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Title : Turrican's compilation - Die Screaming With Sharp Things In Your
Head
Filename : Turric03.zip
Version : 3.0
Date : 20/4/97
Author : Turrican (Chris Scott)
Email : caramon@melb.alexia.net.au
Time : Bloody ages. A couple of months including an aborted effort after
3 weeks, after which I started from scratch again, for the first
version. And about a week to put in the extra stuff for the second
one.
Reason for Update: AAAAAARRRHHH!!!! Really big bug in version 2. If you have it
get rid of it now. Causes player skin to reset every time
you die. (caused by something I added at the last minute...
typical)
Credits : All those whose creations either went into this patch, or inspired
something in there...
Version 1.0:
Jason Carter - for gibbin3.
"Killer_3D" on IRC, killer3d@mindspring.com
Jeff Epler - for solidmon that allowed Jason Carter to make
gibbin3, and for morph2.
(jepler@inetnebr.com, Synger on IRC (linuxnet and undernet,
primarily))
"Mike" - for grap109b, the grappling hook / morning star patch.
<amichael@asu.alasu.edu>
Steve (Wedge) - for throwaxe.
wedge@nuc.net
Sean Leonard - for eatgibs.
leonard@ap.net
Jonathan Avraham - for the tractorbeam
aka Procedure aka Shambler, procedure@hotmail.com
Keith Russell - for techweapon
russell@nauticom.net
AsmodeusB - for pipebombs
tazq@sos.on.ca, also on #quakec on undernet
Scott Ramsay - for lazsight
sramsay@smart.net
Alex - for Mix97, a great compilation.
<defienc@ibm.net>
Michael Gummelt - for the bits of Ultimate Quake that I pinched,
flamethrower, walk on corpses, pipebomb gun
texture, etc..
aka Chang-Khan, aka Talon, gummelt@pegasus.montclair.edu
Perecli Manole - for HoloSelf, not in there but I looked at the
code to figger out how to make solid player
corpses work in deathmatch.
aka Bort, Perecli@ix.netcom.com
Charlie Zimmerman - for cspikes10, will be in there soon.
<czimmerm@cyberenet.net>
Scott Lyon - for Observer, will be in there soon.
<scottl@cyberlynk.com>
Scott Dalton - for multiweapon, will be in there soon.
aka Dr. Rigormortis, <yagyu@falcon.cc.ukans.edu>
Version 2.0:
Dennis Noordsij - for the code and some of the skins from his
MultiSkin 1.2 patch.
lnoordsi@inter.NL.net
http://web.inter.NL.net/users/L.J.Noordsij/qc.htm
PiGBOY and BUKE - for most of the skins in their MULTISKIN PRO
patch
PiGBOY - BMair@Direct.Ca
BUKE - MBuckton@Direct.Ca
http://www.dsoe.com/people/kwairt/quake/quake.htm
Michael Gummelt - Again, for the skins that I pinched out of
Ultimate Quake.
aka Chang-Khan, aka Talon, gummelt@pegasus.montclair.edu
Dan Bickell - for the female player skin.
danbickell@loop.com
Edward Beak - for his crusader skin.
aka Nemesis, beaky@hotmail.com
DEVz - for his absoloutly outstanding spawn skin, one of the best.
on #quake...irc EFnet
Super dooper thanks to Walter Lord <lord@brodart.com> for his advanced quakec
compiler ADVQCC, without which I'd have been completely stuffed.
Thanks again to those of the above that helped me out when I was in trouble,
and sent me their source code for their really cool patches. :)
THANKS TO id FOR THE F*%KING MARVELLOUS GAME, AND MAKING IT SO EASY TO
MODIFY. ALL HAIL id, KINGS OF NEARLY BLOODY EVERYTHING, AND LORDS OF THE HIGH
SLUNG BOTTOMS OF ZOB, ... etc etc tröner fröner.
Type of Mod
-----------
Quake C : yes
Sound : yes
MDL : yep (But still looking for weapon models for morphs)
Skins : ooh yeah
Single player : yes
Deathmatch : yep
Source Included : you betcha
How to use this patch
---------------------
Unzip the turric02.zip file into a directory called turric02 under your main
quake directory using the expand directories command (-d).
eg.
C:\QUAKE\TURRIC02>pkunzip -d turric02.zip
I have supplied the batch files that I use for running my patch.
To start from the turric02 directory in dos run turric02.bat, and in
windows 95 run turicwin.bat.
If you want to start from the quake directory in dos then type the command
line:
quake -game turric02
or in windows 95:
quake -game turric02 -winmem 16
The dserver.bat starts a dedicated server using this patch.
A note on coding
----------------
I started out just putting together other peoples patches, but once I had a
good understanding of quakec I could see how lots of things could have been
done better, and I had a few of my own ideas too, so lots of stuff has been
modified, completely rewritten, or just plain pulled from out of my rectum.
I have endeavoured to comment all changes to id's original code so that they
have labels above and below them, making all the changes from a single patch
easier to find. The ones with my name in them mean that I have modified
something in that patch, or that I came up with it myself (usually with the
aid of a long pair of tongs).
eg.
//** PATCH_BEGIN - patchname - Turrican ****
modified quakec code
//** PATCH_END - patchname - Turrican ******
Where two or three patches overlap it gets a bit messy, but if you squint at
it and mumble for a while you'll be able to figure it out.
I've included all the text files for the patches incorporated so far in the
texts directory of this zip, so you can find out the finer details if you
wish.
New stuff in version 2.0
------------------------
- Multiple player skins. Lots of 'em, and good ones too. I've listed them
below.
- Head gibs have the corresponding head texture for the skin.
- Skins ignore the player colors to look the way they are supposed to.
- Changed the morning star so that it won't attatch to damagable objects,
specifically other players. This was done to stop the frustrating and
annoying event of being hit, caught, and paralysed for ages while your
health ran down, by someone with the morning star.
Now, it has a more realistic morning star action up close, ie. repeated
fast bashing motion, which works quite well up close.
- If you are on fire then you can put yourself out by getting into waist deep
water, rather than fully immersing yourself.
- Changed gibbing sound effect for corpses so that it can't be confused with
gibbing a player.
- Changed the weapon rankings so that they reflect which weapon people would
prefer rather than just weapon power.
- Added impulses for single attacks. It changes to a weapon, fires once with
it, and returns to your previous weapon.
There are: hit once with axe
throw one axe
fire one rocket
fire one grenade
- I have included a commented version of my own config.cfg file called
conf_tur.cfg so that you can modify that if you want to, rather than
type all the stuff into a new file.
- I have also included an autoexec.cfg file called auto_tur.cfg with the
aliases for circle strafing.
* You'll have to modify these files to put in your own name, host name, and
colors, otherwise you'll end up with mine.
The skins
---------
1 the Quake player
2 duke pussweed 3d (cos he's so much fun to kill)
3 Dark Toad
4 Stormtrooper
5 Han Solo
6 the Wizzard (thats two z's Pratchett fans)
7 Judge Dredd
8 C3PO
9 Captain Picard
10 Bossk
11 the Predator
12 Skeleon
13 Wan-Fu
14 Valkyrie Warrior
15 the Avatar
16 Boba Fett
17 NYPD Cop
18 Quake Enforcer
19 Jason
20 Crusader - No Remorse
21 White Knight
22 Quake Biosuit
23 the Punisher
24 Ninja
25 Spawn
Wots Innit from version 1.0
---------------------------
General stuff
- Solid walkonable and damagable player and monster corpses, gibs and heads.
- Zombies are now damagable when lying down and when crucified.
- More gibs.
- Eat gibs if below 50% of maximum health (morphs too)
- Cycle weapon reverse command.
- Impulse to swap between morningstar and previous weapon.
- Grenades bounce off corpses and gibs.
- Can change grenade fuse time.
- Monsters attack the corpses of their enemies, except grunts and enforcers.
- Like weapons are on the same numeric key.
- Players notified of what weapon they are changing to.
- Added health and armor to the weapons cheat.
- Individual cheat impulses for each powerup - quad damage, invulnerability,
invisibility, biosuit.
- Collective cheat for all powerups.
- Lasersight that makes a soft tone when on a target.
- Better weapon comes up first when selecting from weapon groups. Eg, press 3
and the super shotty comes up first if you've got it, then the standard one.
- MORPHING! Can be any of: Fiend (brown underpants time)
Shambler (Sewerage plant down trouser leg time)
Zombie
Vore (Shal-Rath)
Ogre
Scrag (Wizard) - flies in one player mode
Hell Knight
- Added and fixed death, pain and attack animations for morphs.
- Morphs ignore the colors of the player to look how they are supposed to.
- Added full death, pain, drowning, and burning sounds for morphs.
- Added extra choices for attacks for some morphs.
- Cycle through morphs to save keyboard space.
- Removed broadcasting who has changed into what.
Weapons
- The mornining star / grappling hook
- Throwing axes, get 5 to start with.
- Single and double lasers
- Pipe bomb launcher
- Flame thrower, flames spread from entity to entity, blows bubbles underwater
- Tractor beam
And probably some other stuff that I did that I forgot.
Keys and impulses and stuff
---------------------------
I've included my config.cfg to get you going. Here are its keys and the
corresponding impulses, so that you can change it to your heart's content.
key impulse function
--- ------- --------
1 1 cycles between normal axe, throwing axe, morningstar.
2 2 single shotty
3 3 swaps between shotties
4 4 swaps between lasers
5 5 swaps between nail guns
6 6 swaps between grenade and pipe bomb launchers
7 7 swaps between rocket launcher and flamethrower
8 8 swaps between lightning gun and tractor beam.
u 11 cycle weapons forward
i 12 cycle weapons reverse
[ 13 weapons, ammo, health cheat.
14 server flags command
space 100 swap between morning star and current weapon.
, (>) 101 cycle through morphs one way
. (<) 102 cycle through morphs the other way
a 103 detonate pipe bombs
' 104 increase grenade timer
/ 105 decrease grenade timer
j 106 toggle laser sight
k 107 suicide - not allowed in multiplayer games
e 108 fire one rocket
w 109 fire one grenade
r 110 hit once with axe
t 111 throw one axe
] 251 all powerups cheat
252 biosuit
253 invisibility
254 invulnerability
255 quad damage
f forward
v backward
d strafe left
g strafe right
z or enter jump
y move up
h move down
b circle strafe right
c circle strafe left
m godmode
n flymode
backspace messagemode
Wots Next
---------
These are a mixture of patches that I already know about, things that I'm
going to do myself, and things that I wish someone else would come up with.
- Some pistols and a chaingun and as many other cool weapons as possible.
- Ooohh! And fists! And a BERSERK box, and a Chainsaw, and BFG.
- Sniper rifle.
- Weapon models for the morphs.
- Throwing all items, guns, ammo etc. Powerups to remember how much time is
left on them.
- Teleportation of everything movable.
- Taking only as much as you need from powerups.
- AAAAAAHHH!! How do I get the scrag to fly in deathmatch??!?! <- frustration from loads of wasted time.
- Shells flying out of shottys, and pistols.
- Nails sticking into walls
- Be a dog.
- Play with Cujo the super pooch.
- Observer mode
- Holographic self to work with morph
- Change color of tractor beam so its different from lightning.
- And heaps of other stuff
Probably a bit later
--------------------
- Kicking around stuff like corpses, gibbs, heads, and other players.
- Chase camera
- Lara Croft player model.
If anyone can help me with the above, or know of a patch that provides the
mentioned feature, or you find a bug in this patch, then please contact me so
that the next version of DSWSTIYH is better. And I'll mention you in the docs
too.
BUGS
----
- Packet overflows from too many entities being around, especially gibs and
flames from the flamethrower.
I have put in a system to limit the number of temporary entities, but it
doesn't work all the time.
- Occasional crash with "no free edicts" due to too many entities.
- Can get stuck on walls occasionally when changing morph too close to a wall.
- Crash on suicide in deathmatches with "bad movetype". Covered up by
disabling suicide in deathmatches. Probably due to something I did while
making player corpses solid.
- If there are gibs on a lift it won't move.
- Occasionally a gibbed head will retain the characteristics of its late
owner and move around attacking things and you.
- Corpses hang in the air without dropping if you put them there with the
tractor beam.
- Occasional unintentional holograms of players sometimes appear, but they
dissappear after a while.
If you know how to solve any of these bugs, or notice any more that I've
missed, then please contact me so I can fix them, and make the next patch
better.
Copyright and Distribution Permissions
--------------------------------------
Feel free to modify and use my compilation as a basis for your own publically
available work, so long as you acknowledge me and the contributors to my
compilation.
(It might be a good idea to check with me first as you might be duplicating
something I am working on, or have done for the next release.)
You may distribute this Quake modification in any free electronic format
as long as this description file remains intact and unmodified and is
retained along with all of the files in the archive.
(grabbed this from Jeff Epler. Sounds good eh?)
I strictly forbid the sale or otherwise distribution of this Quake patch for
profit in any way shape or form. I'm not going to make money out of it, so
I'll be buggered if anyone else is going to.
OK, thats enuf nastyness.
Write to me if you have any comments, suggestions, or need some help. I've
been given plenty of help, so I'll be glad to help you.
Enjoy this patch, thats what its for... ;)
Turrican (Chris Scott)
caramon@melb.alexia.net.au
20/4/97
P.S. Check out the Bonobo home page (they're a Melbourne band) at
http://www.cs.latrobe.edu.au/~farmerc