ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Title : Killer Quake Pack v2.20z º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ Filename : KQP220z.ZIP Version : 2.20z URL : http://kqp.mpog.com Date : 31/10/97 Author(s): Howard Roy Other mods: Disc 1.35 Air Strike 1.0 Mini Cannon 2.0 4 Barrelled Shotgun 1.0 Portal Gun 1.0 Disc 1.35 Radar 2.0 Email : howard@mortimer.com URL : http://www.ugrad.cs.ubc.ca/spider/u6m1 Credits : * QC Code * =========== Zeus 2.x, Cujo 1.x, Blaze Gun and BFG by Jonathan E. Wright (nelno@interpath.com) Guided Missiles v1.0 by Ken "Page Fault" Alverson (KenA@TSO.Cin.IX.Net) DropDead v1e By Walter Lord (lord@brodart.com) Flare and Eject Shell by Steve Bond (wedge@nuc.net). Radio Tag Bomb, Nail bomb and camera from The Mark I SuperScream Grenade Machine v1.0 by Klaus Breuer (sz0759@rzmail.uni-erlangen.de) Heads by Casey Robinson(robinson@got.net) and Gene Warren(shrike@hooked.net) Proximity Mine by n-tropy (ntropy@voicenet.com) Portable Teleporter by W.Harris (willh@demonic.demon.co.uk) Grappling Morning Star by "Mike" Chasecam v3.4 Rob Albin (albinatr@apci.net) Gatling gun model by James 'Tritian' Lazarus (alazarus@ix.netcom.com) skin by Christopher Bolin (cbolin@teleport.com) PAIN by Jack (ghoti@erols.com) Rapid Fireball Launcher skin, Freeze thrower sound. Feign v0.91 by Isaac Lauer (gwydion@psu.edu) Decoyz 1.0 by Sam Shockey (shockesj@concentric.net) Arrow model by Jim Rowley Arrow sound by Lando (lando@apollo.ruralnet.net.au) Air Fist by The Evolve team Christopher Bolin: Concept and Artwork (cbolin@teleport.com) Stephen F. Karl: Model Shane W. Powell: QuakeC Matt Houser: QuakeC Zeusbot scoring list by Alan Kivlin (aka Virtuoso) * Level * ========= Basewalk.bsp by Mattias Konradsson (preacher@fragzone.se) Truimph.bsp by Andrew Mulvey (triangle@iinet.net.au) * Compiler * ============ Fastqcc by Jonathan Roy (roy@atlantic.net) * Others * ========== All KQP beta testers! ID Software <- well, no ID, no Quake. Simple. KQP was quoted "The most kick-ass Quake collection" by Colin M. Williamson (XCDG@pop.iup.edu) Contrib. Editor, PC Gamer. KQP has been rated a 10/10 by Quake-C Archives http://www.planetquake.com/qca KQP has earned **QCHQ Seal Of Approval** from QCHQ http://www.quakec.com **************************************************** * Please read the README.TXT for important notice! * **************************************************** ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Type of Mod º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ Quake C : yes Sound : yes MDL : yes ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Format of Quake C º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ .qc files : no progs.dat : yes ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Description of the Modification º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ This is a combination patch of the various patches which I've listed in the above credit list, as well as many other original patches created by myself. I've tried my best to make sure they all work well together, and if they don't, please let me know by writing to me at howard@mortimer.com I've given full credits to all the authors of the varies patches that I've compiled into KQP, without their cool work, KQP would never even exist. The first time I played Quake with the cool patches, I was impressed on the cool stuffs that you could do with Quake C. I've tried dozens of patches created by others, and can never get enough from them. Then I came up with a new idea. What if I want to use a weapon from this patch to toast a new object from that patch? So I start to dig up the sources code of the various patches that I've, and try to combine them together. There are many hot patches out there, and I just can't combine all of them into one, so I'll have to decide on which to take, and which not to. If you liked the patch, great, let me know, and tell me what other patches you want me to put into the package. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º How to Install the Modification º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ goto Quake dir make a sub dir named something like KILLER unzip everything with -d into that sub dir run quake with the -game option Examples: C:\>cd quake C:\Quake>md KILLER C:\Quake>cd KILLER C:\Quake\KILLER>unzip -d KILLER ... unzip files ... C:\Quake\KILLER>cd .. C:\Quake>Quake -game KILLER If you're running KQP under Windows 95, and have more than 8 MB of ram, try to run Quake with this command : C:\Quake>Quake -game KILLER -winmem 12 (If you have more than 16 MB of ram, replace 12 with something bigger) ********************************************************************* * For those who have only 8MB ram * =================================== Goto the killer directory, rename the file : 8M_RAM.pak to pak1.pak Then it COULD work... barely. All multiskin features will NOT be supported, but the rest should work fine. I strongly recommend you to upgrade to at least 16 MB ram, it'll be the best 30 bucks you have ever spent! ********************************************************************* Also, since many people asked me how to install and run KQP, I've created three batch files to help those who can't start KQP properly. Simply copy those batch files from the KQP directory to the quake directory, and run them. Examples: C:\>cd quake C:\Quake>cd KILLER C:\Quake\KILLER>copy *.bat C:\Quake 3 file(s) copied. C:\Quake\KILLER>cd .. C:\Quake>WINKQP killer <- run KQP under Win95 C:\Quake>DOSKQP killer <- run KQP under DOS C:\Quake>SERVER killer <- run KQP as a dedicated server That's it. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Brief summary of features º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ New weapons Ammo Scale* Description (* 1 is least powerful, 5 is most) ============================================================================= (Ammo cost : S = shells, N = nails, R = rockets, C = cells) Super axe 0 - (4) Super damage, but will hurt yourself as well. Vampire axe 0 - (2) Suck up enemy's health, and give it back to you. Morning Star 0 - (4) Finally, the morning star you've all been waiting for. Throwing Axe 0 - (4) A throwing flaming axe. You'll like it in action. Disc 0 - (4) A bouncing disc that can lop someone's head off. Auto-shotgun 1S - (2) 5 continuous shots at a time. Portal Gun 0 - (3) It can open a portal on walls to let you get through. Magnum Lite 10S - (3) Scaled down version of Magnum, take less ammo. Poisoned arrow 1S - (3) A sniper arrow capable of poisoning others. Air Fist 0 - (3) You can repel other people or blow away items with it. Chain Gun 2S - (3) This gatling gun will kick some major butt! Mini Cannon 2S - (4) With this mini cannon, you can shoot THROUGH walls! 4b shotgun 4S - (4) Blow'em out with one super shotgun held on each hand. Blaze Gun 1R - (3) A new 'fireball' thrower type weapon. Can burn people. RFL 2R - (4) Rapid fireball launcher, like Blaze gun, but faster. Laser! 2C - (2-5) This weapon has a wide range of effectiveness. Blood Drainer 1R - (4) Ever wonder what it'll be like to drain someone dry? Blazethrower 1R - (5) Wanted to setup a wall of fire? Try this! Radio tag bomb 1R - (3) Tag to enemy and detonate it remotely. Promixity mine 5R - (4) Explode when anything get close. Fairly powerful. Timed Nuke! 20R - (5) Extremely powerful. Can gib anything in sight. Freezethrower 1R - (5) Wanted to freeze someone? Try this! Nail bomb 5R - (3) The a.k.a. Eraser bomb. Guided missile 1R - (3) Fly your missile around to hunt people down. Auto-missile 1R - (3) 3 continuous shots at a time. Nuke 30R - (4) Ultra powerful, can gib everyone in a room with 1 shot. Explode barrel 1R - (2) The regular Quake explode barrel.. Guided Nuke!! 40R - (5) Guided version of Nuke, a bit more powerful. BFG 9000 40C - (4) The BFG from DOOM is back! Gibbed head - (3) Floating in the air, looking for people to ambush. Self-Destruct - (5) Only allowed when health < 20. Kill everyone with it. Gib-gun mode - (3) Same damage as grenade / RTB. Fun to watch it explodes. Trapped backpack - (4) Now you'll never know which backpack is safe, which isn't. Fake backpack 10R - (4) Now you'll never know which backpack is real, which isn't. Shield - (3) Good defensive device. Orb 20C - (4) Good defensive and offensive device. Feign death - (2) Hope that people will think you're really dead. Decoy 10C - (3) Another device to deceive people Air Strike 60S - (4) Call for an air strike. Radar - (0) A VERY useful living object detection device Rain of fire 10R - (4) Summon a rain of fire to burn like hell! Other features : ================ Zeus bots! Cujo the personal dog Solid corpses and backpack that you can shoot at. Eject Shells from shotgun and DB-shotgun.* Eject bullet shells from nailgun and super nailgun.* Multiskin for multiplayer. Enhanced multiplayer game mode (for coop and dm) Portable Teleporter Trapped Backpack. Fake Backpack bombs. Chasecam. Multi colored laser. Blazes from Blazethrower can land on floor. Blazes from Blazethrower, Blaze gun and RFL can spread from entity to another A shield that you can use to protect yourself. An orb that orbits around you, firing at any target spotted. Feign death to deceive people that you're dead. Decoy not only use to deceive people, but could hurt/kill others. Eyes (external camera) that can be throw to a desired location. Rain of Fire. Air Strike. Radar. Floating gib and realistic body parts. ========================================================================== For your convenience, please print out the following section ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º SERVER Commands º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ The following commands only works on the server's console, client side will have no effect when these commands are entered. temp1 1 - Disable shell castings. temp1 2 - Disable anti-camping device. temp1 4 - Disable use of radar. temp1 8 - Use smaller queue for gibs, use only when lags are high. * Note : you'll need to restart a new map before this option will take action! temp1 16 - Limit maximum number of helper bots to each player to 2. To use multiple settings, simply add up the numbers : e.g. to disable shell castings and anti-camping device, enter : temp1 3 e.g. to disable the radar and use a smaller queue for gibs, enter : temp1 12 e.g. to disable all functions, enter : temp1 31 ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º IMPULSE Commands º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ Brief IMPULSE commands summary : (Please refer to the complete documentation for more info) <-- Default weapon switch commands --> Impulse 1 Switch between regular axe, Disc, super axe, vampire axe, morning star and the throwing flaming axe. Impulse 2 Switch between regular shotgun, auto-shotgun, Portal gun, Magnum, poisoned arrow and Air Fist. Impulse 3 Switch between Super shotgun (or 4 barrelled shotgun when available), chain gun and Mini-cannon. Impulse 4 Switch between regular nailgun and blaze gun. Impulse 5 Switch between regular super nailgun, rapid fireball launcher and Laser. Impulse 6 Switch between regular grenades, radio tag bomb, proximity mine, Timed Nuke, Blazethrower, Freezethrower and nail bomb. Impulse 7 Switch between regular missiles, guided missiles, auto-missiles, Nuke, flare and guided Nuke. Impulse 8 Switch between lightning bolt gun and BFG <-- Other misc. commands --> Impulse 12 Throw a gibbed head into the air. Impulse 13 Throw a fake backpack. Consumes 10 rockets for each backpack. Impulse 20 Chasecam - View-point toggle (Chase view, Normal view) Impulse 21 Chasecam - Laser-targeter toggle (Standard, Glowing, off) Impulse 23 Chasecam - lower distance Impulse 24 Chasecam - increase distance <-- Instant weapon switch commands --> Impulse 30 Switch to Super axe instantly. Impulse 31 Switch to Vampire axe instantly. Impulse 32 Switch to Morning Star instantly. Impulse 33 Switch to Throwing Flaming Axe instantly. Impulse 34 Switch to Disc instantly. Impulse 40 Switch to Auto-shotgun instantly. Impulse 41 Switch to Portal Gun instantly. Impulse 42 Switch to Magnum instantly. Impulse 43 Switch to Poisoned arrows instantly. Impulse 44 Switch to Air Fist instantly. Impulse 45 Switch to Chain gun instantly. Impulse 46 Switch to Mini-Cannon instantly. Impulse 50 Switch to Blood Drainer instantly. Impulse 51 Switch to Radio tag pipe bomb instantly. Impulse 52 Switch to Proximity mine instantly. Impulse 53 Switch to Timed Nuke instantly. Impulse 54 Switch to Blazethrower instantly. Impulse 55 Switch to Freezethrower instantly. Impulse 56 Switch to Nail bomb instantly. Impulse 60 Switch to Guided missiles instantly. Impulse 61 Switch to Auto-missiles instantly. Impulse 62 Switch to Nuke instantly. Impulse 63 Switch to Explode barrel instantly. Impulse 64 Switch to Guided Nuke instantly. Impulse 70 Switch to Blaze Gun instantly. Impulse 71 Switch to HeadLopper instantly. Impulse 80 Switch to Rapid Fireball Launcher instantly. Impulse 81 Switch to Laser instantly. Impulse 90 Switch to BFG 9000 instantly. <-- Cujo commands --> Impulse 100 Activates and Deactivates Cujo the dog Impulse 102 Tell Cujo to stay or follow. Impulse 104 Teleport the dog to your location. Impulse 106 Reports on Cujo's status. Impulse 107 Toggles Cujo between attack and non-attack modes. <-- Other equipment commands --> Impulse 110 Toggles Radar on/off. Impulse 120 Detonates Radio Tag Pipe Bombs. Impulse 121 Disarms Radio Tag Pipe Bombs. Impulse 122 Detonates Proximity Mines. Impulse 123 Disarms Proximity Mines. Impulse 130 Turn on / off shell ejecting. Useful when there is too much lag. Impulse 131 Switch from Freezethrower charger mode to chain fire mode. Impulse 135 Turn on / off gib gun mode. Fun to watch grenades turn to gibs. Impulse 140 Memorize current location (for use with Portable Teleporter). Impulse 141 Teleport to memorized location, consumes 10 cells each teleport. Impulse 150 Select next laser color. Impulse 151 Select previous laser color. Impulse 160 Toggle shield on/off. Impulse 170 Toggle orb. Impulse 171 Deactivate all orbs. Impulse 172 Changes orb mode. Impulse 175 Toggle feign death. Impulse 180 Throw the camera. Impulse 181 Remove the camera. Impulse 185 Launch a decoy activator. Impulse 186 Activate all decoys. Impulse 187 Destroy all decoy activators. Impulse 190 Throw an air strike co-ordinator. Impulse 191 Throw a rain of fire rune. Impulse 200 Next skin in multiplayer mode. Impulse 201 Previous skin in multiplayer mode. <-- Zeus commands --> Impulse 210 Activates a helper bot Impulse 211 Deactivates the last activated helper bot Impulse 212 Teleports the bot to your current location as long as there is room. Impulse 213 Reports the bot's status. Impulse 214 Toggles bot attack mode on and off. Impulse 215 Toggles the bot's stay status. When staying, the bot will remain where he is until an enemy is sighted or he is told to follow again. Impulse 216 Tell the last created bot to use only his axe as a weapon (this is very entertaining, and they happen to be pretty good with it). Impulse 217 Toggle Zeus comments on and off. This also toggles enforcer sounds on and off. Impulse 218 Toggle bot roaming on and off. Impulse 219 Make bot throw backpack (useful if the bot has been picking everything up before you can). The bot will throw the back pack to you. If you are too far away, the bot will pick the backpack back up (unless he is staying). Impulse 220 Spawn an opponent ZEUSbot. Impulse 221 Remove an opponent ZEUSbot. Impulse 222 Show scores -- shows all player and bot frags (including helper bots). Currently not sorted and not space padded. <-- Other commands --> Impulse 230 Initiate self-destruct sequence when health is lower than 20. <-- End of impulse commands list --> ** Use the BIND command to make your life easier, example : BIND A "impulse 100" ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º How to use Modification º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ ========================================================================== þ For Cujo and Zeus bots, please refer to the following impulse command summary to learn how to command them. þ In single player game, you can summon Cujo to help you anytime you wanted, but in DM games, you'll first need to pick up a yellow armor before you could summon a cujo to help you. þ In single player game, you can summon up to 10 Helper Zeus bots to help you, or up to 10 Opponent Zeus bots to fight with you as well, just keep in mind the absolutely maximum number of Zeus bots allowed at a time is 10. þ In DM games, however, you'll first need to pick up a red armor before you could summon a Helper Zeus bots to help you. þ Helper Zeus bots will NOT respawn in both single and DM games, while Opponent Zeus bots will respawn only in DM games. þ To set the skill level of opponent bots (all Helper bots are set to skill 3, with a red armor), goto the console and enter SKILL X, where X is 1 to 3. þ Since Zeus bots uses the client scoreboard to display its frags score, if you've only started a listen server with 4 players, but try to summon more than 3 zeus bots, you'll crash the server since it is not intended to support more than 4 clients. Simply create a server with more clients supported (e.g. -listen 16), then you could summon more zeus bots. ========================================================================== þ To use the 2 extra deathmatch maps included in KQP 2.1Z, enter the following commands into the console once the DM server have been started. To start map "Basewalk", enter : map basewalk To start map "Triumph", enter : map triumph ========================================================================== þ Press 8 (or impulse 8) a several times to scroll through the varies lightning gun weapons, press 7 (or impulse 7) to scroll through the varies missile weapons, press 6 (or impulse 6) to scroll through the varies grenade weapons, press 5 (or impulse 6) to scroll through the varies super nailgun weapons, press 4 (or impulse 4) to scroll through the varies nailgun weapons, press 3 (or impulse 3) to scroll through the varies super shotgun weapons, press 2 (or impulse 2) to scroll through the varies shotgun weapons and press 1 (or impulse 1) to scroll through the varies type of axes. Axe weapons : ============= þ Super axe does damage according to enemy's health. The formula is : If your health < 20, then you'll gib your enemy, as well as yourself. If enemy health >= 30, then damage is enemy health * 80% If enemy health < 30, > 20, then damage is 40, normal death. If enemy health <= 20, then damage is 80, and gib the enemy. However, you'll also take 20% of the damage you made on your enemy as well, so be careful when you use it. Hint : With this formula, basically you could gib anyone even with full health with 2 swings. Play with it and see the blood and fresh fly around. ------------------ þ Vampire axe does 15 damage to the enemy each swing, and give it back to you. Extremely useful when you're low on health. ------------------ þ Finally, I've spent the time to add the eagerly awaited grappling hook a.k.a. grappling morning star to KQP. I hope it works the way it should be, and please, "Mike" should be taken the full credit, not me. He'd created such a cool patch that everyone wants. Press '1' a several times to switch to it, or Impulse 32 to switch to it instantly. Hint : Try to pull out a magnum when you've hooked someone. It's a blast. Note : Since the original morning star will create TONS of gibs when it's hooked to any corpse, I've made some changes so that it'll do more damage to corpses and gib them faster. This will reduce the amount of overhead in multiplayer games, especially over the Internet. ------------------ þ A new throwing flaming axe is added. Unlike the other similar burning axe patches, this one uses the fire 3D model as used in Blaze gun, so when you hit someone with it, see the fire spread. In fact, even an idle flaming axe can burn up people! Press 1 (or impulse 1) a several times to switch to it, or simple enter "Impulse 33" for it. Note : After your axe is thrown away and you didn't pick it up, it'll be automatically returned to you after it's been idle for 10 seconds, or you can pick others' axes up if you see one, as well as backpacks. Also, When you throw away your axe, you will have NO axe left to use, so if your axe is the last weapon you have, then after your had thrown it away, you'll be left with NO weapon! So use with extreme care. Lastly, when you're hooked to something (like a wall or ceiling), you can't throw away your flaming axe, but it is STILL a flaming axe, so everything that you chop will still caught on fire. ------------------ þ If you have seen the TV series : Xena - Warrior Princess, you'll notice Xena has a very cool weapon, her disc. I've re-create this weapon, once it's fired, it'll bounce off walls and so on for a while before it'll be returned to you automatically. If you hit the attack button again once you've fired the disc, it'll start to return to you right away. Since it can bounce off walls, it's very useful when it's fired into a small room. Just watch it bounces and slices through your opponents. The Disc does damage according to its velocity, so the faster it bounces off a wall, the more damage it'll make. The very neat feature about this Disc is that it could actually *** LOP SOMEONE'S HEAD OFF *** . Yep, just aim close to your opponent's neck/head area, and see their head flies off if you have done enough damage. I've also added a new idea, you can now use the disc to *** SLICE SOMEONE INTO TWO HALVES*** . YEP, just AIM to the middle of your opponent and see their body splits into two if you've done enough damage. I've also included more realistic body parts that you can see flying off from gibbed players. The skin of the body parts actually MATCHES with the player's one. Shotgun weapons : ================= þ Auto-shotgun shoots out 5 shots continuously before stopping for reload. It's reloading time, however, is slightly longer than the DB shotgun. ------------------ þ The Portal gun is a weapon that once fired upon any solid surface, will open a portal that allow one to WALK THROUGH. This "weapon", or should I say equipment, gathers warp energy from its surrounding, and when enough warp power has been charged, it'll fire a beam of warp energy upon the solid surface you're facing. If the surface you're firing at is not solid, (e.g. a door, or a openable wall, other movable objects, etc), the warp energy cannot focus and it will fail to open up a portal. Otherwise, you'll see the warp energy focused on a spot, and in a short moment, depends on the thickness of the wall you've fired the Portal Gun upon, it'll open up a portal on it. However, If the wall/surface is too thick or there is no exit on the other side of the wall/surface, the warp energy will not be strong enough to penetrate the surface and thus failed to open up a portal. The warp energy will focus for 5 seconds before failing to open the portal. Once a portal has been opened, you may be able to pass through it, yet it the exit of the portal is blocked by some other solid object (e.g. another surface at an angle), you still cannot get through. An opened portal can last for 10 seconds. Once you've fired the portal gun, you'll need to wait for it to recharge its warp power before you can use it again. Moreover, you cannot open more than one portal at a time. þ Note, you can still switch to the portal gun when you're out of shells. þ Press 2 (or impulse 2) several times to select it, or enter Impulse 41 to activate it. ------------------ þ Magnum Lite, takes 10 shells, powerful enough to gib someone miles away. þ Press 2 (or impulse 2) several times to select it, or enter Impulse 42 to activate it. ------------------ þ Poisoned arrows, take one shell per shot, are capable of poisoning others. The more arrows stuck into a body, the more serious the poisoning effect will be. Also when the arrows are aimed at your opponent's head, it will give TEN TIMES the damage. Ideal sniper weapon. þ It works like this, head hits will have 5x to 10x damage, chest hits will have normal damage, and leg hits have 0.8x damage. SO AIM FOR HEAD! þ The longer you hold onto the arrow, the faster it'll shoot out, and it'll hurt even more when it stuck on your opponent. þ Once a poisoned arrow has been stuck onto your opponent, he/she will start to feel the poison effect from the arrow for a while, and in fact, you can actually SEE the stuck arrow moves with its victim! þ Press 2 (or impulse 2) several times to select it, or enter Impulse 43 to activate it. ------------------ þ Added Air Fist, a famous weapon used to repel incoming missiles or blow people/item away. þ Press 2 (or impulse 2) several times to select it, or enter Impulse 44 to activate it. ========================================================================== Super Shotgun weapons : ======================= þ A new chain gun has been added to KQP. This gatling gun will fire bullets out at an incredible rate, eject lots of bullet shells and will leave bullet holes on walls. If the gun is kept firing for a long enough period of time, it'll get overheat, the gun barrels will turn red, then hot red, smoke start to come out from the gun, and fire rate will drop. Time to let it cool down. |8^) þ It uses shells as ammo, so it is more accessible than nailguns. Press 3 (or impulse 3) several times to select it, or enter Impulse 45 to activate it. ------------------ þ Mini cannon, although it may look just like yet another rapid firing weapon, yet it is capable of doing something that NONE other weapons mod can ever do, that is, to SHOOT THROUGH WALLS with ** DIRECT HIT **. þ Yep, unlike the rail gun mod, this weapon DOES NOT fire projectiles, it fire DIRECT HIT bullets like the gatling gun I've done in KQP, but even better, those direct hit bullets CAN ACTUALLY SHOOT THROUGH WALLS! þ As soon as you fire the mini cannon, you'll see sparks appear on the wall you're firing at (or blood from your poor friend), but it would not just stop there, it'll keep on going, THROUGH WALLS, THROUGH BODIES and just about everything else. þ Since this weapon is a DIRECT HIT weapon, you don't have to wait for the projectile to actually travel through space to gib your opponent, whenever you hit the fire button, a straight line from your gun point is drawn to the very far end of the direction you're pointing at, and the bullet will strike through anything that sit on that line of attack. þ Also when you hit someone with the mini cannon, you'll knock him back a bit at a time, so if you managed to keep on firing on the same person, you MAY be able to paralyze him and add his soul to your ever growing frag list. |8^) þ The only disadvantage of this weapon I could think of is that it has a slow reload rate, each time you stopped firing at your opponent, you'll have to wait until the lights on the side of the gun turns blue before you can fire again. þ It uses shells as ammo, so it is more accessible than nailguns. Press 3 (or impulse 3) several times to select it, or enter Impulse 45 to activate it. ========================================================================== Nailgun weapons : ================= þ I've recently added a new weapon from Jonathan E. Wright (Cujo author) called Blaze Gun to KQP. It's a really cool weapon, kinda like the destructor weapon in Duck 2D, but much better. You can caught people on fire with this, and it's not a sprite anymore, it's a model. Try it out. Press 4 (or Impulse 4) several times to switch to it, or simply enter Impulse 70 for it. þ Added HeadLopper for KQP 2.2z, just for fun |8^) If you wanna lop people's head off without using the disc, this is the ideal weapon. It takes 5 nails each shot, but is SO deadly that all you'll need to do is to aim at people's neck, fire a few shots, and see their head goes off. Really cool effect, heh. |8^) Press 4 (or Impulse 4) several times to switch to it, or simply enter Impulse 71 for it. ========================================================================== Super Nailgun weapons : ======================= þ Yet another new weapon is added - Rapid Fireball Launcher. Like Blaze gun, its fireballs can torch up anything in sight, but it's 2 times faster and shoot in a straight line. A new gun model is used as well. Press 5 (or impulse 5) a few times to switch to it, or simply enter Impulse 80 for it. Note : In the current setup, pressing '5' will only center the screen, press the keypad '+' instead to switch to super nailgun/RFL. You can change this by binding the 5 key to something else, e.g.: BIND '5' 'impulse xx' ------------------ þ Now laser is one of the super nailgun weapons, and new laser missile and a new laser gun model is also added. To switch to laser, press 5 (or impulse 5) several times, or enter "impulse 81" to switch to it instantly. þ Laser can cause different level of damage to your opponents, depends on how long it keeps burning them. Sometimes it can gib an enemy on impact, sometimes it can kill them in a second by keep burning them, sometimes it takes more than 2 hits to kill one. Each shot now takes 2 cells, so keep an eye on your ammo before you run out of them. þ The laser in KQP 2.00Z have been modified so that it will bounces off walls for 2 times before dying out. Also, laser no longer works under water, but this is the only projectile weapon that isn't affected by the Air Fist. ------------------ þ New color is added for the laser model, and you could select a color of your choice by entering Impulse 150 (next) and 151 (previous). Note : Since the laser is more accessible now, it will do less damage then the old version, but it'll fire 2 times as fast. ========================================================================== Grenade weapons : ================= þ Ever wonder what it'll be like to drain someone dry? Try the blood drainer, when launched and attached to your poor victim, it'll start to pump blood OUT of your victim, slowing him/her down depending on the health he/she has left. Try it and see if you 'like' it. |8^) To use it, press 6 (or impulse 6) a several times, or simply enter impulse 50 for it. ------------------ þ Ladies and gentlemen, here it is, a REAL flame-thrower. The all new Blazethrower will eat the old, sprite-based flame-thrower's heart out. The flames it throws follows a ballistic path, and burn up almost ANYTHING. What if you missed the person you tried to burn, and landed the flame onto the floor? NO PROBLEM, it'll keep on burning ON THE FLOOR for the next few seconds, and if some unlucky folk is stupid enough to walk on that burning floor, he/she WILL catch on fire as well! That's right! Just like the Blaze gun, the flame created by the Blazethrower can actually SPREAD! So, wanna create a wall of fire? NO PROBLEM! To use it, press 6 (or impulse 6) a several times, or enter impulse 54 to switch to it. Note : The blaze from the blazethrower and other blaze weapons will burn out after a few seconds, so it won't be too unfair if there is no water in a particular level. ------------------ þ Another new invention! If this freezethrower is release as a separate patch (which I'm going to), it'll beat all its competitions! Just read what it can do : When you press the fire button, the Freezethrower will not shoot out an ice beam directly, instead, it'll start to charge up (it consumes rocket fuel and convert it into a sub-zero beam of ice), the longer you pressed on the button (or key), the more energy will be charged. (You can actually see it when it charges up!) When it's ready, release the button, and see the ice beam flies. As soon as it hits something, it'll do a RADIUS damage (except yourself), freeze up ALL SURROUNDING enemies. So the longer you charge the gun up, the more damage it'll make, and the wider the radius will be. However, like in Duck 2D, you can't freeze anything before you bring its health down to like 20. So, keep charging your weapon, and release it only at the best time. Also, if you shoot the ice beam into water or slime, it'll INSTANTLY freeze up all surrounding enemies under water, INCLUDING YOURSELF. Depends on how much power you've charged, you could possibly freeze up everyone under water and pick them up one by one later. The Freezethrower will consume at most 20 rockets at a time, and it will need at least 2 rockets to work. While you're charging the Freezethrower, you cannot switch to another weapon, and if you're out of ammo (less than 2 rockets), it'll stop charging, but it won't fire until you release the button. To use it, press 6 (or impulse 6) a several times, or simply enter impulse 55 for it. Try it, you'll love it! Note : I've also added a new option to allow the freezethrower to continuously shoot out ice beam without charging, i.e. the chain fire mode. To toggle between each mode, enter impulse 131. The chain fire mode will allow the player to fire a continuous stream of ice beam shots, however, these ice beams are weaker, consumes a bit more ammo than the charger, and will not do a radius damage. ------------------ þ Radio Tag Pipe bombs are like the pipe bombs in Duck 2D, except if it is not tagged to an object, it'll self-destruct in a period of time. To detonate, enter IMPULSE 120, to disarm, enter IMPULSE 121. ------------------ þ Proximity mine will stick to the walls you shoot at, and will arm itself after approximately 2 seconds. It'll beep and explode if anyone approaches the mine within 1-2 meter. To detonate, enter IMPULSE 122, to disarm, enter IMPULSE 123. Excellent anti-camper weapon. Now modified so that now only 5 mines are allowed per player at a time, and it now cost 5 ammo to fire one. Also note that now proximity mines can be destroyed by explosion or any kind of attack, including shotgun fire, so if you see someone had setup a proximity mine trap, you can destroy them by blowing them up. ------------------ þ Timed Nuke takes 20 ammo for each shot, like the proximity mine, it'll stick to the wall you shoot at. It'll arm itself as soon as it hits the wall, and giving off the 'tick' sound. It will explode after approximate 3-5 seconds. This timed Nuke has a REALLY wide range, so make sure you're nowhere near it when it explodes, or simply run behind a wall or so. Hint : Make sure you can't see the timed Nuke when it explodes. If you can see it, it can gib you, no matter how far it's away from you. ------------------ þ I've added a Gib gun mode back by popular demand. Press IMPULSE 135 to toggle between regular grenade mode and gib gun mode. When activated, all grenades will be changed to gibs. I hope this will satisfy all you gib lovers. |8^) By the way, it's not just a clone of the gib gun out there, mine has more. just watch one of the gib grenade explodes... Note : Only grenades are converted to gibs, not proximity mines, timed Nuke, rockets, etc. þ Also, if you fire a regular rocket in Gib gun mode, it'll work the way just like the Gibgun patch out there, i.e. it'll enter the victim's body, and explode after two seconds. If, however, the timing device of the gib missile have been disturbed by the victim, (doing just anything other than standing or running), the gib missile will explode on the next damage the victim gets. Note : If the victim got attacked while carrying a gib missile, he/she will explode immediately. ------------------ þ Due to popular demand, I've added a nail bomb (a.k.a. Eraser bomb) to KQP. Press 6 (or impulse 6) a several times, or enter impulse 56 to switch to it. ========================================================================== Missile weapons : ================= þ Guided missile can kill your opponents remotely and very effectively. Simply fire a guided missile, and control it like flying a plane, but instead of a plane, you're flying a loaded explosive! Note : Guided missile, however, can be shot down with any weapon, so when you see there's a guided missile coming after you, SHOOT IT DOWN! ------------------ þ Auto missile launcher shoots rockets out more rapidly, travels faster, but is less powerful (even weaker than the guide missile, gotta be fair |8^) ). It'll fire 3 times continuously before stopping for reload. þ In KQP 2.0Z, I've redesign the auto missile weapon model as well as the missile model. Also, the missile now deploys a "Smart Aiming" device that could help you gibbing your victims. No, it's *NOT* homing missile I'm talking about, it's Smart aiming, and it's not the same as the auto-aim in default Quake. Instead what the Smart missile will do is, once it's been fired, if a victim appears within a tight area (20 degrees from where the missile is aiming), the missile will start to turn towards the nearest enemy, but NOT chasing after him/her. This is kinda like the missile fired by any Jet fighter, which can't turn 90 degrees while chasing another jet, but it can only turn slightly at a time, so it is still possible to dodge an incoming smart missile. Since the Smart missile is armed with this aiming device, the amount of explosive loaded is therefore reduced, so even though one may be able to fire 3 smart missiles in a quick session, unless it's a direct hit, the damage done is MUCH less than the damage done by a rocket. Moreover, if you have notice how the auto missiles work in KQP 1.0, you'll know that they are not fired exactly at the point you've aimed, but at an angle slight away from it. This feature remains in the smart aiming device, so having the smart aiming device will NOT make it into a unfair/too powerful weapon, but rather a weapon that require skill to use - with the help of the aiming device. ------------------ þ Nuke is an area-effective weapon, each shots now takes 30 ammo, but is ULTRA-POWERFUL. It does have a slow re-load time, and travels slowly, however, so use it with extreme care, or you'll be toasted as well. Hint : Better make sure you're really far away from the target you're shooting at, and see how the victims explode. This weapon works especially well when shoots into a crowded room, ideal for ambushing people, thus this make a good (or not that good?) camper weapon. ------------------ þ Explode barrel can now be fired from your rocket launcher. It'll sit there for 30 seconds before it'll go off by itself. You can also shove it around (pushing it), use the Air Fist to blow it around, to used as blockade to block people from getting into or out of some place. You can also shoot at it and make it to blow up, however it's a bit tougher than the regular explode barrel. It'll take one rocket to fire a explode barrel. ------------------ þ I've added a Guided Nuke weapon into this killer pack as a special bonus. These babies cost 40 ammo, and travels like turtle, but you can guide them to any area you want, and watch people explode from far far away. Note : As with the Guided Missile, Guided Nuke can also be shot down, but beware that when you shoot down a guided nuke, you'll also engage the nuclear reaction in the Nuke, so it'll still have the Nuke explosion effect! Hint : Guided Nuke is even more powerful than regular Nuke, and have wider range as well. So you better make sure it IS far away from you before you hit something. BOOOOOOM! ========================================================================== Lightning gun weapons : ======================= þ The latest invention from the same author of Cujo and Blaze - BFG 9000. The all time favourite DOOM weapon of many people, the Quake BFG has a very similar effect as the DOOM version. To switch to it, press 8 (or impulse 8) a several times, or simply enter "Impulse 90". Read the associated text file in the \killer\txt directory for more info. ========================================================================== Misc. weapons : =============== þ To pick up a gibbed head, simply run over it. You can only carry one at a time. To throw it, enter IMPULSE 12. It'll then turn into a homing head missile and floats in the air, waiting to ambush people. Hint : When it's floating in the air, try to shoot at it using nail guns or rockets, and see it bounces away. þ The floating 'homing head' missile have been modified, now the head you throw out will be the head you've picked up, instead of the default player's head every time you throw (now looks cooler). Also if it hits the ground (either you shoot at the floating head and make it bounces to the floor (or other surfaces) or it simply lands on the floor when it is chasing after you), it'll turn back into a normal head, which you can't pick up again. This head will then be removed after 10 seconds. Hint : Use this technique well, and you can avoid many unwanted deaths. |8^) ------------------ þ The new self-destruction mode can be activated by pressing IMPULSE 230, which is available only when your health is below 20. However, you'll get a -3 flag if you self destruct, as a penalty, so use it only when you're in a crowded room. Note - self-destruction now has a 3-5 seconds delay, so when you see someone had initialized a self-destruction sequence, RUN! ------------------ þ Now backpacks are sometimes trapped. One out of twenty backpacks are trapped, so during multiplayer game, sometimes you'll get bonus from people's backpack, sometimes you'll get BOOOOOM! ------------------ þ Another new deadly trap - fake backpack bombs are now available. Each fake backpack takes 10 rockets, it looks and feels just like the real backpack, but only when someone pick it up, it'll go BOOOOM! So, after you'd loot your dead opponent, leave a fake backpack there and watch others pick it up as if someone has left it behind... BOOOOM! To throw fake backpack, enter "Impulse 13". It is only available in deathmatch game only. ------------------ þ A very neat feature in C&C : Red Alert if you play the Russian side is that, you can build MIGs and then call for an air strike upon enemy's units and structures. An idea stuck me when I was playing C&C : RA the other day, that I could create an Air Strike patch for Quake that reproduce the above situation, so I did. þ To call for an air strike, you'll need 60 shells, enter Impulse 190 to throw a coordinator, once it land on floor, it'll become the target of the jet fighters to strafe upon. You'll see three F16 Fighting Falcons fly over the target, one at a time, strafe on the floor while they fly over the target. þ If any of the fighter spot any thing that moves near the target, it'll launch its missiles against the target. Each fighter carries 2 missiles. þ If you have thrown the coordinator into an invalid location, such as a gap right next to a wall, the call for the air strike will be cancelled, and shells will be returned to you upon cancellations of air strike calls. Each cancelled Falcon will return 20 shells to you, if all three jets are cancelled, a total of 60 shells will be returned. ------------------ þ After I went to see the movie Dante's Peak, a really cool idea strike me, i.e. to implement a rain of fire for Quake, so I did. þ To summon a rain of fire, you'll need 10 rockets, then enter impulse 191 to fire a rune. The rune will stick to the surface it first touches, and within seconds, it'll summon a fire rain cloud, and fire will start to rain from the sky like hell. If you hate campers, this is an ideal weapon against campers. ========================================================================== Others features : ================= þ Some modifications have been made to the original shell eject code, a new 'nail' bullet shell model is added, and enhanced the original texture of the .MDL model. The ejection routine has also been modified so that the shells are now ejected more randomly, and won't always land on the same 5 places on the floor. The shell removal procedures is also modified so that there will always be some shell left on the floor while won't drag down the system too much or produces too many packet overflows. See below for more info. Hint : Try to goto map e1m8 and play with it. It's like a rain of shells. þ You can turn off shell castings by entering IMPULSE 130. Enter it again will re-activate the shell ejection. ------------------ þ I've added a portable teleporter to KQP as well. Press IMPULSE 140 to memorize current location, and IMPULSE 141 to teleport to the memorized location. Each teleportation consumes 10 cells, and it is disabled in deathmatch game when the player is below 50 health. (Or otherwise everyone teleport away when they're dying.) þ The memorized location will be reset after 5 frags, so people can't always get back to the memorized location every time they died. ------------------ þ I've added a really cool patch - Chasecam, please read the file included in the \TXT directory for more info. The impulse command has been changed, and some functions are taken away since KQP involves too many changes that those functions will no longer work. Please read the impulse command list below for the new impulse commands. ------------------ þ Added shield for people who want to play defensively. Enter Impulse 160 to toggle the shield, it can protect you from some harm. However, keep in mind that it is not bullet-proof, and it can't block attacks like explosions. Also, when you're using the shield, it'll also block anything you're firing, so use it with extreme caution. Enter Impulse 160 to toggle the shield. Note : The shield WILL take your cell as a source of energy, and it'll slowly eat away you cell energy, and when the cell is exhausted, it'll be deactivated. So please keep an eye on your cell count. ------------------ þ Added orb for even cooler defensive/offensive tactics. Once activated, it'll orbits around you like the Moon does around the Earth. If it spots any enemy in its sight, and given you have enough cell, it'll automatically fire beams of laser to the target. Enter Impulse 170 to toggle the orb, Impulse 171 to deactivate all orbs, and Impulse 172 to switch between modes. Note - Each orb takes 20 cell to activate, and you can have up to 5 orbs at a time. Each orb will, however, consumes cells slowly, and if you have more than 2 orbs at a time, your auto-cell recharge system will not be able to recharge your cell fast enough, and you cell will eventually exhaust. And if that happens, orbs will be deactivated automatically. ------------------ þ Added a auto-cell recharging system. Now cell will recharge itself slowly over time, so if you're low on cell, but need to use the laser / orb or other weapons that use cell, just find a safe place, and let it recharges itself. þ Cell can only recharge up to 100 cell units (out of 200). ------------------ þ Added Feign death to KQP. Enter Impulse 175 to pretend you're death. Once you do so, you can't do anything like shooting, look around, jumping, etc. You'll also drop a fake backpack to trick others that you're really dead, but that backpack is empty, so people may know something's not right... Note - I've modified the code so that when your opponent pick up a that fake backpack when you feign your own death, it'll print false information about the items in the backpack, although it's empty. Note - You cannot pickup the empty backpack that you throw when you fake your own death. ------------------ þ Added a throwable eyes (camera) to KQP. Enter Impulse 180 to throw a pair, and 181 to switch back to player view, thus removing the eyes (camera). Note - You can keep throwing your eyes (aka the camera) out as many times as you want, so when you're too far away from your eyes, either switch back to the player view, or throw another pair of eyes. ------------------ þ Added decoys. Pretty straight forward, fire (Impulse 185) as many decoy activator as you wish (each activator takes 20 cells to fire), and activate decoys (Impulse 186) from them. You can also detonate all active decoys (Impulse 187) when you're done. ------------------ þ Gibs, gibbed body parts and head now float in water. It's REALLY cool to gib someone under water now. ------------------ þ Added an anti-camping device that will detect if someone is camping. If the camper doesn't get away in a minute, (there will be a last 10 second warning), the camper will be destroyed. ------------------ þ I know all you guys wanted and waited for someone to create a radar, so I did. This radar is capable of detecting ALL nearby enemy within a radius, and their position with respects to yours will be shown on the radar as a colored dot. The color scheme is as follows : Red - the opponent is on the same height level as you do. Blue - the opponent is at a higher height level than you do. Yellow - the opponent is at a lower height level than you do. And the dot position represents : in front of you | | at your | at your left -----+----- right side | side | | behind you þ The closer the dot is from the center of the Radar, the nearer your opponent is away from you, and vice versa. þ Once you've activated a radar, you cannot fire your weapon, switch weapon (unless you pick up some other weapon), or even enter another impulse command. All you could do is to toggle the Radar to off before you could fire/switch you weapon again. þ This is intended to prevent serious slow down of the game since otherwise everyone will activate the radar FULL TIME and if too many of them gathered in a crowded place, you COULD run out of edicts and crash the game. ------------------ þ Added ghost mode. If you don't respawn after getting killed in 30 seconds, you'll turn into a ghost. Being a ghost, you can't do anything but watch and laugh. The ghost floats around randomly by itself, and occassionally it'll hunt nearby enemies down. When it is floating freely, you can look around, but when it is chasing after a victim, the view is fixed towards that victim, so you'll know what you're chasing at. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Technical Details º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ Bugs: þ If you're controlling your guide missile when the gibbed head is heading towards you, it'll not explode on impact. þ If a dog/fiend is frozen while it's leaping, it'll continue to move once it has landed. þ Freezing a wizard a second time (or more) will not drop it to the floor. þ Rare bug - sometimes during multiplayer mode, the player's corpse may disappear when he/she respawn. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Future Enhancements º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ þ Trying to combine a few more cool patches to make the deathmatch game looks cooler. þ Wish list (listed according to its priority) : - more weapons to come... þ Send me any comments and patches that you want to see in KQP. I'll try my best to add them onto the patch. þ Also notice that, since KQP is getting bigger and bigger now, the original qcc compile will NOT be able to generate a playable progs.dat, (more info follows), in order to compile a playable progs.dat, get the latest fastqcc from Jonathan Roy (he'd actually compiled this special version of fastqcc for me - and KQP!), which can be obtained at : http://www.ugrad.cs.ubc.ca/spider/u6m1/QC/fastqcc.zip Info : During compilation of KQP, I've found that the pr_numglobals has exceed 16k, which is define in qcc.h as MAX_REGS, and for some time, KQP simply screws up everything in Quake. So I contact Jonathan Roy, and asked him to recompile his fastqcc for me with a larger MAX_REGS, and he did, in fact, now the MAX_REGS is 64k, and I think it'll take me some time to fill that up! |8^) ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Revision History º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ * KQP was quoted "The most kick-ass Quake collection" by Colin M. Williamson (XCDG@pop.iup.edu) Contrib. Editor, PC Gamer. * KQP has been rated a 10/10 by Quake-C Archives http://www.planetquake.com/qca * KQP has earned **QCHQ Seal Of Approval** from QCHQ http://www.frag.com/qchq * Credits should go to all the authors of the varies patches that I've combined. (Well, some of them ARE my works, though. |8^) ) þ ver 2.2Z : Added Headlopper. Added Explode barrel. Added Ghost mode. Added a secret weapon into KQP 2.2z, now go look for it! Replaced Flare with explode barrel. Enhanced the Zeus bots find target code, so they can't look and target things behind them. Enhanced the Zeus bots handless AI code, they'll now run around looking for health box when their hands have been severed. Modified the Zeus bots death message to include owner's name. Modified the poisoned arrow to have more damage on head hits and reduced sound when firing arrow, making it a better sniper weapon. Reduced the startup equipments for Cujo and helper bot, so they'll be easier to kill. Fixed Zeus client scoreboard bug. Fixed Zeus client space bug. þ ver 2.1Z : Added Blood Drainer. Added Zeus bots score list. Added 2 DM maps into KQP. Modified the Zeus to act smarter. Modified the falling code to inflat damage on height fell. Increased the power of the Disc. Watch out! Added server command to control max. number of helper Zeus bots. Fixed radar in GL Quake problem. Fixed invisible head bug. Fixed the orb to fire only at hostile enemies. Fixed guided missile control problems. Fixed Gib missiles. Fixed trigger in clipping list bug. Fixed SZ_GetSpace bug - hopefully. Fixed several minor bugs. þ ver 2.0Z : Added Zeus bots! Added Disc. Added Radar. Added Portal gun. Added Mini Cannon. Added Air Fist. Added Poisoned arrows. Added Four barrelled Shotgun. Added Rain of Fire. Added Air Strike. Added new Auto-missile weapon model. Added Smart missile aiming device to auto missiles. Added delay time after self-destruction sequence started. Added more skins. Added new player head skins, so severed head now has its own skin like the player. Added more realistic gibbed body parts. Added the client message when player starts game. Added max number of decoy allowed for each player to 5. Added floating gibs - they'll have smoke if they're floating on lava/slime. Added water splashing effect when get in/out of water/lava/slime. Added smoke effect when submerged into lava/slime. Added Anti-Camping device. Added server command to control several settings. Replaced the auto-aiming function with non-auto aiming. Enhanced the code in many areas - so it's VERY stable, and is much faster. Reset portable teleporter coordinations when died 5 times. Reversed the order of axe weapons. No change in impulse commands, however. Modified the cell recharger to recharge up to 100, to get more cells, you'll need to pick up some batteries yourself. Modified the lava burning code so you'll actually caught on fire while burning on lava! Modified the ai code of ALL monsters including Cujo that they'll take damage while submerged in water for long enough, and will get burnt to death in lava/slime. Modified the guided missile/nuke to be destroyable with any weapon. Modified the proximity mines to be destroyable with any weapon. Modified Laser to make it bounces off walls Modified the Blazethrower so that blaze will burn out after a few seconds. Modified feign death so that backpack thrown from feign death will try to fool the opponent by printing false information on items in backpack (which is empty). Modified the console background. Modified the Magnum to work like Magnum lite. Modified the grappling hook so it will not paralyze you victim and also removed the auto-release. Increased the time before chain gun overheats. Reduced the frag count of self-destruction from -5 to -3. Fixed tons of other tiny bugs. Fixed many client messages. Fixed server bugs that keeps crashing KQP 1.00. Fixed backpack bugs. Removed old sprite based flame-thrower from the grenade weapon cycle, it can still be accessed through its impulse command. Removed Chasecam monster switch view modes. Removed Cujo view modes Removed Cujo Light toggle Removed Magnum Lite from the weapon list. Removed sprite based flame-thrower. Removed banana peel. þ ver 1.00 : Added shield. Added gatling gun - this gun will kick some major butt! Added orb - a defensive / offensive device. Added Nail bomb - a.k.a Eraser bomb. Added Feign - a.k.a. fake death due to popular demand. Added camera that can be throw to a desired location. Added Decoys. Added chain fire mode for freezethrower. Added auto-cell recharging system - cell will now automatically recharges itself overtime. Added debris throwing when blaze is burning an entity. Added new texture for laser model. See above. Added bigger flame model for all blazes when it starts to burn, and will give off smoke. Added bouncing nails - nails/spikes will now bounce off walls. Modified bullet case ejection to be applied to Chain gun only. Modified chasecam to disable players' view switch in multiplayer game. Modified proximity mine so that it can be destroyed by explosions, also it now has a shorter range, and will be armed as soon as it hits any walls or the floor. Modified auto missle's path so that they won't all fire at the same path. Thanx to Albert for this. Modified shell ejection so in multiplayer game, there will be no shells left over. Fixed the burnt-to-death-then-respawn-with-blaze bug. Fixed some freezethrower charger bugs. Fixed the frozen code so when you get frozen, you can't turn around. Fixed stack overflow caused by chain backpack explosion. Fixed the 'superman' guided missile bug. Updated Blazethrower to be the second grenade type weapon. Impulse command remains the same. Updated shell ejection on/off function to save setting between levels. Increased max cell you can carry to 200 Increased ammo in cell battery. Small batteries have 15 cells (was 6), and large ones have 30 cells (was 12). Increased ammo for regular Nuke to 30 per shot due to popular demand, and increased its power, too. Reduced the shells that can be left over by each person in multiplayer game to be 2 each. Reduced the odd of picking out a trapped backpack to 1 out of every 20 (use to be 1 out of 5). Reduced ammo for Guided Nuke to 40 per shot due to popular demand. |8^) Reduced the maximum proximity mine allowed for each person at a time to 5. Removed hint from fake backpack. Removed bullet case ejection from super/nail guns. Removed 1 second delay from morning star due to popular demand. Morning star will still unhook after 10 hits. þ ver 0.90 : Added Rapid Fireball Launcher (RFL). See above. Added Throwing flaming axe. (One of my favorite) See above. Added blazethrower! (Another of my favorite) See above. Added Freezethrower!! (My favorite of all!) See above. Added fake backpack bombs. See above. Added BFG. Added Chasecam! Added banana peel. |8^) Added new Laser gun model. Added backpack gibs - now you'll know when the backpack is destroyed. Added killer.rc to display info when game starts. Updated Cujo patch to 1.3. Updated Blaze gun patch to 1.1. Updated Bestweapon routine. Updated CycleWeapon routine. Updated impulse command routine. Updated client messages. Updated cujo view / chasecam - only one is allowed at a time. Modified Laser model. Now looks cooler. Modified Gib gun mode to work like the GibGun patch. Modified Laser to be one of the super nailgun weapons. See above. Modified BestWeapon routine, now it'll switch back to default weapon mode ONLY when you're out of ammo. Modified Grappling hook to prevend paralyzing. See above. Modified trapped backpack to be allowed only in deathmatch game. Modified proximity mine so that only 10 proximity mines are allowed per player at a time. Modified shell ejecting routine in multiplayer game so that less objects will be created. Modified Teleport to allow teleportation of solid objects like gibs, gun shells, blaze fireball, etc. Modified Teleporter to allow teleportation in deathmatch, ONLY when the player has over 50 health. Fixed the cujo view problem that when you fire a guided missile while in cujo view. Fixed the problem when you fire a guided missile while you're hooked to something. Fixed cell ammo pickup checking routine. Now you can only pick up what you can carry. Fixed that stupid client message saying 'you're playing KQP 0.7 ...' Should be 0.87, Duh. |8^) þ ver 0.87 : Finally, added grappling hook (a.k.a. morning star) to KQP! Added Gib gun mode. Added Portable Teleporter. Added Blaze Gun. Added trapped backpack. Modify self-destruction to minus 5 (FIVE) frags. So use it with extra caution. Fixed Cujo client message. Fixed more minor client message problems. Fixed more bugs! Boy, the more I bust, the more I spot... Fixed a rather serious bug - during multiplayer game, when a player has been gibbed, if his/her head has not been picked up after 30 seconds, and if he/she doesn't respawn after 30 seconds, his/her entity will be removed and that player can no longer respawn. (More serious problem is associated with this bug, but now it's fixed.) þ ver 0.86b: This is a maintenance version from 0.86, I forgot to remove some of the debug info from the last version. Dooh! |8^) Added Laser! Fixed some minor problems - debug info problems such as stop printing out the "attacker dot destructed" message. Fixed self-destruction mode bug. Fixed some client message problem. þ ver 0.86 : Optimized the code, now it loads and runs faster, and take up less memory. Added Super Axe. Added Vampire Axe. Added Magnum Lite. Added self-destruction mode. (Only allowed when health < 20) Modified Nuke with better explosion effect. Modified Magnum to take less ammo. Modified monsters gibs. Now with even more gibs when you gib corpses. Gotta like it. |8^) Cujo patch has been modified to Cujo 1.2c, with help from Jonathan E. Wright. Guided missile bug fixed by Jonathan E. Wright. Now Cujo won't attack you when you launch your guided missile. Great work, Jonathan! Fixed Cujo corpse gibbing problem. It now works the way it should be. Fixed many bugs. Some of the bugs mentioned in the above bug list no longer exists. If they do, however, please let me know. Fixed weapon change mode. Now all the weapon change impulse commands work. Fixed best weapon mode. When weapon is out of ammo, the next best weapon with ammo will be selected. Fixed multiplayer corpse gibbing problem. Now corpse gibbing works much better. þ ver 0.85 : Added Eject shells. Added Eject bullet (or nail) shells. Added Auto-shotgun. Added Magnum. Added Guided Nuke!! See above. Added Proximity Mine. See above. Added Timed Nuke! See above. Modified Auto-missiles to work like Auto-shotgun. Removed partical explosion from auto-missiles. Fixed several bugs. - Check for ammo before firing new added weapons. - Reduced time before gibs are removed. Modified Nuke to take 10 ammo for each shot. Removed ricochet nailgun stuffs from dropdead patch, as it creates too much overhead and constantly produces packet overflow when used with shell eject. þ ver 0.8 : First version ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Contacting Author º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ As mentioned above, my email address is : Howard@mortimer.com I also have a personal web site located at : http://www.ugrad.cs.ubc.ca/spider/u6m1 ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Copyright and Distribution Permissions º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ þ Authors MAY use these modifications as a basis for other publicly available work. Please send me any modifications you make! þ If you have used part of this patch (code, model or sound) in your own patch, please give credits to the authors who have made them - including myself. Thank you. þ You may distribute this Quake modification in any electronic format as long as this description file remains intact and unmodified and is retained along with all of the files in the archive. þ This patch can NOT be distribute on ANY product PRODUCED or even RELATED to a lame company called Actura.