--------------------------------------------------------- The Dimensionality QuakeC addons. --------------------------------------------------------- I have included all of the .qc files, both original, new, and modified, because, quite frankly, I can't for the life of me remember which ones I actually changed. So anything that looks like id's original code is under their copyright, and anything that looks new is under ours. Here are some of the neat things inside: Modified stuff -------------- func_train These can now be made to automatically reset to their original positions. You can see a good example of this in my level "Water" in non-deathmatch play; the cart resets itself each time it returns to its first position. trigger_hurt These now have a "message" tag which lets you specify what snide comment to tell the player when he/she dies. They are also now responsive to "targetname" fields, so you can trigger them on and off as you please. trap_shooter There is now a spawnflag that makes these shoot rockets. Very deadly, as shown in the new start map. item_* and weapon_* These now have spawnflag bit 65536, which tells them that they should always respawn where they were first placed, not where Quake moves them later. A good example is in "The Fortress" where the spike flies across the rocket launcher; the spike would have moved the launcher if this bit were not set on the launcher. New stuff --------- func_gib_shooter This thing is just nasty looking. You put it in for ambience in the level and it just goops all over the place. "health" determines its spread, "height" sets how high it goes (I like about 200), "wait" specifies how dense it is, and a spawnflag of 1 can be applied to make it shoot "water" instead. func_frames The ever-infamous Frames class. Full documentation was available with the Dimensionality download, but you can just read frames.txt to find out how to use it. func_fan This is a kind of "push" brush, similar to the wind brushes in Quake, but you can actually walk against it if you want. Weird things happen if you use these to blow players into a wall, so be careful. They can be turned on and off with the "targetname" tag. light_torch_small_stand light_torch_large_stand These create "light stands" reminiscent of DOOM. You have to supply the models for the stand yourself in two non-world objects with targetnames of "torch_small_stand" and "torch_large_stand", respectively. The light stand models should be built around the origin. Where a light stand is placed, it drops to the floor and illuminates the area around it. func_jumpgate This moves the player by a relative offset to another location in a level. This can be used to create the illusion (very good illusion, if done right) that the two parts of the level join when they actually don't. It does not rotate the player, and you have to specify how far you want them moved, not the actual destination. item_electric_bolt Put this in to generate a big electrical bolt in your level. Spawnflags range from 0 to 2, specifying how big the bolt should be. Put the item_electric_bolt where you want the bolt to start, and give it a target where you want it to end. I recommend adding a trigger_hurt brush around it if you want the player to feel it. func_earthquake Put this in to generate rather cheesy looking earthquakes in a brush. Legal stuff ----------- The classes listed above under "New stuff" are Copyright (c) 1997 Dimensionality. You are licensed to use them for any purpose; however, if they are used or if a derivative of them is used, acknowledgement must be given to either Dimensionality or to Sean Werkema for their creation. All of the other QuakeC classes, both original and modified, are Copyright (c) 1996 id Software. Quake and id Software are registered trademarks of you-know-who. There is no warranty, expressed or implied, on all of the QuakeC code contained herein; Dimensionality and Sean Werkema will not be held liable for damages caused by use or misuse of this code. Other stuff ----------- There may be modifications that I didn't list here; in fact, there probably are: I suggest you examine the code carefully before you use it. I am releasing this because neither Dimensionality nor I have use for it any more, which is why the legal stuff above is written for such free public use; this is the last update pack Dimensionality plans to release for id games (not that we don't like id games; we just don't plan to do anything more with them). Well, I hope you find a use for this. Enjoy. Sean Werkema (seanw@dimensionality.com) Head Programmer, Dimensionality November 6, 1997