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- Name of Mod : GunFu, for Quake II
- File Name : gunfu055.zip
- Version : 0.55
- Date : Jan 9, 1998
- Author : FuSchnick
- E-mail : amichaelsen@hotmail.com
- Web Site : none yet
-
- TYPE OF MOD
- -----------
- DLL : Yeppers.
- Sound : No.
- MDL : No.
- Maps : No.
- Graphics : No.
-
- Source code is not included anymore but still available upon request.
- (The zip file was getting a tad large).
-
- VERSION NOTE
- ------------
- Version 0.55 works with Quake2 3.10 for Win95. I am pretty sure my code is
- in ANSI C but havn't tested that out yet, so I don't know if it can be
- compiled on other platforms yet (if you can do it, let me know!). FOV is
- still broken until I can get my hands on the updated Quake2 DLL source.
-
- WHATS NEW IN 0.55?
- ------------------
- * Now works with Q2 3.10
- * Life Drainer weapon (see below)
- * Railguns have limited ability to fire through walls
- * Proximity Scanner (see below)
-
- FORMAT
- ------
- I use MS Visual C++ 4.0. If you know how to compile the normal Quake2 dll
- source then this works just the same. I used no special options whatsoever.
- Oh and the gamex86.dll is the release version, if that makes any difference
- (besides speed and file size :)
-
- INSTALLATION
- ------------
- Make a directory called "GUNFU" and toss GAMEX86.DLL in there. Then run
- Quake2 with "+set game GUNFU" and off ya go. GunFu can read a Message of the
- Day file and display it to clients. Create a text file in the MAIN "Quake2"
- directory named "motd.txt" and put in whatever you want, limit 500 characters
- and try to keep it under 40 columns for those 320x200 people out there :)
-
- FEATURES
- --------
- * Death Messages
- * Improved Statusbar
- * Blaster and Hyperblaster shots ricochet
- * MIRV Proximity Mines
- * Chain Shotgun
- * Pipebomb Launcher
- * Life Drainer
- * Homing Missile Launcher
- * More realistic Railgun
- * Proximity Scanner
- * Watch/Compass Combo
- * Message of the Day Support
- * Built in Help
-
- DETAILS
- -------
- Death Messages:
- One death message per weapon type (all "bullet" weapons are the same right
- now). More messages when I get more creative. (If you have a really good
- idea, email it to me)
-
- Improved Statusbar:
- Automatic. I followed the advice from Decker's tutorial on status bar
- hacking and now you can see all four special items at once (Rebreather,
- Envirosuit, Invulnerability, and Quad) and see their countdowns seperately.
- They are also in the lower right hand corner instead of the center of your
- screen. They only drawback is if you play in 320x200 resolution, the Quad
- icon covers up your "selected item" in the lower right and you cannot see
- what you have selected until the Quad time is up. At higher resolutions this
- is not a problem. I think in the next version I will remove the rebreather
- and envirosuit to make room for ammo indicators.
-
- Blaster / Hyperblaster Ricochet:
- No command for this, it is automatic at no extra ammo cost. Lasers lose 5
- points of damage power every time the ricochet and disapear when they drop
- to 0 damage. They also disapear after a certain alotted time (the defaults
- from normal Q2). A blaster does 15 damage in deathmatch so it will stop on
- the third wall it hits. Hyperblaster does 20 so it can bounce three times
- and stop at the fourth. This DOES mean that when you have Quad damage on
- you can ricochet many more times! Note that hyperblaster bolts have a very
- short lifespan and will probably expire before they reach their maximum
- number of bounces when you have Quad on. I left the time limits in so that
- servers didn't get bogged down by tons of blaster bolts flying about.
-
- MIRV Proximity Mines:
- The MIRV grenades replace the normal hand-tossed grenades. They no longer
- blow up in your hand if you hold the button too long, but they will fly out
- on their own if you don't let go. After three seconds OR hitting an enemy,
- the MIRV will explode into 5 grenades that spread out in a small area.
- These will arm after 3 seconds and self destruct after 60. Once deployed,
- the proximity mines look for any monster or player that wanders too close
- and leaps at them! When they get real close they will explode mid-air at
- about head level or so (depending on how you move after they jump... they
- aim for the head assuming you hold still). Besides this nifty feature, they
- also randomly hop about once in a while. This means that holding still in
- the middle of a minefield will probably NOT save your life! This hopping
- makes noise however, and the more mines that are there the more chance of
- hearing them hop. This means that small groups of mines make little noise
- and large groups make quite a racket. The damage of the mines was reduced
- to make up for their surprise value. A single mine or two in the open will
- wound your enemy but not hurt him. 5 mines behind a door or around a corner
- will almost certainly kill him if he rushes in! Firing a MIRV costs 5
- grenades. If you have less than 5 grenades available, you will toss single
- proximity mines instead. It is possible to get close enough to a mine to
- make it leap at you and then back away before it is close enough to explode,
- but you must be aware of the mine first (or just have blazing fast reactions)
- to pull it off.
-
- Chain Shotgun:
- The Chain-Shotgun and normal Chaingun are both on number 5 (or whatever key
- you assigned to "use chaingun"). When you press 5 you will toggle between
- the two chaingun types. Every time you press 5 it toggles between weapon
- types now... this is a known bug so don't email me about it.
-
- The chain-shotgun acts just like the normal chaingun, except instead of
- firing single bullets it fires shotgun spreads at the same speed! To make
- the weapon even remotely fair I reduced the damage it does significantly.
- It will still rip you a new one even on low damage so lookout! This was
- mainly made as an easy-to-aim weapon for us HPL out there. It annoyed me
- that even with a super fast rate of fire, you could sweep a chaingun past
- your foes and have it miss completely. No more! Now you can tag a
- significant amount of hits on them even with terrible aiming skills.
-
- Pipe Bombs:
- The Pipe Bombs and Grenade Launcher are both on key 6. The same rules for
- selecting the chaingun modes applies here. Pipebombs cost the same as
- normal grenades and do the same damage for now. They expire after 1 minute.
- To detonate them, bind a key to "cmd detpipe" and press it. Note that you
- can only detonate bombs within 1000 game units of you. Your Radio Shack[tm]
- pipe bomb remote control fizzles out beyond that range.
-
- Homing Missiles:
- Homing missiles use normal ammo but do half the damage of a normal rocket.
- Toggle between rockets and homing missiles like the above two weapons. The
- missiles will track the CLOSEST enemy within their line of site (line of site
- is about 90 degrees like your own, and extends 1000 units in front of the
- missile). They do not turn instantly but gradually turn towards their
- target, so dodging is possible if you see it coming. They cannot see through
- walls either so you can hide around sharp corners.
-
- Realistic Railguns:
- The railgun now has a *limited* ability to shoot through walls. The rules
- are thus: The slug acts like normal until it hits a wall or other solid
- object (players and monsters are not considered solid for this purpose),
- then it will CONTINUE to travel for another 300 world units (about
- 20 yards or so) doing HALF DAMAGE to any other objects it hits. Walls
- greater than 300 units thick will eat a rail slug entirely. Players hiding
- behind thin walls are safe if they are at least 300 units away from the entry
- point. I had to use this method because letting the railgun fire straight
- through all walls to its maximum range created problems with the railgun
- particle trails (the damage part still worked fine though).
-
- Proximity Scanner:
- "cmd scanner" will now toggle your Proximity Scanner on and off. When it is
- on, it will detect all players and monsters within 1000 units of you and up
- to 300 units behind solid objects, and create a green spark (and sound)
- either on the entity (if visible) or on the wall where the entity should be
- seen. The sparks are visible ONLY to the player using the scanner (all
- players may of course use their own scanners at any time). Since the scanner
- follows the same rules as the railgun, you should be able to hit anyone close
- enough to create a signal with it. The scanner only updates every 0.5
- seconds, so moving targets are very difficult to hit this way. The best use
- of the scanner is for detecting your enemies or picking off a slow or still
- target behind a wall with the railgun. The scanner consumes 5 cells every
- 0.5 seconds... a high cost, but it is a powerful tool.
-
- The railgun and scanner make a very powerful combination now... even at half
- damage the ability to shoot through walls is a very powerful weapon. I feel
- that this is not too unbalancing however because the scanner eats cells so
- darn fast and the 2Hz refresh rate makes hitting a moving target nearly
- impossible. Campers, however, will need to be on guard because a target
- holding still is easy to pick off, and there isn't any way to tell if someone
- is scanning you (yet). This liability is made up for partially by the
- ability to camp in entirely new places now and pick targets off through the
- walls! After all, cells will become a sought after commodity now and not all
- of the players can be scanning for campers all the time. In general however
- I think this combo will lean the power a little further away from camping
- strategies. And remember, if you can scan someone they can scan you too!
-
- Life Drainer:
- As promised I finally made a "naughty tentacle" type weapon. The Life
- Drainer shares the Grenade Launcher/Pipebomb Launcher key. When you fire,
- a tentacle shoots out up to 250 units. If it does not hit anything (or hits
- a non-living thing) it will simply retract and you can try again. If it hits
- a living target, it will attach to that target and damage them at a rate of
- 25 points per second, ignoring armor entirely! Even better is that YOU get
- 40% of the damage done added to your life total! The tentacle will detach
- when the victim either runs beyond its range, runs around a corner, or dies.
- The reason why you only get 40% is so two players could not sit and drain
- eachother continously... they will both lose more than they gain. Firing
- the drainer costs 5 *HEALTH*. If you have less than 5 you may not fire it.
- I will probably change this in the future to let you try it...
-
- Watch / Compass combo:
- Yes! The finist Swiss craftsmanship brings you this handsome 24 karat
- timepiece with built in compass. Just bind a key to "cmd watch" to see the
- current time (according to the server's clock) and your direction in rough
- compass letters (for instance N, S, E, W, and more detailed ones like NW,
- NNW etc). No big use yet, but I thought maybe they could be nice in future
- co-op games with really well coordinated teams :) Available in Mens and
- Ladies styles.
-
- Message of the Day:
- When a client connects or types "cmd motd" they will see whatever the
- contents of the "motd.txt" file in the main Quake2 directory contains.
- Try and keep the text to 500 characters or less. People running 320x200
- resolution are limited to 40 columns as well.
-
- GunFu help:
- Typeing "cmd gunfu" will display a list of commands and buttons for the
- varius new modifications. This will implement a feature soon to display
- the settings on their weapons, but is not working yet, so don't email me
- about it.
-
- KNOWN BUGS (Or: "More Features")
- ----------
- "R_Cullalias: no such frame" and similar errors. I think now that this is
- a bug on id's part and not mine. Only happens when someone is gibbed by a
- HUGE amount of damage.
-
- All "bullet" type weapons create the same death messages, they have no
- differentiation in classnames. So machine guns, chain guns, both shotguns,
- the chain shotgun, and the railgun all make the same death message. I'll
- have to make something creative to fix that.
-
- For some reason I couldn't make the hand grenades cycle through weapon types
- like I could with all the others, so for now normal hand grenades are missing
- and you can only use MIRV's if you don't have the grenade launcher.
-
- Pressing 5, 6, or 7 will toggle your weapon type every time you press them.
- Also nextweap and prevweap do not change the toggle states.
-
- FOV doesn't work. Teleporters have no special FX. These were changed in
- the Quake2 3.09 dll but the new source wasn't released yet. When it is they
- will be easy to fix. This bug isn't my fault :)
-
- The Life Drainer animation is a little bit too jerky. I will work on
- smoothing that out.
-
- To make the Railgun particle trails visible to all potential victims I had
- to use MULTICAST_ALL... there must be a more efficiant way to do it.
-
- FUTURE PLANS
- ------------
- None of these are guaranteed to be created ever, but they are things I am
- considering:
-
- * A realistic grappling hook (Looks like someone already did this one...
- maybe I can use his code if he allows me?)
- * Sticky Bombs or Laser Trip Bombs
- * Gaseous or other lasting, area effect bombs
- * Something with Lasers :)
- * A more advanced physics system
- * Hologram decoys
- * Some kind of stealth or cloaking device
-
- AUTHOR INFO
- -----------
- I'm a beginner at coding for Quake 2 (I never coded for Q1) but I have been
- using C for a while now, so the transition was easy. I like making
- interesting weapon mods but I try to NOT make them overpowered or too
- unbalancing. I am open to input on tweaking the current weapons to make
- them more fair in the long run. Also, most of my weapons tend to be well
- suited to us HPW's out there... most do not require you to be super accurate
- or be able to snap shot quickly to work well. Of course, a LPB will still
- have a slight edge with ANY weapon, but the difference is not as great as,
- say, the railgun, which a LPB can use up close if he is good and a HPW can
- only use effectivly at long range or on slow moving targets.
-
-
- COPYRIGHT/PERMISSIONS
- ---------------------
- This mod may not be distributed without this textfile included intact.
- This mod may not be distributed on CD without my express written permission
- (Try asking first, I'll more than likely agree). You may use this code to
- learn from but please give me credit if you use it for any of your own mods.
- And if you use any of my code to make your own mod I still need to give
- permission for it to be used on any CD!
-
- FuSchnick (amichaelsen@hotmail.com)
-