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Ultimate Quake
by Michael Gummelt
aka Chang-Khan
aka Talon
gummelt@pegasus.montclair.edu
Third release, November 2, 1996
v1.032 release November 4, 1996
For use with Quake v1.01-v1.06
NOTE: If you have a problem reading this, try changing the font to Times New Roman 12, and
expand the right margin to at least 6.5''. If you're using MS-DOS edit, good luck. I'm
assuming everyone out there has windows of some sort, and if you have anything that can
read Word 6.0 documents, read the UltQuake.doc file instead, it's much cooler.
Contents:
Introduction
Miscellaneous Enhancements
Other Notes
Weapons
Magic & Spells
Races
Classes
Special Abilities
MultiSkins
Keyboard Commands
Installation
Starting a Game
HELP!!!
Credits
Update Report
Deathmatch Strategies and Fixes
Known Bugs/Future Plans
NOTE: This document has been updated since version 1.01 (1st release). Anything new
has been indicated by three asterixes (***) at the beginning and three carots (^^^) at the end of
the section. For the latest changes, see the Update Report section.
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 and a race/class system. What you see
here is the product of several 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 was recently resolved
for me by that brilliant cool guy Walter Lord and his ADVQCC compiler, QCC seems to have a
size limit on it's number of globals/functions/statements or whatever (talk to the Lord about the
technical details).
The main problem I have now that I can't solve is that Quake only passes certain
information between servers. In other words, when a person leaves one level and starts another,
only things like ammo, health, armor, etc. are carried over. However, with my Races and Classes
added in, there are many new stats and variable that need to be carried over. This isn't a big
problem for most of the races and classes since the values are set and don't change, but for the
Mutant class, who's stats are randomized, this sucks. They end up losing their stats at the
beginning of every new level. That makes it so that mutants are only really good for one level at
a time or deathmatch. If anyone can help me figure out how to pass more values (parms) from
one level to the next, please let me know! Again, since I'm not a programmer by trade (actually,
I'm a filmmaker), I didn't know if this is 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.
Since the size limit was fixed for me, my code has become a bit less ineffecient 9size
wise), but a lot easier to read. Previously, I'd 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, some of 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 had taken a couple routines from other people's patches, but much of the code is
original. 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
parm transfer between levels!). 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! Doesn't allow you
to get into smaller areas (I don't know why- something about the bounding box size being
set), but it DOES make you a smaller target.
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).
*** I got a few complaints about this so I toned it down a bit and even made difficulty
levels "Easy" and "Normal" not have any damage from falls. This is good for
Deathmatch too if you want DM without fall damage.^^^
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).
***
Clawing- A TigerMan, Predator or Mutants with claws can claw instead of kick something. A
TigerMan will automatically claw if it hits someone while jumping. Also, TigerMen can
get some health by clawing and eating dead bodies.
^^^
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.)
*** This now works for player bodies/heads too!^^^
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!
***I think I may have fixed it so doing this while playing a frag-limited DM will not
add a frag if the other guy is within one frag of the limit (thus ending the game
prematurely). I haven't tested it yet, however.^^^
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. I've capped this so that you don't bleed too
profusely.
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 them. 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.
***
Other Notes:
Here are some things that I forgot to put in the last Doc file:
1. When playing in Windows, you MUST use the
-winmem option, try anywhere from "-winmem 10"
to "-winmem 20".
2. Play on Nightmare level! It makes it more fair
since you have more kick-ass weapons and
lots of powerful spells (plus, you get more
experience points for playing on a harder
level, thus your mana goes up faster, thus
you get higher level spells sooner).
3. Certain levels cannot be played- namely, those
with the episode 1 and 4 end-bosses on them.
I think there was maybe one or two other
levels that wouldn't load, but I don't know
which or why.
4. Doors will open when anything of substance that's
moving passes near them, that means that they
will open for players, monsters, and projectiles
(grenades, rockets, axes, etc..., but not flames,
lasers, or lightning).
5. Apparently, the extra skins require a minimum of
only 12MB of RAM, not 16 like I previously
said.
6. This works with both v1.01 and v1.06 of Quake.
^^^
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.
***
FlameThrower- Quite a nasty toy, one of the only things that can get through a reflective shield.
Find a friend and fry him! In weapon position 4, uses shells as ammo. If you're on fire
and you touch something flammable (like another player)- it will catch on fire too!
^^^
Fireball Launcher- This is the other 4th weapon. It uses 2 shells 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.
***Note that pipebombs can tag a player even if he has reflective shield on!^^^
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.
*** Homing rockets now will stop tracking if it's target leaves it's line of sight or
becomes invisible. You can now go to the Homing Rocket Launcher directly with the "9"
key.
Plasma Cannon- For the Predator, the Homing Rockets have been replaced with a Plasma
Cannon. These bolts are very fast and track the enemy. They do NOT latch onto walls or
anything else for that matter, they just blow up. The standard Plasma Cannon has a laser
sight that requires you to lock onto a target before firing. When you are locked on, you
will receive a message saying that you have a positive lock, and even if your sight drifts
off the target, it will remember the target for 3 seconds or until you target another viable
enemy. If you fire without a lock, the shot will just go straight and you'll be wasting
10 perfectly good rockets. As a Predator, the only thing you should be wasting is your
enemies! Now, the Assassin class Predator gets a souped-up version of the Plasma
Cannon. This version is equipped with an OFTA system (On the Fly Target Acquisition).
This means you don't have a laser sight, you just fire and it will automatically find and
home in on any target it can find while in flight (like a much faster, much more accurate
homing rocket). ^^^
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 ten spell levels, and five
spells per level (for a total of 50 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.
This turns player to stone for 10 seconds only, so kill them fast!
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. Enchant Axe- Allows you to use your axe as a flaming throwing axe that comes back to
you. After using this spell once, it changes to Loony Tunes. This spell will drop an
anvil wherever the spell hits, including on a monster or another player. Due to the
parm limit I mentioned above, you have to enchant your axe again after starting a new
level.
^^^
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.
***
Level 10
1. Unlock Door- Target a Door in your crosshair and cast this spell. It will open any door
that requires a key.
2. Dispel Magic (target)- Like your own Dispel Magic, this removes all magical effects from
your enemy.
3. Ambush- This spell takes all your mana but teleports you to a position right next to your
enemy. It may not work if your enemy is not close or is invisible or is surrounded by a
solid area (you don't want to teleport into a wall!)
4. Firefly Swarm- This spell summons a swarm of fireflies that finds your enemy, picks him
up, and brings him to you, then sticks him on the ceiling. Beware, though, he can still
fire.
5. Impotence- This spell makes the target player unable to fire or cast spells for a period of
10 seconds.
Races:
Human- The humans were the first to be brought into the Quake World, and thus are the most
experienced. They start with 100,000 experience points and gain experience faster than
the other races. The other monsters may be faster, stronger, or more intelligent, but
humans are the only ones who can mix magic and fighting to be a Warlock or Paladin.
They can be any class.
TigerMan- TigerMen are fierce fighters, evolved from a secretive hidden race of intelligent cats.
The TigerMen can jump extremely high and run fast. They are strong and resilient.
However, the TigerMen are not a very scholarly or spiritual race, so the magic they can
learn is limited. TigerMen also have claws that they can use with skill (use the kick key,
also the TigerMan will claw automatically if you jump and hit something). TigerMen are
carnivorous and will get some health points if they eat a dead body. TigerMen also
always land on their feet and never take damage from a fall. Cats are covered in fur and
thus burn twice as fast as any other race. Cats also hate water and can only hold their
breath underwater for 6 seconds. There are two Clans of TigerMen. The TigerMen used
to be made of several Clans, but each one is so hostile and terratorial, that only the Clans
Chang-Khan and Talon remain. The Chang-Khan are Tiger Descendants while the Talon
are Panther Descendants. Both have the same skills and abilities, but they hate each other
with a passion.
Elf- The Elves are a wood-dwelling race that are agile and fast, but not quite as resilient as
Humans. They have perfect accuracy from being trained in ranged weapons since
childhood and start with Elven armor. They are a very intelligent race and are good with
magic.
Dark Elf- These Elves split off from the Wood Elves countless ages ago. They now live
underground and in other dark and concealed areas. They are less hardy than their fair-
skinned cousins, but are extremely well-educated in the ways of magic. They can use
magic more quickly and efficiently. Their skin is dark and their hair is white. They do
not have any armor, but never have to wait to cast another spell as long as they have
enough mana. Dark Elves are also totally resistant to any transmutating spell (specifically
the Flesh to Stone, Dog's Day, Fish Out of Water, Suffocation, and Impotence spells).
(I need a skin or two for these guys.)
Draconian- These lizard-men live in hot dry areas and sometimes even in volcanoes. They are
totally resistant to fire. They are somewhat slow, but are fairly strong and resilient. They
are decent at learning magic.
Bossk- These are an amphibious people who can breathe under water for up to 5 minutes (they
do not bubble). They're clumsy on land, but very fast and agile under water. Water also
has a healing effect on them. They also are not effected by electricity in their vicinity
when in water, unless they get hit directly by it or try to use the lightning gun under water.
Predator- These perfect hunters from deep space are truly an intimidating and dangerous enemy.
They are very stong and resilient, and relatively fast. They can learn almost no magic,
however, and few ever have a desire to. They are equipped with a cloaking device that
they can activate at any time. The cloak is somewhat fragile, however, and can
malfunction if they are hit or they go into water. Their cloak also sometimes deactivates
when they attack. They also have a plasma cannon and start the level with one, but with
no ammo for it. (See the Weapons section for info on the Plasma Cannon- under Rocket
Launcher). They are also armed with a highly explosive device that they can activate as
they die. The blast radius of this weapon is substantial and can destroy anyone nearby.
Predators also have claws and bleed green.
T-800- The T-800 series Terminator is literally a killing machine. They come fully equipped
with every weapon in the Quake aresenal, and a small amount of ammo. They are not
alive and therefore cannot cast spells. The only two classes they can choose from are
warrior and assassin. They do not bleed or breathe. They take twice damage from
lightning, and when in water, they begin to get electrocuted. However, if someone else is
in the water with them, that electricity may harm them as well (unless they're a Bossk).
The T-800 is not especially fast or a high jumper, but they can take more damage than
any other race, and they HURT you, BAD. T-800's take less damage from falls, but take
more damage from electricity.
Klingon- The Klingons are a true warrior class. They live to do battle. They are strong and
resilient, and can even learn magic or harness the Force. They occaisionally go into a
bloodlust-induced battle rage (go berzerk). This is similar to getting Quad Damage, but
for a shorter amount of time, and it takes 10 points of health. The Klingons are such
excellent specimens of survival, however, that their immune system works at such an
astounding rate, fixing the body, that they are constantly regenerating health (1 point
per second). Klingons should always behave with honor.
Classes:
Warrior- This class is an excellent fighter, they get bonuses on normal (non-magical) attacks,
and attack faster. They are generally heartier and are less intelligent.
Warlock- Only humans may be this mixed class between a Warrior and Mage. They have some
advantage in normal attacks and magical attacks. This is very much like the normal
Quake player.
Mage- This class has the strongest use of spells, especially attacking spells. They are less hearty
and resilient than an average person since they've devoted so much time to their studies.
They are also less proficient with weapons.
Paladin- Another mixed class, these humans are like Warlocks except that they're more
defensively oriented. They take ½ damage from magical attacks and occaisionally
reflect spells back on their user. They take less damage from normal attacks as well.
However, they get no bonus to magical attacks or normal attacks.
Assassin- Assassins are a special class of trained stealth killers. They never make any noise,
whether running, crawling, jumping, switching weapons or picking up items. They
are extremely proficient with weapons and can fire fast and do a lot of damage each shot.
They are faster and lighter than most, and can jump high, but are less resilient as a result.
Mutant- Mutants are an interesting class. Choosing this class will randomize plusses and
minuses to your current stats as well as bestow you with 2 special abilities beyond what
you already have and one weakness in addition to what you already have. See the
Special Abilities and Weaknesses section for more specifics. There is one really
annoying bug in the game that prevents mutants from keepin their stats and specials
when going from one level to the next, so they're really only useful on one level or
in DeathMatch.
Jedi and Dark Jedi- The Jedi use the powers of the mystical "Force" to manipulate the world
around them. This special class allows for certain special abilities (I plan to put in a
lightsaber that only Jedi's get and which at a certain experience level, you can throw- but
I need a new MODEL!!!! Someone get crackin'!!!). They can jump straight up as high
as they want, and gain certain special Jedi powers with every 50,000 experience points
they achieve. See the Jedis Only part of the Keyboard Commands for the specific
details on these abilities. They resemble the spells of the same name (the reflection only
lasts 10 seconds on a Jedi, and 3 seconds on a Dark Jedi). Jedi can also sense when
another Jedi is near, or if their enemy is near. Dark Jedis learn their powers at an
accelerated rate and their powers tend to be more destructive in nature rather than
defensive or healing. A Dark Jedi also pays the toll for power and loses 5 points off his
maximum health every time he gains a new jedi power (10 powers in total).
^^^
Special Abilities/Weaknesses:
The following is a list of the special abilities and weakness your character may acquire
either as an integral part of that race or class, or if you're a mutant. You can view what special
abilities and weaknesses your chracter has by pressing "F" and using the console (scroll up and
down with the PGUP and PGDN keys). You'll see that some special abilities and weaknesses
are better or worse than other, but that's how the DNA crumbles you FREAK!
Special Abilities:
Resist Transmutation- Stops others fromusing spells on you that changes your actual
physical form (see the Dark Elf description for a list of which specific spells this
intercepts).
WaterBreather- This means you can breathe under water for 5 minutes before having to
surface for air.
Fire Resistant- This means that you are completely resistant to fire and lava.
Slime Resistant- This means that you are entirely resistant to slime.
Magic Resistant- You are not affected by spells 50% of the time.
Health Regeneration- You regenerate 1 point of health a second.
Claws- You can claw someone using the key normally used for kick (the default key is
the END key- see the Keyboard Commands section.)
FeatherFall- This means you can fall as far as you want without taking damage.
Berzerker- This means you will occaisionally go berzerk (short-term Quad Damage),.
And lose 10 health points every time you do so. You will not go berzerk if you
are below ½ your nominal health.
Energy Absorb- You will absorb all of the energy of an attack by lightning or lasers and
use it towards your health, up to 2 times your nominal health.
Invisibility- You can turn invisible at will (you can always cast the "Spell of Shadows"
spell).
Weaknesses:
No Spells- Means that you cannot cast ANY spells.
Slow- Means that you are very slow.
Weak Heart- Means that there is a slim chance that you might just have a heart attack
and die.
Encumbered- You can carry only ½ the ammo a normal person can.
Fire Vulnerable- You take twice the damage from fire a normal person would.
I eventually want to make more special abilities and weaknesses to make mutations more
random and interesting. Wait for the next release!
^^^
MultiSkins
First of all, you'd better have 12 MB or more RAM to use these. If not, you can still play
Ultimate Quake, just without the extra skins. Just delete the player.mdl and h_player.mdl files
from the "progs" subdirectory of 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 1,2, 10,20, 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. Draconian 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. Spawn The comic book character.
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. Talon One of the two races of TigerMen, the two races hate each other.
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. Valkyrie A very well done female warrior skin.
14. Henry Rollins Well, that's what the text file says. Looks cool, though.
15. Bossk From Star Wars, a great looking skin (just not very
inconspicuous!)
16. Dead Player Just that- the regular Quake Dude all jacked up.
17. Xena The Warrior Princess herself! Check out her battle cry and
jumping prowess!
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. Chang-Khan The other TigerMan race.!
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.
If anyone out there has extra skins, this is what I'm looking for: a Klingon in battle dress,
Darth Vader, Luke Skywalker, and any Drow you might have.
There were some other skins that looked nice but didn't quite fit in (like Captain Picard).
I also would like to eventually make all 25 skins for the gibbed player's head so that it will look
like the guy it came from. As it is now, it sometimes reverts back to the old Quake guy's head,
and sometimes it keeps the right skin.
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.
IMPULSES AND KEYS:
IMPULSE KEY ACTION
1 1 Toggle Axe/Throwaxe
2 2 Toggle Shotgun/Snipergun
3 3 Super Shotgun
4 4 Toggle Flamethrower/Fireballgun
5 5 Toggle Nailgun/Super nailgun
6 6 Toggle Grenade/Pipebombs
7 7 Cycle Rockets/Rapid/Spread/Homing
8 8 Toggle Laser/Lightning Guns
9 None Gives all weapons, 900000 experience
and 900 mana.
10 None (temporarily deactivated)-Cycle weapon
11 ? ?
20 n Drop Full Backpack
21 m Drop 1/2 Backpack
22 SHIFT Toggle Duck/Stand
30 H Deactivate doppleganger
31 J Switch to remote camera (doppleganger
or tele-eyes)
32 K Detonate Doppleganger
33 L Make Doppleganger feign death
40 / Teleport self to tele-eyes
50 - Cycle spell backwards
51 = (+) Cycle spell forwards
52 ENTER Cast spell
53 \ Show spell,mana,experience points
60 9 By popular demand: a shortcut to Homing rockets!
62 ; Detonate all pipebombs and homing rockets
63 ' Deactivate nearest pipebomb
70 [ Cycle Spell Level backwards
71 ] Cycle Spell Level forwards
111 BACKSPACE Cycle through race/class.
112 HOME Select displayed race/class/skin
113 F View all stats on console (use "~" and PGUP/PGDN
review them)
114 S Reset all stats/race/class/skin.
120 END Kick/Claw (Claw for Tigers, Predators or Mutants with claws only)
140 , (<) Cycle skin backwards
142 . (>) Cycle skin forwards
150 ALT Feign death
??? G Message Mode (type message, used to be "t")
Jedi/Dark Jedi ONLY:
JEDI DARK JEDI
170 Q Resist Fire Hold Anyone
171 W Dispel Magic (other) Quad Damage
172 E Protect From Explosions Suffocate
173 R Pull Pull
174 T Push Push
175 Y Render Impotent Meteor Storm
176 U Invisible Death Barrier
177 I Reflect(self) Reflect(self)
178 O Heal Grieveous Lightning
179 P Ambush WordKill
NOTE: If you're a Jedi, you're going to have to memorize these keys, so I suggest printing this
section out.
Installation
As easy as can be. Just make a directory with a name of your choice in your Quake
directory. Then put the Uqv3all1.zip, Uqv3all2.zip, and Uqv3all3.zip files in that directory and
unzip it using pkunzip with the -d option (or just use WinZip with the "Use Directory Names"
option on). It should make the directories progs and sound. The SOUND directory will have
subdirectories named "Jaworski", "Magic", "Tiger", "Predator", and "Weapons".
Unfortunately, these .zip files are pretty large 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 just want to update your previous version of Ultimate Quake, get the Uqv3up1.zip
and Uqv3up2.zip files and unzip them as you would with the other files. Just let it overwrite any
files it wants to.
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.
Remember! If you're running in Windows or a DOS window in windows, you will most
likely have to use the -winmem option (e.g.: "-winmem 10", maybe even 12 or 20!).
Starting A Game:
When starting a game of Ultimate Quake, you must first choose your race, class, and skin.
You will notice that you cannot move or fire until you do so. In a multiplayer game, there is a
bug that I plan to fix that makes a client come into the game as the same race/class/skin as the
server. This means the server must wait until ALL client participants have entered the game
before selecting their race/class/skin or the client will come in as a clone as the server! This is a
relatively easy bug to fix, the only reason I haven't fixed it is because it makes the server have to
wait, thus evening out the odds a bit- it stops him/her from having the advantage of entering a
level first.
1. You cycle through the races first with the BACKSPACE key (or whatever key you wish
to assign to this impulse in the config.cfg file). When you see the race you'd like, press the
HOME key (or, again, whatever key is appropriate if you change the keyboard configuration).
Notice that some races will automatically set your skin for you at this point since there is only
one skin available to that race (This will happen for the Draconian, Bossk, Predator, and T-800
races. In future versions, there will be Dark Elf and Klingon skins, as well as more than one skin
per race). If your skin is preset by the race you choose, you can skip step 3.
2. Now use the same method to choose your class. You may notice that certain races have
more of a selection than others (Humans have the most, T-800's have the least). (NOTE: You'll
get a message saying "SV_Friction set to 7". This is necessary to keep the faster races/classes
from sliding all over the place uncontrollably. Don't mind this message, and don't change the
friction to another value, I tested several values, and this was the most balanced. However, if
you end up with a very very fast person, setting sv_friction to 10 will help, just bring down the
console and type "sv_friction 10" (without quotes)).
3. If your skin was not preset by your race (i.e.: you chose a Human, TigerMan, Elf, Dark
Elf, or Klingon), you must now choose you skin. You do so by cycling through the possible
skins list with the "<" and ">" keys. You'll notice that the TigerMan only has two skins to
choose from, these represent the two TigerMan Clans. The other races allow you to choose from
a wider range of skins. As of now, only one of these skins has any special traits (Jaworski- he
talks a lot), but eventually, each skin will have certain characteristics (i.e.: Boba Fett will start
with a jetpack and a blaster, etc.)
You are now ready to play! Keep in mind the multiplayer bug concerning the server
having to wait for all clients and the bug that prevents a mutant class from being able to be used
across levels (they respawn and save/load fine, but lose everything when going from one level to
the next). Try experimenting with different combinations of races and classes. You'll find ones
that are excellent fighters, but useless with magic, or others that are too fast or too slow, or just to
damn weak. You'll also find that the best combination in Single Play is not likely to be the best
combination for DeathMatch. You may even use different combinations against different
enemies in DM! Experiment! Have fun! And watch for the next, even more exciting release!
HELP!!!
Okay, here's what I need to help make the next release of Ultimate Quake
perfect:
1. Someone to come up with a way to transfer more parms (values for the
player's stuff and stats) between levels (servers, that is). This
would make choosing a mutant practical in single player and would
help in other areas as well...
2. Someone to figure out why some levels still lock up when trying to
play them!!!
3. A lightsaber model (both the weapon in hand, and a player model with
a lighsaber instead of an axe- should be easy to modify). Also,
I plan to make high-level jedis be able to throw their saber, so
I'd need a model of the lightsaber for throwing as well.
4. Models of: A chakram (a frisbie type thing, but the kind that's just
a ring, not a full disc), a Predator throwing disc, and a female
player! Better yet, a 3D Modeling program that's compatible with
Quake (or Meddle16).
5. SKINS!!!
Darth Vader
Luke Skywalker
Klingon in battle uniform (or Worf, I guess).
Elfs/Dark Elfs
More women?
Any other cool ones.
6. And, of course, keep your great suggestions and wishlists coming!
^^^
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)
***
ADVQCC
By Walter Lord (lord@brodart.com) This is the awesome individual who
solved the code size limit I was having! YEAH!!!
QUAKE GRAFIXER V1.0
by Jonas P. (joXonoX@berlin.snafu.de) This nifty little program allowed me
to remove the fullbrights from some of my skins, but for some reason there are
still some fullbrights in there! And, unfortunately it took out some of the
fullbrights that SHOULD be there too (Gun lights, Firing flash)
^^^
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.
***
Flamethrower (fire and touch), Homing rocket launcher model and predator lock-on sound by
Steve Bond (wedge@nuc.net)
A nice add-on. I replaced much of the look and behaviour of his patch, but kept
the basic idea. I'd like to make it so they start real fires that spread and burn out
(like I did in Aliens Doom 3), but that might cause a major slowdown. working
on this one.
^^^
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 10), Chang-Khan
(skin 20), and the Flesh to Stone skin (skin 25).
Note that sometimes 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
***
Update Report:
FIXES/NEW FEATURES FROM 1.03 to 1.032
1. FlameThrower crash - stupid mistake- a last-minute change.
2. Bossk water speed- slowed it down some.
3. Dark Jedi/Jedi level advancement- fine tuned it, made the Dark Jedi gain
extra powers faster, but also lose 5 health off his max health with each
new power he learns.
4. Spell and Spell Level cycling would top out at 8- fixed this, before (unless
in DM), you'd never be able to get to spells above level 8!
5. Terminators never gib now.
6. Bossk and TigerMan waterbreathing limits were reverting to normal- fixed this.
7. Made damage from falls more lenient.
8. Tried to fix homing rockets so they don't float around their target without
exploding sometimes.
9. Ambush spell should now locate the nearest living thing in the absense of
a preset enemy (or player if in DM). If this works well, I'll do
the same for the Firefly Swarm spell.
10. Spawn skin. (Replaces Quake Knight)
11. Valkyrie skin. (Replaces Hell Knight)
12. Xena skin (Replaces Camouflage, by myself - still unfinished) she has a minimum
jump height of 100 and a special sound effect all her own... ;)
13. Sounds for the two female skins.
14. New sounds for lasergun- from Star Wars- makes laser battles more interesting.
OTHER FIXES/NEW FEATURES FROM VERSION 1.02 to 1.03:
Here are the other miscellaneous changes/fixes since the second release:
1. Put the rotfish, spawn, Shub Niggurath and Chtonn back
in.
2. Make the throwing axe an object to be picked up or
make a spell that enchants your axe to make it
throwable. that way you don't start off with
such a cool weapon.
3. Stop homing rockets (and summoned monsters?) from
tracking/attacking non-player fireballs.
4. Make dead bodies keep the skins of their owners.
5. Set others on fire by touching them if you're on fire.
6. Put super damage sound back in.
7. Add text to the skin selection, telling you what you
are.
8. Make sure the Invisible barrier gives kill/frag credit
to it's owner.
9. Magical Ambush- teleport silently behind your enemy.
10. Nails stick in someone andbounce/ricochet off walls.
11. Impotence spell, can't fire or cast magic for 30 sec.
12. Fix biosuit making you crawl really slowly.
13. Make Bossk not bubble and swim faster under water, breath
for 5 min, not zapped (FIX:unless direct hit).
14. Make Draconian resistance to fire permanent.
15. Fix "-attack" loop when respawn.
16. When a client joins a server that has already chosen it's
stats, the client's stats are copied from the server's.
17. Add a change class option, lose 1/2 experience points.
18. Allow experience bonus to intel for spells.
19. Allow non-fighters to gain hitplus with experience.
20. Made homing rockets follow a more curved path, this makes
them take corners pretty well! Also, both the homing
rockets and plasma bolts stop tracking someone if
they can't see them or they turn invisible.
21. Fixed weapon switch if out of ammo on current weapon.
22. Make the Homing Rocket Launcher Weapon #9, and try to
find a new model for it (and the fireball/flamer).
23. Stop homing missiles from tracking any non-living thing
that's close to the attacker (not monsters, though).
24. Lightning Summoning only 30 sec.
25. Invisibility only 60 sec.
26. Allow only 1 lightning summoning spell at a time.
27. Fixed cycleweapons code.
28. Jedis have certain special abilities that are like instant
spells (but don't last), I've set them up as
macros (seperate impulses) on the keyboard so they'll
be easily accessible. You'll get higher level jedi
special abilities as your experience goes up.
29. AGGHHH! To many to list! Just play and find out for
yourself, dammit!
FIXES/NEW FEATURES FROM VERSION 1.01 to 1.02:
Here are the changes/fixes since the first release:
1. Fixed the bug that made the game crash when you
killed a crucified zombie.
2. Temporarily eliminated the cycle weapon command
since it caused a crash. Working on a more
efficient routine.
3. Added a flame thrower using a couple routines I
extracted from Steve Bond's (wedge@nuc.net)
Flamethrower patch. I used about 1/3 of his
code and recycled some of mine to make a
flamethrower that's much different than his,
and hopefully realistic.
4. Made the falling impact more forgiving.
5. Made the game allow summoning of monsters in DM.
6. Made fireball gun use shells as ammo (like the
new flamethrower). Also, both of these weapons
come with the grenade launcher, since the rocket
launcher is so good already.
7. Stopped sniper gun from going through firing frames
even though you were out of ammo and didn't fire.
8. Made full backpack throw deplete you ammo and
leave you only with your current weapon
and ammo (previously didn't take anything- oops!)
9. Make protection from explosions spell work for
direct hits as well.
10. Made Easy and Normal difficulty levels have no damage
from falling.
Deathmatch
Strategies:
Okay, after playing hours and hours of Deathmatch, here are
some of my favorite (evil) strategies:
1. Turn the bastard into a dog! Sometimes It's more fun to play
with your foe than to kill him outright. But be careful,
Dogs can still cast spells and I'm usually able to kill
people even after being turned into a Dog with only
25 health. Note that Dispel Magic does not reverse
this spell.
2. When your enemy is next to lava, use the Mind Shove to push
him over. Or if you're on the opposite side of a pit
of lava, use Irresistable Attraction to pull him into
it. I don't think you get the frag credit, but he
at least loses a frag!
3. Use teleeyes! They're great for getting out of an ambush
and they're great for a surprise attack (set some up,
hide somewhere, look through them. When your enemy
gets close, teleport there and nail him, there may even
be a way to telefrag him!) A good idea is to put your
tele-eyes where a Super Health appears- both as help for
yourself when escaping a hairy situation, and as bait for
your enemy.
4. Dopplegangers- you'd be surprised how well this works.
Set one up, and hide. When your enemy attacks it,
use "L" to make it feign death. When he gets close
enough to pick up the dropped backpack, use "K" to
blow up your Doppleganger and hopefully blow your
opponent to bits!
5. When your enemy summons a monster, charm it and watch
him meet his maker!
6. If you know your enemy's in the water- zap it! Chances
are, you'll do some damage (Lightning is your friend).
7. Find a nice dark area with a good view, switch to sniping
mode, and have fun with your friends life! Chances
are, he'll never know what hit 'em! As a added bonus,
use Quad Damage and snipe- you should be able to
gib him with one well-placed shot.
8. If an enemy has a reflective shield on, there are only
a few ways to counter that (at least until I get
that "Dispel Magic (target)" spell in). Either
attack him with the flamethrower, get him with a
radius explosion (like a grenade or Invisible Death
Barrier), or use Power Word, Kill.
9. When an Invisible Death Barrier is set, it's there for
two whole minutes (even if the caster dies). The
best way through one is to use the Protection from
Explosions spell, but it only lasts 30 seconds!
10. When someone is using lightning summoning, put on
a reflective shield and watch his spell backfire!
Suddenly YOU'LL be chasing HIM (or HER). Lots
of fun!
11. Summon a monster and cast reflective shield on him,
then watch your unwitting enemy kill himself before
he realizes what you've done (no-one expects a
summoned monster to have a reflective shield).
12. Set up a trap in the water (or have your lightning
gun ready) and cast "Fish Out of Water" on him and
watch him go right for your trap! Lots of fun,
not the most effective way to kill them, but
very sadistic.
13. If your enemy sets up lots of homing rockets (which I
assure you he will do once he finds out how much
it will jack your shit up), you have a few options.
Protection from Explosions, Reflective Shield, and
Spell of Shadows (or Predator cloak). If you use
Reflective Shield, be sure to use Protection from
Explosions with it, or the rocket could blow up
right next to you after bouncing off and kill you
anyway!
14. If your enemy sets you on fire, either look for the
nearest water or runup to your enemy so he catches on
too! Of course, if you're a Draconian, you have
nothing to fear from fire.
15. Ambush is good, but more often then not, you can screw
yourself up when you do this. Be sure to be ready to
nail your enemy as soon as you show up! One thing I've
done is set up some Tele-Eyes, then use Ambush. So if
I get into some trouble, I can get out of there right quick.
Using a flamethrower when you appear is a good idea
because it will keep killing him after you're gone. Be
careful, though, if he touches you while he's on fire, you'll
catch on fire too! But, if you set up some Tele-Eyes in
the water... :)
16. Have a Quad Damage spell selected and ready and have your
snipergun ready, then hunt down your enemy. When you
find him, cast the spell and nail him- chances are, he'll
go down in one well-aimed shot! Of course, if he's got
a reflective shield on, you could be commiting suicide!
17. Firefly Swarm is a good spell if you don't feel like finding your
enemy, but be careful, because he can nail you from above
just as easily as he can nail you from below. So be ready to
cast some other debilitating spell on him when he shows up
(Like Flesh to Stone, or Impotence).
Deathmatch Fixes:
And, finally, I've been able to test my patch out in DeathMatch
(And there are some awesome levels out there- I loved KYSENTY3,
DESO, and DEMKEEP!!!). So, here are the resulantant fixes I
made to make Deathmatch more fun:
1. Made it possible to summon monsters in Deathmatch.
2. Stopped spell effects from carrying over from one life
to the next (like suffocation, Dog's Day, etc)- and the
same for bleeding, etc.
3. Made sure players start with 900000 experience points
and 900 mana in deathmatch.
4. Fixed Levitation spell which made a player unable to be
detected by monsters and unable to drop below 100 health.
(weirdest bug I've ever seen- just because the FL_SWIM
flag was constantly set- might be useful later...)
5. Made the reflective shield spell not reflect certain spells
(like Power Word, Kill).
6. Enabled Deathmatch Play without Falling Damage- just choose
a difficulty level of Easy or Normal and there is no damage
from falling (I actually prefer the realism, but a lot of
people found it aggravating).
7. Stopped Lightning Summoning from being able to attack the
other player without the spell caster being within his line
of sight.
Known Bugs/Future Plans:
What I did NOT do, but have planned once I get past the
size problem (as well as other small bugs I plan to
fix, size problem or not):
(Note: a "?" indicates I have tried to make this mod,
but not sure if it's working perfectly or not,
and a "~" indicates that this mod is implemented,
but not complete yet.)
(immediates:)
?91. Fix GOD mode?
~70. Remove fullbrite pixels from skins. (Thanks to:
QUAKE GRAFIXER V1.0, (c) 1996 by Jonas P.
(joXonoX@berlin.snafu.de)!). Some skins still
have some fullbrights in it, and some are
missing important fullbright areas (gun lights,
gunflares, eyes, etc.)
100. Add more parms for Mutant level-changes (ok for
saving and Dmatch). Use them as parameters in functions
during level change (8 max, have to do a few at a time),
or "add" them up into one parm? Or combine the
stats into one value for changelevels (might work
for the specials & weakness, but not modified
stats)or???
101. A way to save a mutant configuration and use it again
(i.e., transfer between games, or between DM,coop,
teamplay, or single play)?
102. Make a monster detect you even if invisible when you
touch one of them or pick up something that they
can see.
103. Add all special abilities & weaknesses to "show stats
display".
104. FIX:A server has to wait for all client to come in before
choosing stats, else the client is a clone of the server.
~105. Add Klingon Race (need skin!!!) and jedi class (jedi
is in there, no skins yet, and can superjump
(almost vertical fly). I'd also like to have a
lightsaber and a "force" effect that allows you to
sense when your enemy is close.
106. Add more sounds for each race/class, and some skins.
107. There are still several levels that can't be played.
They lock up and never load, and I get no error
message. The one's I know of are: e3m3, e1m6,
e4m2 and ???...
?108. Home rockets detonation not working right?
109. Make it so Zombies don't burn? Or burn very briefly?
?110. Fix Jaworksi's sounds: in slime & lava, don't have him
repeat so quickly, and decrease frequency of random
quotes.
?111. Don't drop items (quad, invis, invuln) when die.
?112. Make heart attack and power word kill drop the target's
damagetake to 1 and armor to 0 when killing.
113. Stop fish out of water spell from making s.o. immune
to slime.
~114. Add to .cfg qwertyuiop for jedi spells, remap q,r,y,u,o & p?
?115. Predator uncloaks when firing.
116. Stop fire from going out when go through teleporter,
stop bright flag and onfire from staying on when not
on fire. Also add check to Player Touch to see if the
other is one fire & you're not, if so, set self on fire.
117. Homing Rockets don't explode after latching once or after
losing it's target (death)? Go through them? Sometimes
they don't track at all! (waterbreathe? Bossk?) Can't
detonate them either, maybe make them explode if they're
even close to their target?
118. Home rockets don't switch when out of ammo.
119. Skin didn't change when change class (after reset).
120. When turning a player to stone, they can still turn.
Occaisionally the spell may not work even if it
turns them grey. After the spell wears off, the
person pretty much crawls along, way too slow.
Generally, it's fucked up, I'm working on it.
121. Dispel magic still screws up the items status.
122. Check to see if waterbreathers get the same immunity
to lightning in water as the Bossk (they shouldn't).
124. Replace slowness mutant weakness with another?
?125. Stop disarmed pipebombs from respawning in DM.
126. Miscellaneous stack overflows...
?131. Stop Pred cloak from making a spell delay time.
132. Make a Predator cloak time.
135. Check attack speed advantages for diff classes/races and
for each weapons.
?136. Make all monsters/players jump in air when hit by lightning.
?137. If feigned, don't make the fake frag stop a frag-limit game.
?138. Reflected homing rockets shouldn't home.
139. Fix backpack throws.
(secondary:)
~2. Add an antigravity spell (makes your enemies float
in air- make an easy target).
3. Make some dead grunts/enforcers come back to life
as zombies (random, only in Nightmare?)
4. Raise enemies' HP in Nightmare mode?
7. Make a 10-second total invulnerablility spell?
8. Make a globe of obliteration spell- it's a defensive
sphere around the caster that will make anything
that comes within a certain radius of the player
disappear (other players will just take damage).
9. Make ammo, backpacks and other objects shootable,
pushable, solid stuff.
10. Make a much more involved backpack throw so you can
put anything you want to in one. (Or inventory system
in which you can select an item and use or drop it)
11. Make a "use" key?
12. make a Vampiric Touch spell- when you touch another
living thing, it saps it's health and gives it
to you.
13. Make a Blade Barrier spell? (did this already, works
really well but causes a big slowdown).
15. Possibly make a napalm grenade- combines code from
grenade and flamethrower.
16. Fine tune the Doppleganger and Tele-eyes code (some
minor bugs, I think).
17. Fix crash when too many pipebombs(and home rockets?)
go off at the same time.
18. Get better ducking/crawling frames for model, and make
it so you can fire from a ducking/crwaling position.
19. Try to make levels designed so you can only go under/in
something when ducking.
20. Remove every "if (other==self.owner)" check since this
seems to be built in to collisions.
~23. Add a choose class- different characters with different
stats, etc.
24. Grappling hook? Rappelling?
25. Inventory?
?26. Make flamethrower and throwaxe less dangerous.
?27. Add a dispel magic spell that works on enemies.
28. Bots?
29. Fine tune frag credit.
?30. Fix crash when two people at close range with reflective
shields shoot each other.
31. Fix occaisional "Out of Edicts" hard crash.
~32. Fine tune the way the Homing Rockets work- maybe make
them so that they can only latch on once, after that,
they blow up if they hit the wall? (Avoids floating
or stuck homing rockets). Also make them explode
when in close range to an enemy homing rocket and
make them vulnerable to radius explosions.)
~34. Dead player heads will keep the same head as the skin
that was used on the live player (not switch back
to the standard Quake head like it sometimes does now).
35. Fix crash caused by Power Word Kill killing too many
zombies at one time.
?36. Fix bug where summoned lightning will continuously
attack zombies.
37. Make lightning attack it's summoner's enemy if there
is one.
?38. Fix bug where axe will make secret doors fly back.
?41. Make reflective shield not work with magic.(Only Dog's
Day, Meteor Storm and Lightning Summoning)
44. Fix Medusa's Gaze crash in DM (and normal play?)
?45. Fix Bug that stops you from being able to pick up more
ammo(backpack throw? Negative ammo? DM only?).
?46. Make homing rockets track holo's, but not feigning
players.
?49. Fix death messages, especially when enemy has changed
weapons by the time you've died.
~50. Firefly Swarm- A flying group of fireflies that finds
your enemy, picks him up, and brings him to you.
52. Polymorph self- turn self into a monster?
53. Transmorgify self- disguise self as an inanimate object.
54. Make an endurence quality- in bottom right window.
55. Confusion spell- screws up controls and impulses of
target. Makes monsters behave oddly and attack anyone.
56. Invisible barrier? Only you and your stuff can go through.
57. Haste (self)- makes you run faster and your wait time is
halved. A 30 second spell.
58. Jaworskination- Turns enemy into Jaworski, 1/5 as slow
in turning, running, and 3 times longer wait times.
59. Crucify -turn other into a crucified zombue.
60. Blind (10 sec)- turn enemy's sight black.
61. Teleport enemy- set like teleeyes, you hit the person with
the spell and teleport them to the set position.
62. Reflect Magic (10 sec) reflects all magic back upon the
caster.
63. Soul swap - swap every stat and value and position.
65. Add star wars blaster sound to laser gun.
66. Chameleon- take on texture of your background?
67. Climbing- lets you climb walls ("grappling feet" spell?)
68. Move spells around- make sadistic spells lower, outright
kill spells higher.
?71. Make it so you can only have 1 axe at a time.
?73. Make sure frag modification works when killed while feigning
and when holo removed while feigning.
74. Have certain skins have a preset colormap that you can change
if you wish.
82. Make suffocation and fish out of water spells work on
monsters too...
~83. Have certain skins start with certain items already.
(Han Solo, Boba Fett, Storm Trooper = laser gun)
(Punisher = Nailgun)
(Predator = Invisibility)
etc.
84. Show mana in bottom right hand window?
?86. Fix problem with players getting stuck after a frag in DM.
87. Make Predator plasmabolts use cells?
?89. Fix bug where rockets will make secret doors fly back.
91. Make it so that monsters will detect you if invisible
if you fire or pick up something, or touch them.
?92. Make paladins take 1/2 damage from magic and reflect
magic 10% of the time.
?93. Stop lightning from Shamblers from causing bleeding
96. Special DM rules for exp- based on # of frags? Keep
exp in next respawn.
98. Occaisionally stay alive after die.
^^^