*** KeyMix 1.5 *** This patch is made to make a cool variety on the standard deathmatch games, and hopefully add some more strategy to the game. I've worked hard to make it as balanced as possible, and still have a fast-paced game. Basically, I decided to combine my favorite patches (in part or in whole), and this is the result. Most of the credit goes to the original authors, and the docs for the patches I've cannibalized are included in the /docs directory. The fiend patch is my favorite. I've done extensive modifications to it, to make it more fair, and exciting to play. I tell you, it's really freaky when that thing jumps in your face out of some dark corner. Try in on e1m8. It takes some practice, but it's worth it. See below for more info. Go ahead and pkunzip this directly in your quake directory, using the -d option. (If you didn't, then you now know what the problem is) Then just run keymix.bat or keyserv.bat and have fun... These are the additional impulses you need to set for this patch: Impulse 62: Detonates Pipe Bombs Impulse 63: Toggles between different types of a selected weapon. (for instance, toggles between fish rockets and drunk missiles) Impulse 198: Changes down one skin Impulse 199: Changes up one skin Impulses 200 - 231: Selects a particular skin Impulse 254: Fiend Cheat (Doesn't work in Deathmatch or Co-op of course) **************** Changes for v1.5 **************** Added the Throwing axe patch. Kudos to those guys for the well-documented, smooth code. Very cool. Docs are in the Docs dir. with everything else. In the next version I may make you start the level with more of them. Bubbles! If you try to fire the superlasergun under water, all you get are bubbles. Similarly, if you fire it into water, the bolt won't go through the water, but will 'evaporate' a small chunk of water into so many bubbles. Much thanks to S. Patrick Gallaty for his help with code so that the bolts could recognize that they were in water, and the bubble idea. Added Steve Bond's shotgun shell patch, although I took great liberties in changing the velocities of the shells so that which way they go depends on what direction you're facing. Very cool patch tho. Changed the proximity mines so they use twice as much ammo. They're very cool, but too powerful. It sucks when someone puts about 100 of them around a transporter pad. Fixed it so that when you change back into a human from being the fiend, your "best" weapon is selected, instead of just having the shotgun. Changed the drunk missile launcher so there is a little more time between shots. Makes it a little more playable, plus you're supposed to be reloading 3 rockets instead of just one. When you switch weapons, the game tells you which modified weapon you're using (SuperLaserGun, Proximity Mines, etc.). Having problems with the biosuit patch. Right now it just changes your skin so you look like the wizard. Have to figure out how to modify the player.mdl file to add the biosuit skin. Always something new to figure out... :) **************** Changes for v1.4 **************** Mostly just fine-tuning stuff... Added Shyft's biosuit patch, but it doesn't really work. I think I need to mess with the .mdl files and junk. Prob. for 1.5. The laser "nails" use 2 cells instead of 3. Drunk missiles do approximately 3/4 of the damage of normal missiles. This offsets being able to be hit by 3 of them at once. I also made them considerably more "drunker". All three of them now have the same origin point, as we were having trouble with the "side" two missiles exploding on a wall you were standing next to. Changed all grenades/pipe bombs/proximity mines so they explode when they land in lava. It's not perfect, because they will only explode when they touch something in the lava, so if for some odd reason you were standing UNDER the lava (ouch) you can fire out of it. Or you could fire through some free floating patch of lava, if someone makes a level with one. Your proximity mines now all explode when you die. Had to do something to try to keep from having 300 proximity mines bouncing all over the place. You can still get packet overflow errors if you have too many. **************** Changes for v1.3 **************** Fixed a fairly nasty bug which caused you to switch to the nailgun when out ammo with something else. This normally is supposed to happen, except that the nailgun wouln't fire in this case. Caused quite a few unneccessary deaths... :) That's what I get for coding at 3 a.m., I guess.... **************** Changes for v1.2 **************** A whole bunch more new skins. Pretty cool, especially Kramer. Kinda funny seeing a Quake dude in a suit. Fixed the wierd text errors I was getting. Funny how much you can fix if you change a || to a &&. Umm... I noticed that you can now gib the zombies that are hanging on the wall. I'm not sure how that happened, but it's pretty cool... :) Added some new weapons and a toggle. Hook a key up to impulse 63. When you switch to the grenade launcher or the rocket launcher, hit impulse 63 to toggle between the different available weapons. You have regular grenades or pipe bombs that you can set off whenever you want (impulse 62). Changed it so that they all go off if you die, suicide, or disconnect. Proximity mine grenades are enabled, but aren't too hard to disable if you think they're too much for deathmatch. Remember you can kill yourself with them just as easily... You have your choice of either the regular rocket launcher (fish!) or drunk missiles. (ROTT!) There's code in there for them to be homing missiles, but it didn't work very well, and sucked for deathmatch anyway, so I made it go away. You have either the regular supernailgun, or the superlasergun (something I actually wrote myself) which does a bit more damage, but takes 3 cells per shot. I couldn't get rid of the nail "tink" sound, so when a laser hits you or a wall, so you'll hear both sounds. Kind of odd.... Made it so you can select the super nailgun even if you don't have any nails, but you have cells. It gives you a message if you switch to the lasergun but don't have any cells. Grrrr... I had a patch put in that let you fire through transporters, but it was buggy, and would crash quake if you started level e2m1. (seekprox.zip, it does it with the original patch, so it's not my error). Have to find a new one... this won't be finished without it. There's code in there for the kicking patch, but it doesn't work at all. Oh well. Something else to fix. Fixed a bug that you could fire more shells than you had, and sometimes you would get below zero ammo and it will wrap around to 255 or 254. You didn't actually get that ammo. The bug was actually in the original game code for the super shotgun. I hope to add more weapons as I find good ones. I want to get a hold of the "grappling hook" source code. **************** Changes for v1.1 **************** - After getting my ass kicked a couple times as the demon (25 to -2, by my roommate, Kalima) I decided the demon needed to be just a WEE BIT tougher. Basically all I can say now is you'd better kill it before it gets anywhere near you. And I changed the Pentagram so that it also acts like a megahealth box. The main problem with the demon is that it doesn't have a long-range weapon, so against 3 guys with rockets, well, it needed to be tougher. An interesting side note is that if the level ends with someone as the demon, everyone who's not a demon will see his arms and legs sticking out from that vantage camera angle. Kinda funky. For some reason, the text that goes with MultiSkin is cycling over and over and not leaving the screen. That gets really annoying, so I disabled it. Have to figure out what the prob. is and fix it for v1.2. I would like to add various weapons from the morewpns.zip and drunkm3.zip files, but the source code isn't in those. I hope to contact the authors and beg it from them... :) **************** Notes for v1.0 **************** This is a combination of code from Jfiend, Multiskins, and gibbin3, with a little changing of the impulses from me. You can set impulse 200-218 in your autoexec.cfg to start as that skin, but for some reason if you go to a new level, you have to re-do it. I recommend binding a key to that impulse. Also, I recommend binding the [ and ] keys to impulses 198 and 199 respectively. These allow you to change skins at will. I will be adding various things to these as more new things come out, and I actually develop some of my own stuff... :) In addition I marked some lines of code (starting at line 1213 in weapons.qc) that if you rem them out will enable the impulse 9 cheat in deathmatch. However, since the server controls it, that means that EVERYONE can use the cheat. It's really kinda pointless, as that takes all the fun out of the game, but it's nice to know. I added the fairly simple "exfish" code. If you don't like firing fish, I marked the code where you can change it back. :) ************ Planned Additions: - I would like to try and add the throwing-axes patch. That will take some doing. - I'm going to make the backpacks explode when they land in lava. - I'm going to try making the shotgun shoot lava balls if you have cells to burn. See how that works in Deathmatch. - I'll try and add the Deathmatch 3 code, in case anyone wants to use it. - I'm going to make it so you can shoot through teleporters, as soon as I figure it out or find source code for it. High priority. - Will make the grenades explode if you shoot them. - Various other things I'll think of later. The whole point of this is to make cooler deathmatch games. If you have cool patches you'd like to add or cool ideas, feel free to send me mail. Have Fun, but remember to look up from the monitor every couple of hours. Play Quake too much and you'll go blind. :) -KeyTrap gaunt@cdsnet.net If you have any cool source code (like working code for the teleporters!), or any bugs you care to report, please send them to me.