--------------------------------------------------------------------------- PainKeep v1.1 02 July 1997 Copyright (c)1996,1997 Team Evolve. All rights reserved. PainKeep homepage - http://www.planetquake.com/skins/painkeep Evolve homepage - http://www.deltix.com/evolve/ --------------------------------------------------------------------------- The file PK11FULL.ZIP is a single ZIP file with all of the required files to install PainKeep 1.1 enclosed. The files PK11-??.ZIP are disks 1-11 (1.44) split up for more convienent downloading. Table of Contents I. INTRODUCTION II. INSTALLING PainKeep A. Requirements B. Normal Installation C. Manual Installation III. WHAT'S DIFFERENT/WHAT'S NOT A. Goal of the Game B. Changes IV. CONTROLS A. Keyboard Commands V. NEW FEATURES A. Firepower B. Objects C. Special Effects VI. glQuake FEATURES and ISSUES A. Transparency B. Issues C. Suggestions D. Fairness in gameplay VII. PAINKEEP QuakeWorld VIII. CREDITS A. Core Development B. Map Authors IX. HELP X. LEGAL CRAP A. Copyright Notice B. Distribution and Usage Permissions I. Introduction --------------- PainKeep is a DeathMatch-only "mission-pack" designed for use with registered Quake. PainKeep not only offers brand new weapons (with new pickup and view models), but also a new rich environment with tons of new sounds, new special effects, great new features, and lots of surprises. Every modification included is original. This is in no way a compilation of various "weekend mods" from the net. Literally hundreds of hours were spent perfecting every aspect of PainKeep. PainKeep was designed as an addition to the Quake setting. Evolve was committed to building an extension to Quake that would meet or exceed the high quality standards that many commercial development groups hold themselves. We tested our ideas thoroughly and tried not to put anything in "just because". Our extensions were made to be easy and fun to use. We probably threw out as much as we kept. Why not single player? We would have loved to have a full TC project. But because we developed everything for our addition, we had to concentrate on only one aspect of gameplay. We believe that deathmatch and network play provide longer and more enjoyable gameplay. Everyone involved in Evolve is fully occupied outside Quake. (unfortuneately) Just to emphasize, PainKeep was designed for multi-player games only. The weapons and objects will behave differently in single player games (and the really cool stuff only happens in DeathMatch!) There are no new Impulse to bind!(unless you want to) Just install and play! Enjoy, Team Evolve II. INSTALLING PainKeep ----------------------- In order to play PainKeep you must have the full registered version of the id Software game Quake. For information on multiplayer games and troubleshooting in general please refer to the files MANUAL.TXT and TECHINFO.TXT included with Quake. A. Requirements Pentium CPU 12 megs RAM 30 megs free disk space B. Normal Installation If you are running DOS, Win 3.x, Windows NT 3.x/4.x or Windows 95, all you have to do is unzip the PainKeep zip file and run SETUP. Batch files to run PainKeep will be placed in your Quake directory. Now change to your Quake directory and type PAINKEEP! C. Manual Installation Unzip the Pain Keep ZIP file into a sub directory. Now copy the files PAK0.PAK, IMPULSES.TXT and README.TXT to a directory beneath your regular Quake directory: i.e. C:\QUAKE\PAINKEEP Now change to your Quake directory. You can then play PainKeep by typing QUAKE -game Painkeep III. WHAT'S DIFFERENT/WHAT'S NOT? --------------------------------- A. Goals PainKeep goes back to Deathmatch's original emphasis. Make other people die. B. Changes - Vote Hub Mode The democratic way to play! By default the game is in "Vote Hub" mode. The Vote Hub is a special startup level that has entrances to all fourteen levels in PainKeep. This mode will return all players to the Vote Hub after a level is completed. At this point, run or fight your way to your favourite map entrance. The map with the most players entering will be the next map played. In the event of "ties", a level will be randomly selected. Once you have voted you go to a status view until all votes are col- lected. You may choose to change your vote at this point. Vote Hub Mode can be disabled (see IMPULSES.TXT). - Inventory System Some of the toys we've added to deathmatch do not have a mech- anism for an intuitive interface for their selection (this is a limitation to how the Quake .EXE handles the status bar and other UI elements). To alleviate this problem we have implemented a simple inventory system. All objects can be cycled through using (impulse 1) by default. Specific impulses for each item are also available if you wish to change them (see IMPULSES.TXT in your PAINKEEP directory). IV. CONTROLS ------------ A. Keyboard Commands Below are listed the default keyboard commands for playing PainKeep. You may modify or customize these (see IMPULSES.TXT in your PAINKEEP directory). Weapon cycling is fully supported. 1 - Inventory (cycles) - Axe - AutoSentry - Beartraps - Can of Pork and Beans - Gravity Well 2 - Shotgun / AirFist (toggle) 3 - Double Barreled Shotgun 4 - Pulse Nailgun 5 - Super Nailgun 6 - Grenade Launcher 7 - Rocket Launcher 8 - Lightning Gun / Chain Lightning Gun (toggle) 9 - Harpoon Gun / - Cycle to next weapon V. New Features --------------- A. Weapons - AirFist Deflect incoming rockets, grenades or nails. Blast players or objects across the room. Also a great way to launch yourself up and over obstacles! (note: objects moved by AirFist blasts will eventually respawn in their original respawn positions) - Exploding Shells (single/double barrel shotguns) Shotgun Shells that are chock full of tiny explosive pellets. Watch the crowd scatter as a bunch of tiny explosions spray the room! Think that is fun, try it with two barrels! (note: if you have picked up exploding shells, you must deplete your entire supply before you can shoot normal shotgun shells again. The maximum number that can be carried at any one time is 10) - Pulse Nailgun This version of the regular Nailgun shoots much higher velocity nails. Therefore the projectiles will ricochet off any non-living surface. This specialized gun is perfect for shooting targets around corners or behind you. Skilled marksmen can do some really impressive stuff with this gun. (note: the Pulse Nailgun rate of fire is reduced as each nail causes more damage. This also minimizes lag.) - Chain Lightning Gun A devastating version of the Lightning Gun that uses cells 3x the normal rate. When the gun is fired and a target is hit, the bolt will seek the nearest living target within visual range. It will continue to jump to all living targets until the player is out of cells or the fire button is released. Targets killed by this bolt will become charcoal grilled conduits for electrical mis- adventure! - Harpoon Gun Our version of the Grappling Hook. Features a solid rope, and a unique "come-here" feature. Ever wished you could reach that Quad Damage across a chasm? Or to bring your opponent into Axe range? Just stick 'em with the Harpoon and reel 'em in! B. Powerups - AutoSentry Hate it when someone won't stop following you? Just drop one of these cannons and let them provide a little automated cover fire. - Beartraps Step on it and *WHAM!* The player is burdened with this huge trap clamped to their leg. (note: the trap will eventually fall apart once attached to a player) - Can of Pork and Beans Ever wished you could carry a health pack around with you? When consumed the Can of Pork and Beans adds 100 health, but can cause embarrassing side effects and give away your location. - Gravity Well A Gravity Bomb that spews sparks of lightning and sucks all objects and players within range inward in a large spiral. When opponents actually reach the Cube, watch the groovy gib fire- works! Once dropped, make sure you run! C. Special Effects - Sparks Showers of industrial sparks rain down from above. - Drips Droplets of water slowly drip from the ceiling making a soft splashing sound. - Lightning Blinding bright light casting ominous shadows across the walls accompanied by thunderous crashes of thunder. - Damage Skins As players become more and more injured they take on a more and more bloody appearance. - Gib Physics New gib chunks representing severed arms, legs and torsos fly out in the directions carried by the blast. - Torture Victims Skinned torture victims decorate the halls and walls struggling helplessly to free themselves as they swing in the subtle breeze. - Ambient Sounds Haunting sounds of anguish and terror emanate from secluded recesses of the darker maps. And a few more surprises... VI. glQuake Features -------------------- A. Transparency Version 1.1 of PainKeep supports transparent water features of glQuake and glQuakeWorld. All slime, water, lava, teleporters will be transparent if r_wateralpha is enabled. Type these commands at the console, or add them to your AUTOEXEC.CFG. R_WATERALPHA 0.4 R_SHADOWS 1 B. Issues Why not 2 versions of PainKeep? 1 with support for transparent water and 1 optimized for non-glQuake machines. After benching r_speeds and demos for these levels the speed difference was nil. Drip sprites are displayed upside down in glQuake? This is one of many little bugs in glQuake. Damage skins react slowly or look a bit odd? Another texture mapping bug in glQuake. Some explosions look different in glQuakeWorld? This was done to optimize performance. C. Suggestions glQuake does not handle large open areas with the sky textures very well. If you find performance unacceptable, try reducing resolution or using DOS/Win Quake or QuakeWorld. (I really doubt this will be an issue for anyone, however) Here is what I use as a batch file to play PainKeep glQuake or glQuakeWorld: @echo off set SST_SCREENREFRESH=75 set SST_GRXCLK=52 set FX_GLIDE_SWAPINTERVAL=0 set FX_GLIDE_NO_SPLASH=1 set SST_FASTMEM=1 set SST_PCIRD=1 SET SST_SWAP_EN_WAIT_ON_VSYNC=1 glquake.exe -game painkeep -width 512 -height 384 %1 %2 %3 %4 %5 %6 %7 %8 %9 D. Fairness in gameplay When playing on a server with a Quake client that supports transparent water, all other players without this support will have a disadvantage because they will not be able to see through the water. There is no way we can solve this issue and still provide this support. VII. PainKeep QuakeWorld Support PainKeep 1.1 includes QuakeWorld support and has been fully optimized and tested with QuakeWorld 1.64. For more information about setting up a PainKeep QW server, or playing QW PainKeep see the document enclosed with this package, PKQW.TXT. VIII. Help? ---------- We will not provide any kind of support for this product. We did this for fun. Put simply, you get what you pay for... If you think you have discoved a bug (and have read the documentation first), feel free to send email to cbolin@teleport.com. If you send me stupid email, you will burn in hell. (slowly) Our web pages will always have the latest build and news about PainKeep. IX. CREDITS ------------- A. CORE DEVELOPMENT Christopher Bolin - Project Director, Artist Shane Powell - QuakeC Project lead Matt Houser - QuakeC, SFX design Jon Skinnner - QuakeC, master build Mark Lewis - Sound engineer Stephen F. Karl - Models, map development Dan Martin - Models Anders Gustavsson - Map design lead B. MAP AUTHORS Level Name Author e.mail/web -------------------------------------------------------------------------------------------- HUB Start Anders G anders.gustavsson@mbox204.swipnet.se PAINKEEP PainKeep Anders G anders.gustavsson@mbox204.swipnet.se pk0 Mephisto's Hold Anders G anders.gustavsson@mbox204.swipnet.se pk1 Prison Anders G anders.gustavsson@mbox204.swipnet.se pk2 Darkstone temple Ryan C gmarts@mtx.net.au pk3 Palace Anders G anders.gustavsson@mbox204.swipnet.se pk4 Obscured David Kelvin kelvins@total.net pk5 Masters of Earth Eric Pedersen racine@enol.com pk6 Suicide Staccato M Dromowicz Marcus.Dromowicz@Informatik.Uni-Oldenburg.de pk7 Battered Brains M Dromowicz Marcus.Dromowicz@Informatik.Uni-Oldenburg.de pk8 Dakyne Mike Burbidge mikeburb@pacbell.net pk9 The Stronghold Anders G anders.gustavsson@mbox204.swipnet.se pk10 Harlequin's Demise Stephen Karl stephenk@agility.co.nz pk11 Derelict David Kelvin kelvins@total.net pk12 The Other Side David Kelvin kelvins@total.net pk13 Avatar PainKeep Mackey McCandlish avatar@canweb.net pk14 PainWalk Mattias Konradsson mattias.konradsson@swipnet.se,http://www.fragzone.se/absolute/ pk15 Death Gunnar Sæthre gunnarsa@axp1.vestdata.no pk16 G1za Mike Burbidge mikeburb@pacbell.net pk17 PKScorn Mike Reed MReed3015@aol.com pk18 Deguello Michael W. Panico mpanico@bga.com Special Thanks -------------- Adam Froio - NNTP, FTP, QWSV and web server as well as excellent support Travis Prebble - for Demo editing, Web help and testing Greg Buffington, Nick Clark and David Kelvin - for contributing to the sounds Avatar for Deathmatch 3 Jeff Epler, jepler@inetnebr.com) & Disastry for centre printing techniques. Steve Teddy for the Install work Daniel Ward (GaratJax[b5]) for the use of his QW server to get PKQW into decent shape! Also thanks to Exodus, Space Boy, Giblets, Chief Bastard, FleshHarrower, Redwood, Shaun Reid (nuchy nuchy), Jack Gaummer (delirious dingo), Matt Bixler (slasher), Adam Lloyd (sage), Matt Taylor (doormat), Adam Aguilar (sir-stupid), Mike Burbidge (g1zm0) for testing & demos. Special thanks to Ken Alverson for the version of QBSP to support transparent water. X. LEGAL CRAP A. Copyright Notice This production in its entirety and all derivative works are copy- right (c)1996,1997 Team Evolve. All rights reserved. Ownership of all new components, including, but not limited to; source code, compiled code, graphics, textures, sounds, models and maps, remain with Team Evolve and the individual authors respec- tively. Some components are the exclusive property of their authors and owners and are used with kind permission. All original components are copyright (c)1996, iD Software. Quake and the stylized 'Q' are trademarks of iD Software. All other trademarks are property of their respective owners and are hereby acknowledged. B. Distribution and Usage Permissions Team Evolve grants to the final end user an exclusive right to use this production for the purposes of personal entertainment only. Team Evolve grants to the final end user an exclusive right to freely distribute this production in its undisturbed and unaltered entirety provided no exchange, monetary or otherwise, is requested. All other media entities are expressly excluded from this right prior to acknowledge and consent from Team Evolve or one of Team Evolve's duly appointed representatives, agents or subsidiaries. By using this product you agree to exempt, without reservation, the authors and owners of this production or components thereof from any responsibility for liability, damage caused, or loss, directly or indirectly, by this software, including but not limited to, any interruptions of service, loss of business, or any other consequen- tial damages resulting from the use of or operation of this product or components thereof. No warranties are made, expressed or implied, regarding the usage, functionality, or implied oper- ability of this product. All elements are available solely on an "as-is" basis. Usage is subject to the user's own risk. New or altered source code components are included with kind per- mission of the respective authors and owners and are provided with the only intention of facilitating in the integration of this production, or components thereof, with other such freely available and non-commercial productions. Authors are expressly forbidden to use these components, or any other component of this production, as a basis for other commercially available works or demonstration systems without prior acknowledge and consent from Team Evolve or one of Team Evolve's duly appointed representatives, agents or sub- sidiaries.