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- ULTIMATE QUAKE
- by Michael Gummelt
- First release, September 29, 1996
-
- For use with Quake v1.01
-
- CONTENTS:
- Introduction
- Miscellaneous Enhancements
- MultiSkins
- Weapons
- Magic & Spells
- Keyboard Commands
- Installation
- Credits
-
-
- INTRODUCTION
- Welcome to Ultimate Quake (apologies to Id, I hope they didn't
- plan on using that title- if so, PLEASE DON'T SUE ME!!!). Okay, now
- that the legal crap is done:
- This is my first Quake project. I've done Aliens Doom 3: Aliens
- vs. Predator, Marines Doom, and Insane Weapons 1, 2 and 3, all of which
- were total conversions. When Duke 3D came out I was thoroughly
- impressed with all the new features as well as the nice little things- the
- details. When Quake came out, I was impressed with the look and feel,
- but extremely disappointed in the lack of details (no ducking, no rotating
- sectors, no colored light, no bubbles while swimming, no swimming
- animation, no bloody footprints, nothing but the player went through
- teleporters, no way to fly, no inventory, no cool little gadgets, no really
- creative weapons, etc.) Ultimate Quake is an attempt to enhance the
- gameplay in Quake and to add some new weapons/weapon modes as well
- as a magic system. What you see here is the product of three weeks'
- work. I started by combining patches I found at ftp.cdrom.com, but soon
- found that others had already begun to release combo and compilation
- patches. I wanted to do something more since it seemed that many of
- these patches were of more academic interest than really practical. I
- downloaded combinations by Godel, Das, and Skar and took a look at how
- they were put together. Since I am not a programmer of any kind, I had a
- lot to learn. After screwing around a bit and doing a lot of cutting and
- pasting, I started to learn what I was doing. In the end, I pretty much tore
- up all the patches I had and started from scratch.
- I had a big problem with space, however. For some reason, which
- I have yet to resolve, Quake seems to have a size limit on it's code.
- Again, since I'm not a programmer by trade (actually, I'm a filmmaker), I
- don't know if this is standard or if it's something easily fixable. If it is
- fixable, I'd appreciate a C programmer out there who might be reading
- this and let me know just how. I could put in a lot more cool stuff, plus I
- could put back in the spawn, rotfish, Chtonn and Shub-Niggurath, all of
- which I had to remove to make room for my additions. That's the main
- thing that makes this release incomplete. Obviously, I'd like to be able to
- have all the monsters in as well as other improvements. As it is, I've had
- to compress the Hell out of the code by combining many different routines
- that were similar and have them perform differently depending on what
- information was passed to the function (for instance, the launch_spike
- function is used by the nail gun, super nailgun, Hell Knight, Scrag, and
- spike traps as well as the "reflective shield" spell.) As a result, the code is
- more efficient (in terms of size, I'm not sure about speed), but much less
- modular, and impossible to cut and paste into another compilation. I have
- taken some routines from other people's patches, but much of the code is
- original or "inspired" by other patches. Anyone who's work who still
- appears here in it's original form or modified is listed in the credits at the
- end of this file.
- I would appreciate any bug reports or suggestions or help
- (especially concerning the size limit). My e-mail address is:
- gummelt@pegasus.montclair.edu
-
- ENJOY!
- Michael Gummelt
-
- MISCELLANEOUS ENHANCEMENTS
- Here is a list of some changes that don't merit an entire section of
- their own:
-
- Running- When running, you can hear your footsteps.
- Ducking- You can now duck down to hide behind things and crawl
- around. When crawling, your run slower and your footsteps
- are not audible. I'd like to get some better poses for the crawling,
- as it is now, he looks like he's breakdancing!
- Falling- Falling now follows a more realistic physical model. When you
- fall, you accelerate until you reach a terminal velocity (if you
- reach that velocity, you're pretty much dogmeat). When you
- impact, you take damage depending on how fast you were falling
- and your mass. Your mass can be increased by the Increase Mass
- spell, or eliminated by the Levitation spell. If you duck just before
- you impact, you can absorb some of the damage (kind of like
- rolling with it). Also, falling in deep water absorbs the shock of
- the fall (but not shallow water).
- Pushing- You can push any corpse, exploding box, head, charmed monster
- that you control, or anyone who's been turned to stone. Corpses
- and heads can be stacked.
- Kicking- You can kick stuff that you're touching. This does a small
- amount of damage, less to monsters under your control, and none
- to heads (so you can kick them around all you want).
- Jumping- You can jump on top of monsters, players, corpses, and heads.
- You can also walk on top of them and jump off of them.
- Corpses and Heads- are now solid and can be pushed, shot, kicked,
- gibbed, jumped on, walked on, stacked, etc. They also float if in
- water and bob and drift. They will eventually decompose after a
- short time. They can activate buttons and pressure plates as well
- (kick a head at a button you can't reach, or push a corpse onto a
- pressure plate that looks like a trap.)
- Feigning- This is a cool patch I found that allows you to lie down and play
- dead. It even throws an empty backpack. You cannot move or
- cast spells or fire a gun while feigning. You can look around, but
- when you do, your body turns- so don't move if someone's
- looking!
- Melee Wounds- Now when a wound is received in melee battle (that is,
- from an axe, sword, chainsaw, or claws), that would will
- occasionally continue to bleed. If the bloodloss drops the monster
- or player's health to zero, they will die. Health boxes and healing
- spells close these wounds. A side effect I didn't plan is that a
- charmed monster who bleeds to death may turn on you just before
- it dies- maybe it comes to it's senses or something, anyway, it's
- kind of cool.
- Bubbles- All monsters and the player will bubble when under water. The
- only exception is that players who are being affected by an
- Amphibian spell or Fish Out of Water spell will not make bubbles.
- Bubbles also will not go through solid stuff as they previously
- would.
- Backpacks- You can throw a partial or full backpack ("Y" throws a full
- one, "U" throws a small one). If an Ogre walks over your
- backpack, he will only take the rockets and the backpack will
- remain if there is other ammo in it. In co-op and teamplay, this
- can be a nice way to trade stuff and help allies. In deathmatch,
- maybe using this can persuade a player who's tagged you with a
- pipe bomb to spare your miserable hide, but don't bet on it. I say
- use the Tele-Eye if you have one set, use a Protection From
- Explosions spell, or, as a last resort, blow him away and take the
- punishment when his pipe bomb explodes as he dies (see the
- weapons and spells sections to see what I'm babbling about).
- Teleports and Wind Tunnels- Most anything will go through wind tunnels
- and teleporters now. (Sometimes, rockets may go too fast to go
- through).
-
- Monsters- Here is a list of changes to monsters:
- Ogres, Grunts and Enforcer's backpacks now reflect how much
- ammo they have used in attacking you. This means they may
- throw an empty backpack.
- When Ogres run out of ammo, they will use the chainsaw until
- they pick up more rockets (which they can do- either from ammo
- boxes or backpacks). This is a good way to give a charmed or
- summoned ogre more ammo if you use the throw partial/full
- backpack function.
- Demons and Ogres will sometimes chop up a corpse if it blocks
- their way.
- All monsters will try to float to the top if they fall in water.
- The Ogre's aim is much better and accounts for height differences.
-
- WEAPONS
- The changes to the weapons used to be more drastic, but they
- weren't really useful. So I've trimmed it down to the weapon mods that I
- used most while playtesting. Here they are. All the alternate modes can
- be accessed by pressing the weapon's number repeatedly (see the
- keyboard commands section for more details).
-
- Axe- Now has a melee mode and throwing mode. The melee mode is the
- same as the original axe, except that it can cause melee wounds
- (see the miscellaneous Enhancements section). The throwing axe
- is a modification of a great patch I found. In it, you could
- throw an axe and when it hit, it would fall to the floor. You
- could get as many as 100 of these axes. In my patch, the axe
- glows and is on fire. When it hits, it knocks the target backward,
- and sets them on fire. After hitting, the axe returns to you.
- If it can't find you, it falls to the ground. If you can't find it,
- but you're within sight of it, it will glow and hum and you'll get
- a message telling you it's beckoning you. Also, you only get one axe. When you throw it,
- you can't use the axe and it switches to the shotgun. However, if
- you pick up another players, you can throw 2 before you switch to
- the shotgun. Conversely, if another player finds yours, it's gone
- for good. Occasionally, you won't be able to find the axe but
- you'll keep getting the "beckoning" messages. In this case, after
- 33 messages, the axe magically returns to you.
- Shotgun- It has a secondary mode which functions mainly as a sniping
- rifle. In this mode, you can peg someone from a great distance
- with accuracy and quite a bit of damage. This works very well
- with the F11 zoom-in mode. Be warned, though, that the crosshair
- is a little off. The true aim would be a little below and to the
- right of the crosshair. (If you don't know already, you turn on the
- crosshair by typing "crosshair 1" at the console or putting the same
- command in your autoexec.cfg file). Each shot requires 4 shells
- and there is a noticeable reload time.
- Super Shotgun- no change, this is a well-balanced weapon as is.
- Fireball Launcher- This is the new 4th weapon. It uses 2 cells per shot and
- has a fairly short reload time. This weapon fires a flaming ball of
- lava at your enemy. If it misses, it sits on the ground and
- eventually explodes. If it hits them, it sets them on fire for a
- short while and may kill them. You get this weapon when you pick up
- the rocket launcher.
- Nailgun/SuperNailgun- These are both in weapon position 5 now. You
- simply toggle between them. I haven't yet figured out how to
- move the nailgun picture on the status bar to the weapon 5
- position, but I plan to have the status bar picture toggle with the
- weapon.
- Grenade Launcher- There are now two different types of grenades, regular
- ones and pipe bombs. Pipe bombs are like those in Duke Nukem
- 3D. You throw it then set it off with the "[" key. The "]" key will
- disarm the pipe bomb. If you hit someone with a pipebomb
- directly, it will stick to them and you can set it off or disarm it as
- you please. You can pick up a disarmed pipebomb. If, however,
- the pipe bomb you disarmed was on someone, the pipe bomb will
- disappear and reappear in your ammo inventory. Note also that
- disarming a pipe bomb will disarm the nearest pipe bomb only, but
- detonating them will detonate all your pipe bombs at once. When
- you die, all your pipebombs go off.
- Rocket Launcher- There are four modes for the rocket launcher. The first
- default mode is the normal mode. The next mode is a rapid fire
- mode. This will fire a maximum of 10 rockets in rapid succession.
- These will spread in a random manner, some of which may home
- in on a target. Each of these rockets does about one fifth the
- damage of a normal rocket. After firing 10, there is a two second
- reload time. The third mode is spread mode. This will fire five
- non-tracking rockets that spread in a random fashion all at one
- time. Each one of these rockets does about one fifth the damage of
- a normal rocket. The final mode is a homing rocket mode. The
- homing rocket will lock in on a target and track in until it
- detonates. If it doesn't hit a living target, it will attach to a
- wall and wait for a target to appear. When one does, it will
- disengage from the wall and home in on that target. Note also that
- if it's target dies before it gets there, the rocket will home in on
- the next target or attach to the wall/floor and wait for a target
- to appear. If you don't want the rocket to sit around, you can
- detonate it with the same key as the pipe bomb detonation. So when
- you set of pipe bombs, you'll set off the rockets, and vice versa.
- Each of these rockets does the same damage as a regular rocket but
- costs 10 rockets in ammo and has a noticeable reload time.
- Thunderbolt/Laser Rifle- The Thunderbolt is the same, the only difference
- is the fact that when you fire into the water (as long as you're not
- IN the water), it will do damage to anyone in the water depending
- on how close they are to the point of the lightning's impact on the
- water. The Laser Rifle is a great addition I found by Shyft. I
- basically changed it so that it fires more rapidly, but that's about
- it (aside from condensing the code). It's a great little rapid fire
- weapon, a good alternative to the Thunderbolt.
-
- NOTE: I suggest you print out the next three sections for reference...
-
- MAGIC & SPELLS
- Magic
- The magic system I implemented works on a mana/experience
- points system. Each spell you cast requires that you have a certain amount
- of mana. There are nine spell levels, and five spells per level (for a total
- of 45 spells). Each spell requires a higher amount of mana that the
- previous spell (there are some exceptions, these are noted in the spell
- descriptions in the following section). That amount of mana is deducted
- from your mana when you cast the spell. Your mana constantly
- regenerates at a rate of 1 mana point a second. Your maximum mana is
- related to how many experience points you've accumulated. You get
- experience points for every time you damage or kill an enemy. You also
- get a bonus for gibbing the enemy. Each of these values depends on the
- difficulty level you're playing, the higher the skill level, the more
- experience points you'll get for each hit, kill and gib. If you're playing on
- the lowest level, you get NO experience points (which means no magic).
- You also get an experience point bonus for finding secrets.
- You can at any time show what spell you have selected, the spell
- level and number, the amount of mana it needs, how much mana you
- have, and how many experience points you have by pressing the "\" key
- (again, see the keyboard commands section).
- You cycle through the spells with the "-" and "=" keys (plus and
- minus on the main keyboard area), and cast the selected spell with
- ENTER.
- The effects of the spells are normally temporary with the exception
- of spells of this nature: healing/armor, summoning/charming/resurrecting,
- dispelling, mass increasing, and suffocation. (Also, the Dog's Day spell is
- permanent on monsters, but lasts 2 minutes on players).
- For the charm and flesh to stone spells, there are three classes of
- creatures that each level of the spell will effect. These are:
- Animal- rotfish, rottweilers, spawn and fiends.
- Person- grunts, enforcers, knights, hell knights and players.
- Monsters- This class includes the previous two classes as well as ogres,
- scrags, zombies, vore and shamblers.
- There are also mass versions of this spell that will work on all
- classes. Note that the mass versions of these spells will work on as many
- creatures that are in your line of sight, depending on your mana level and
- the hitpoints of the effected targets. Keep in mind, though, that you
- cannot have more than 10 monsters under your control at once (either
- through charming, summoning, or resurrecting).
- You start off with no experience points or mana, unless you're
- playing Deathmatch. In that case, you start off with 900000 experience
- and full (900) mana.
-
- Spells
- These are the spells by level and number:
-
- Level 1
- 1. Heal Light Wounds- Gives the caster about 25 points of health, to a
- maximum of 50 health points. Also closes any bleeding melee
- wounds.
- 2. Ironskin- Hardens your skin. Equivalent to having about 100-class
- armor.
- 3. Resist Fire- Makes you resistant to all fire and lava.
- 4. Illumination- Will light up any target. If it hits a moving creature, that
- creature will be lit.
- 5. Flesh to Stone (animal)- Turns the flesh of any creature from the
- animal class to stone.
-
- Level 2
- 1. Dispel Magic- Will dispel any magic effects on yourself.
- 2. Summon Scrags- Will summon one or two scrags to do your bidding.
- Each scrag requires 80 points of mana.
- 3. Protection Against Explosions- Will protect the caster against any
- explosions (grenades, rockets, exploding boxes).
- 4. Charm Animal- Will turn any animal to your will.
- 5. Flesh to Stone (person)- Will the flesh of any creature from the person
- class to stone.
-
- Level 3
- 1. Heal Serious Wounds- Gives about 50 health to a maximum of 100
- health, and it closes any bleeding melee wounds.
- 2. Levitation- Allows you to move freely to the air for thirty seconds.
- 3. Doppleganger- This creates a magical illusion of yourself that you can
- leave behind. You can see through it's eyes, make it feign death,
- and even explode. If monsters see a Doppleganger and not you,
- they will attack the Doppleganger. It will automatically
- explode then you die. When one of these is active, your mana will
- not increase. You cannot have a Doppleganger and a Tele-Eye
- active at the same time.
- 4. Give Lifeforce- Use this on a charmed or summoned monster, or
- another player if you're in team play or co-op mode. It will close
- their melee wounds and bring their health to your level. As a
- result, you lose 10 points of health.
- 5. Reflective Shield (target)- Will endow the target with a magical shield
- that will reflect or repel any projectile back at the creature who
- fired it. Reflects bullets, nails, rockets, lasers, lightning and
- wizard and hell knight magical attacks. Repels (meaning they
- bounce off, but in no particular direction) grenades, fireballs,
- zombie gibs, etc. This is also a good spell to cast on allies or
- summoned/charmed creatures.
-
- Level 4
- 1. Spell of Shadows- Like the Ring of Shadows, renders you invisible for
- 90 seconds, except for a pair of eyes.
- 2. Unlock Door- Target a Door in your crosshair and cast this spell. It
- will open any door that requires a key.
- 3. Quad Damage- Quadruples the damage your actions do.
- 4. Mind Shove- Telekinetically pushes your opponent away from you
- with great force.
- 5. Irresistible Attraction- Telekinetically pulls your opponent towards
- you.
-
- Level 5
- 1. Amphibian- This spell allows you to breathe normally underwater for
- 10 minutes.
- 2. Summon Ogre- Calls forth from the Doomed Dimension an Ogre to do
- your bidding.
- 3. Dog's Day- Turns your enemy into a rottweiler. Is permanent for
- monsters, but only lasts 2 minutes on a player.
- 4. Charm Person- Bends any person's will to your own.
- 5. Increase Mass- Stops flying and swimming monsters from leaving the
- ground. Makes players run slower and hit harder when he falls.
- Will also make it harder for him to swim upwards and he will not
- be able to jump as high (if at all).
-
- Level 6
- 1. Heal Grievous Wounds- Gives the caster about 100 points of health, to
- a maximum of 200. Also closes any bleeding melee wounds.
- 2. Reflective Shield (self)- Endows the caster with a reflective shield.
- 3. Protection From Magic- This makes the caster unable to be hit by
- magical spells.
- 4. Fish Out of Water- Renders the target unable to breathe unless
- underwater.
- 5. Flesh to Stone (monster)- Will turn any creature's flesh to stone.
-
- Level 7
- 1. Tele-Eyes- Places a set of magic floating eyes that you can look
- through at any time. You can also teleport back to their position
- once. But if they're killed, you die. You cannot have Tele-Eyes
- and a Doppleganger active at the same time.
- 2. Summon Fiend- Calls forth a fiend to do your bidding.
- 3. Invisible Death Barrier- Cast it and step away quickly- the spot you
- were standing in will become deadly to anything that passes
- through it.
- 4. Feeblemind- Renders the target incapable of casting any magic (also
- stops scrags and hell knights from launching magical attacks).
- 5. Charm Monster- Will convert any creature to your will.
-
- Level 8
- 1. Summon Vore- Will call forth a Vore to slay your foes.
- 2. Medusa's Gaze- Will turn any creature's flesh to stone that can see
- you.
- 3. Path of the Archvile- For thirty seconds, any dead monster you walk
- over will come back to life and be under your control.
- 4. Suffocation- Renders the target player unable to breathe.
- 5. Wrath of the Archvile- Like to insidious Archvile of lore, this attack
- sets your enemy afire and blasts him up into the air. A second,
- more devastating explosion may tear them apart (depending on
- their hitpoints).
-
- Level 9
- 1. Summon Shambler- Will bring forth a Shambler to smash your
- enemies.
- 2. Power Word, Kill- With this spell, you utter the sacred word and all
- enemies in your sight will be destroyed (depending on your mana
- and their hitpoints).
- 3. Mass Charm- Will charm every creature within sight (maximum of ten,
- also depending on your mana and their hitpoints).
- 4. Meteor Storm- Casts five highly deadly fireballs at your target.
- 5. Lightning Summoning- Will call down lightning on your enemies. You
- will glow with holy light for as long as the spell lasts.
-
- MULTISKINS
- First of all, you need to have 16MB of RAM to use these. You can
- still play without them, just delete the player.mdl file from the progs
- subdirectory in the directory you install this in.
- I'm not sure who originally came up with this idea, many people
- concurrently, I'm sure. The ones I've put together were culled from
- several different ones, I tried to pick ones that fit into the theme and the
- feel of the game as well as possible (that means no Homer Simpson or
- obviously drawn skin textures).
- I have included 24 skins with my patch (and a 25th used for the
- Flesh to Stone spell). You change them by using "<" and ">". You will
- get a message telling you the number of the skin you have selected. It
- doesn't tell you the name due to the severe size limitation I mentioned in
- the Introduction (believe me, I couldn't squeeze another letter in there!)
- If you want to see the skin, you can set a Doppleganger (hologram)
- or Tele-Eye and use
- it to look at yourself (see the Spells section). Also, when you set a
- Doppleganger, it will have
- the same skin you had when you set it (great strategic possibilities).
- Here's a list of the skins by number:
- (The only ones I made are #'s 1, 20, and 25)
- Skin# Name Description
- 1. Gummelt Quake Regular Quake guy, but with a new face
- (mine).
- 2. Jaworski A friend of mine I just had to put in.
- 3. Lizard A lizard with green skin and red eyes, pretty
- cool.
- 4. Knight in Shining
- Armor For the player that has no need to hide.
- 5. Quake Knight The Quake monster knight skin.
- 6. Terminator Just that- a great skin. I'd like to see an
- endoskeleton, though!
- 7. Punisher Another nice skin- fits in well.
- 8. Ninja Great for hiding in dark spots.
- 9. Biosuit This is the biosuit skin texture. When you
- pick up the biosuit, you will automatically
- switch to this skin, then back to your old
- one when the suit runs out.
- 10. BioRed A modification of the biosuit that has a red
- torso.
- 11. Predator Just what it says- another great skin. You
- can change the skin color of the Predator
- like you would the normal Quake skin pants
- and shirt.
- 12. Judge Dredd It sounds corny, but it's actually a great-
- looking skin. Whoever digitized it did a
- great job!
- 13. Quake Hell Knight The Quake monster hell knight skin.
- 14. Henry Rollins Well, that's what the text file says. Looks
- cool, though.
- 15. Bosk From Star Wars, a great looking skin (just
- not very inconspicuous!)
- 16. Dead Player Just that- the regular Quake Dude all jacked
- up.
- 17. Camouflage A skin that blends in pretty well, especially
- on the ground.
- 18. Zombie The Quake monster zombie skin.
- 19. Skeleton A nice looking skin that works even though
- it's got a slight Halloween costume feel to
- it.
- 20. Talon My original skin- the Tiger man!
- 21. Duke Nukem Duke it out between Mr. Quake an Duke
- (for you Duke Lovers out there, like me!)
- 22. Boba Fett Another Star Wars skin, again extremely
- nicely done.
- 23. Dark Storm Trooper A storm trooper, but with more of a light
- gray armor than white- looks more realistic,
- doesn't stick out as much.
- 24. Han Solo Yet another Star Wars skin, but it fits in
- pretty well.
- 25. Stoned This is the skin you get when you're turned
- to stone. It's just a gray-scale version of the
- original Quake Dude. You can't select
- this skin to play with.
- There were some other skins that looked nice but didn't quite fit in
- (like Captain Picard- although a Klingon in his warrior's outfit would be
- awesome!). I also would like to eventually make 25 skins for the gibbed
- player's head so that it will look like the guy it came from. As it is now,
- it just reverts back to the old Quake guy's head.
- The one other modification I'd like to make it to have the skin
- you've selected appear on the Multiplayer Setup screen so you can see
- what it looks like as you cycle through the colors. As it is, you can only
- do this while actually in the game using Tele-Eyes or a Doppleganger.
-
- KEYBOARD COMMANDS
- You can change these as you like either through your options menu
- in Quake and/or in your config.cfg file. I recommend this setup since it
- feels most natural. I also use the mouse/keyboard combination since my
- friend destroyed my Suncom 2000 EFX gamepad (the best gamepad ever
- made, by the way, fully keyboard programmable, with 4 programming
- presets, ten times better than the GRiP system). But you don't need me
- telling you how to play! Just take a look at this and change it if it doesn't
- work for you.
-
- Axe/Throw Axe 1(toggle)
- Shotgun/Sniper 2(toggle)
- Super Shotgun 3
- Fireball 4
- Nailgun/SuperNailGun 5(toggle)
- Grenade/Pipebomb 6(toggle)
- Rocket/Rapid/Spread/Home 7(cycle)
- Lasergun/Lightning Gun 8(toggle)
-
- Detonate Pipebomb and/or
- Homing Missiles [
- Deactivate Pipebomb ]
-
- Next Spell =
- Previous Spell -
- Show Current Spell,
- Mana, Experience \
- Cast Spell ENTER
-
- Deactivate Holo H
- Switch To TeleEyes/Holo
- Viewport J
- Detonate Holo/Remove
- TeleEyes K
- Make Holo Feign Death L
- Teleport self to
- TeleEyes /
-
- Kick(while moving
- forward) END
- Duck SHIFT
- Feign Death ALT
-
- Throw Partial Backpack Y
- Throw Full Backpack U
-
- NOTE: The only bug I know of that causes a crash is the cycle weapon
- key. I'm working on fixing that..
-
- INSTALLATION
- As easy as can be. Just make a directory with a name of your
- choice in your Quake directory. Then put the UltQuake.zip file in that
- directory and unzip it using pkunzip with the -d option (or just use
- WinZip). It should make the directories progs and sounds\weapons.
- Unfortunately, this .zip file is pretty large (about 1.8 MB) since I
- had to include all the monster models and the player model with 25 skins.
- If there was a way to just put the skins into the .zip and apply them to the
- models during installation, I'd do it, but I don't know of any such utility
- just yet. If you don't want the extra skins and the stone look for the Flesh
- to Stone spell, you can just download the UltQmin.zip (446 K). I've
- included the dog.mdl in this smaller file so you can see what it looks like
- when you turn a monster to stone with the new skins (just use the Flesh to
- Stone (animal) spell on a dog to see). In case you change your mind, you
- can download the stuff you missed, download the UltQmdl.zip (1.37 MB)
- file. You can also use this method if you want do download it in disk-size
- bits.
- When you start the game, type "quake -game xxxx", "xxxx" being
- the name of the directory you unzipped this stuff in. That's all! Be sure to
- check out the Keyboard Commands.
-
- CREDITS
- First, I'd like to thank Jeff Epler <jepler@inetnebr.com> for his
- howpatch.txt file at ftp.cdrom.com, without it, I never would have gotten
- started or even known the first step on how to patch, much less even
- where to find the files I'd need. I used qccdos and meddle15 (I got
- QuakeME, it looks great, but I couldn't get it to look at a model with more
- than one skin- crash city).
-
- Meddle 1.5
- by brian martin
- brian@phyast.pitt.edu
- http://www.phyast.pitt.edu/~brian
- also look at http://www.phyast.pitt.edu/~brian/meddle
- QuakeME
- Author : Rene Post (renep@xs4all.nl)
- qccdos
- By John Carmack (I'm not sure who did the DOS conversion, if
- not John)
-
- Here are some people who's patches I used, modified or was inspired by:
-
- NezuCam by: Nezu
- I took a couple routines from this and modified it so you can now
- look through the eyes of the Doppleganger and Tele-Eye.
- Fiegn by: Isaac Lauer (email: gwydion@psu.edu)
- Nice code, if a little iineffecient (which Isaac admitted was on
- purpose to make it more modular).
- HoloGram and shotgun shells by: Perecli Manole AKA Bort
- The shotgun shells code is unmodified, but I made the hologram
- capable of feigning (mixing in Isaac Lauer's code), being used as a
- camera (using Nezu's code), exploding, and being attacked by
- monsters (both my code).
- Laser Gun by: Shyft
- Pretty much completely unchanged. I just made it fire faster. I'm
- not sure, but I think Skar made the weapon texture/model.
- pipebombs, gibbable corpses, kick and backpack throwing AsmodeusB
- (tazq@sos.on.ca)
- The pipebombs I modified so you could pick them up after you
- deactivate them. The corpses I went wild with so that they moved
- more naturally when pushed, and will float in water and drift and
- bob. You can also walk on top of them and jump off them. I also
- made the heads take no damage from kicks so you can play around
- with them. And the corpses and heads now decompose after a
- short while. The kick I modified for more distance and less
- damage against monsters under your control. I liked the idea of
- backpack throwing, so I wrote my own code into the Drop
- Backpack and backpack_touch routines, but still, I got the basic
- idea from Asmo.
- flare gun (used in illumination spell) by: Steve Bond
- Basically, I cannibalized his code to use in the illumination spell.
- become fiend (inspired the Dog's day spell) Auth: John & Josh Spickes
- This is great stuff, really impressive. I had it in my patch until
- the last minute, but took it out because it didn't seem very
- practical. But it did inspire me to write my own code for the
- Dog's Day spell code, which is lots of fun. There are still a good
- amount of lines from their code in my Dog's Day code.
- teleport/wind tunnel by David Wiedenmann.
- This was a great idea, something I loved in Duke that Quake
- foolishly left out. Code is very simple, and unchanged.
- Multiskins- these come from so many different sources, that I have no idea
- who did what. The only ones I've done are Me (skin 1),
- Jaworski (skin 2), Talon (skin 20), and the
- Flesh to Stone skin (skin 25).
-
- Note that I'm getting these names from text files that came with
- other compilations, so if they're wrong for some reason- don't blame
- me!!!
-
- Michael Gummelt
- gummelt@pegasus.montclair.edu
-