--------Skullhunter's "55-gallon Drum O' Whup-Ass" Mods for Quake----------- Filename : skull97.zip Version : 0.97 Date : 9/26/97 Author : John Bianco Email : jaal25e@prodigy.com or find me on ICQ at 2654087 Web Page : http://www.geocities.com/Area51/Lair/4498 Credits : My wife Melanie for keeping me sane while was was working on this thing, the great Bruce Campbell; without whom the new Ash's Remote Ridicule system would not be possible, or nearly as funny, Pete Wickis for the Chainsaw 0.9, the Multiskin guys, and lots of other people that I've forgotten; but if you see something in here that you made, and you want credit for it, please e-mail me and let me know, 'cause chances are you deserve it, and I'll fix the text file to include you. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Type of Mod º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ Quake C : no (but if you want source, let me know) Progs.dat: no pak0.pak : yes! (woohoo!) Sound : yes MDL : yes Graphics : yes, just one =========================================================================== QuakeC Code : Various sources and me, Skullhunter New MDLs : Various sources and me, Skullhunter MDL Skins : Various sources and me, Skullhunter(see a theme here?) New Graphic : Just me baby, just me. =========================================================================== Well, whether you wanted it or not, here it is. A big ol' mess (and I do mean MESS) of modifications that I thought you all might like. New guns and gear are covered below, plus you've got the player footstep sound (try sneaking up on someone now), ejecting shotgun shells, solid, gibable corpses, edible gibs and lots of other little tweaks to the game here and there. Just watch, I'm sure you'll find 'em... =========================================================================== =================================WEAPONS=================================== =================================UPDATE==================================== Brand new in this release are two weapons I've always wanted to do for this game: the first draft of the 40mm Holdout Pistol (that's right, 40mm PISTOL), an Ingram MAC-10 submachinegun with suppressor and my own version of the 7.62mm GE Minigun from Predator. All three weapons are selected with 4 (I got a little lazy). The Phantasm Spheres and Metalswarm also have new homing behaviors that allow them to dodge walls (which also seems to have improved their ability to pursue targets). =========================================================================== Weapons: #1:AXE/CHAINSAW- both work REAL nice on zombies, plus handy for butchering critters when you're low on health (mmmmmmm, Ogre slaw...). #2:SK-12 12.5mm MACHINEPISTOL/HK S.O.C.O.M Pistol - High capacity, high rate of fire, pinpoint accuracy and serious stopping power. Now even if you can't grab the guns as fast as everyone else, you can make them pay for their greed :) Uses shotgun shells./ Also packaged with the SK-12 is the Heckler and Koch S.O.C.O.M. Special Ops pistol. That's right, while gun collectors are shelling out $2,000 a gun for the non-suppressed civilian version, you can have the standard issue one for free. You're welcome. :) #3:SK-15 Semi-auto Twin Barrel Shotgun/SK-20k APOCALYPSE GATLING SHOTGUN- I brought back the old double barrel shotgun, but with new grab and view models and a new fire routine that (hopefully) simulates two barrels firing, one after the other. Uses Shotgun shells./ Yes,you're right, most people do look like they've been dropped into a food processor after getting shot by this one. Better them than you. Uses shotgun shells. #4: SMI Incinerator Flamethrower/Rhino Machinepistol - Nothing beats a good barbecue, and this is the way to burn, baby. Just don't get too close to the flames, or you might find yourself on the menu. Uses nails./ One nasty little buzz-gun, the Rhino is basically a super cut-down custom version of the M-16 assault rifle. Guaranteed to chew most folks to bits in seconds flat. Uses shells. #5: SMI Phased Plasma Rifle/Barrett .50 caliber Sniper Rifle - Now you're cooking with directed energy. Watch the pretty lights, hear the enemy get zapped repeatedly. Fun for the whole family. Uses cells./So, you found yourself a nice high spot on the level to grapple to, but now what? Send 'em a .50 caliber postcard to let 'em know you WON'T miss 'em. Just watch the recoil on this piece, it is a bit on the savage side... #6: Grenade Launcher/MetalSwarm(new!)/Tactical Nuclear Weapon(new!) - The old, tired workhorse grenade launcher gets a new lease on life with two new modes of fire. The MetalSwarm is a devastaing cyber-biological weapon that can be as dangerous to the user as it is to everyone else. When fired, it launches out a cannister that will burst open seconds later, releasing a hungry swarm of cybernetic insects that will instatly home in on the nearest living target and, well, it gets kind ugly from there. You really don't want to be in the room when one of these suckers goes off, as the swarm will continue to attack ANYTHING living in their line of sight, even after all ready killing someone or something else. The Tactical Nuke is pretty much what it sounds like. Fire, then get your ass out of the area before you go boom too. #7: Rocket Launcher/BALLISTA FIBER OPTIC GUIDED MISSILE SYSTEM- Pressing 7 after selecting the regular missile launcher brings the latest in low-yield tactical nuclear weapons into your sweaty little hands. After launch, the missile can be guided using the mouse and arrow keys. However, you will remain motionless until the missile detonates, either after hitting something, or being remote detonated by hitting your JUMP key. Also, you glow REAL brightly while the missile is in flight, but hey, it's gotta even out somewhere. Just try not to be around when one of these goes off, or you're chunked for sure. #8: Back to the Thunderbolt until I can work up something better. #9: (?) Yes there's a weapon bound to the 9 key, but I'm not going to tell you what it is, you'll just have to find out for yourselves. Yeah, Impulse 9 will give you the new weapon, but if you want to really earn it, you'll have to play a game of HeadHunters, because this weapon does not exist as a gettable item at all, period. PIPE BOMBS: Blast and damage of standard grenades, but command detonated. Throw pipe bombs with Impulse 61, detonate with Impulse 62. Uses rockets. SELF-DESTRUCT: Why go alone when you can take someone with you? If you're down to about 5% health or so, and have a few rockets left, just run over to someone and hit Impulse 69. Revenge is a dish best served on fire :) PROXIMITY MINES: Another great gift for that camper on your list. Just toss one of these suckers in that camper's favorite dark corner using Impulse 22, and then wait for the surprise. Just don't get too close once it arms, or the joke's on you, Clyde. Uses rockets. HOLOGRAM: If you can't convince 'em, confuse 'em. Drop one of these neat little 3-d gizmos using Impulse 16, and presto! There's another you, same skin and everything, it even turns when you do, but stays in one place. The other difference between it and you, is that you don't explode after using Impulse 21, it does. :) New Gear: Flare Launcher- Flares are launched by hitting Impulse 20, unlimited ammo. Grappling Hook- Throw by hitting Shift, retract by holding P, extend by holding L. Identification: Friend or Foe System- Toggle on and off with Impulse 25. Placing the little dot on someone will tell you their netname, plus what weapon they currently have selected. Handy for knowing when it's time to attack, or time to run for your life. Lasersight- Toggle on and off with Impulse 45. The little red crosshair turns blue when it is on a valid target, even secret doors that have to be shot. Multiskin- Just a few skins in this one, all ones I found or made. Impulse 200 cycles forwards through the six skins available, Impulse 201 cycles back. A big thanks to the Multiskin boys for this one. Ash's Remote Ridicule System(reworked!)- Taunt your friends and annoy your enemies with sound AND text, all from the acidic wit of our personal favorite gun-slinging, chainsaw-wielding inverterate wiseass, Ash, A.K.A. Bruce Campbell, star of the Evil Dead series of films. F1 through F10 are rigged to help you express yourself to your friends properly. HeadHunters/Team HeadHunters for netgames- This server mod just had to be in here. If you're running a server, just type 'deathmatch 4' at the console, and then type the name of the map you want to use (example: map e1m4). Standard deathmatch levels don't work too well with this mods, so use one of the regular ones. Included with this file is the official HeadHunters text file, which explains both regular and Teamplay HeadHunters better than I can. Known Problems: --------------- -Sometimes the game glitches when you fire a guided missile through a teleporter. -You now start out with the chainsaw, but it allowed me to put the Pentagram of Protection back in the game, so most of you will think it's a new feature. It's not, it's another goddamn bug. Installation/Use: ----------------- Make a directory off of your quake directory called 'skulmods' Unzip this archive into the skulmods directory using the -d parameter (Winzip will create the needed directories automatically). type 'quake -game skulmods to begin. I reccomend you use the -winmem command with at least 10 megs or more to make sure it runs smoothly. Well, hope you enjoy it, please report any additional bugs to me at SQZQ01C@prodigy.com, or if you have an idea or suggestion, please let me know. Skullhunter - http://www.geocities.com/Area51/Lair/4498 Changes since skulmods 0.9: -added 40mm holdout pistol, Ingram MAC-10 and 7.62mm Minigun -fixed major bug involving excessive gibs and monster obituaries that caused game to crash on defeating Cthon. Changes since skulmods 0.5: -added MetalSwarm and TacNuke modes to the grenade launcher -put the Pentagram of Protection back in the game -removed the Heavy Plasma Cannon because it just completely sucked -added Ash's Remote Ridicule System -fixed the packet overflow problem with the Apocalypse (I think) -new Client Obituary messages for new weapons, plus a Client Obituary sound! (don't worry, you'll find out what it is eventually) -added a mystery weapon, bound to #9, that you can only get by cheating, or in a game of HeadHunters -added the snazzy new "Skullhunter QUAKE" logo to the startup Changes since skulmods 0.1: -added S.O.C.O.M. pistol, New Super Shotgun, Flamethrower, Rhino Machinepistol, Phased Plasma Rifle, Barrett .50 cal Sniper Rifle, Heavy Plasma Cannon and Proximity Mines. -added Remote Ridicule and Headhunters/Team Headhunters support for netgames. -now has three different types of ejected shells