ said 0.4 seconds, but it seemed a tad
- long, so I randomized it. The cone covers 60 degrees and starts 30
- degrees to the left of the player, firing in the same direction that
- the initial shot was fired (not towards the impact point!). Because
- Doom was effectively 2D and traced planes instead of rays, the Quake
- BFG casts 5 rows of 40 traces, above and below the horizontal plane
- in which the BFG was fired. This gives approximately the effect of the
- Doom BFG, even though it is not using the exact same number of rays.
- If only one row were cast in the plane the BFG was shot, only entities
- even on that horizontal plane would be hit, which is *not* how the Doom
- BFG worked. The traces also do more damage than the Doom BFG, but this
- was changed so the effect of multiple bodies gibbing seemed closer to
- the Doom BFG. Traces do not continue until all their damage is
- absorbed -- the first entity effectively absorbs the ray, even if it
- does not take maximum damage from it.
-
- If you have any complaints or suggestions about how I can make the
- BFG-9500 more like the Doom BFG-9000, please email me at
- <nelno@interpath.com>.
-
-
- ╔═══════════════════════╗
- ║ Future Enhancements ║
- ╚═══════════════════════╝
-
- This all depends on what people think of the initial implementation. The
- whole idea is to make a weapon that very closely parallel the _effects_ of
- the BFG in Doom.
-
- I had intended to include Doom's BFG-9000 sprites and model the BFG 9000
- to the weapon, which I may still do, but I cannot get SPRGEN.EXE to
- package the sprites without commiting a GPF. If you have any experience
- with getting SPRGEN.EXE to work, please email me if you can help.
-
-
- ╔════════════════════╗
- ║ Revision History ║
- ╚════════════════════╝
-
-
- Changes in version 1.0
-
- ■ Initial release.
-
-
- ╔══════════════════════════════════════════╗
- ║ Copyright and Distribution Permissions ║
- ╚══════════════════════════════════════════╝
-
- Authors MAY use these modifications as a basis for other publically
- available, not-for-profit work, provided they inform the author of any
- modifications which are made.
-
- You may distribute this Quake modification in any electronic
- format as long as this description file remains intact and unmodified,
- is retained along with all of the files in the archive and the
- author's name and email address are never removed from the code,
- despite other modifications which might be made.
-
- The above permissions do not apply to Actura Software, who may not do
- anything, in any form, in any way, by any means with these files,
- including, but not limited to, sale and redistribution of the software.
-
- If anyone else would like to include this modification in a collection
- of Quake modifications, whether for sale or otherwise, you must contact me
- and let me know about it.
-