Title : FLAMES & FLARES - the Quake flames and flare addition! Filename : FLAMES.zip Version : Quake reg 1.01, Flames version 1.0 Date : 09/09/96 Author : Tristan Rowley (Dr_Tyrell on IRC) Email : tristan@justche.demon.co.uk Credits : All tha guys (Nexus6, Roy_Baty, Dr_Spliff, TangoMan, Nutz, Mr-PG) The Necessary Evil guys (Hacky, LJ Noordsi, Psi, Piramida, ..) The #Quake EU peeps.. MD232/323, everyone else on the channel.. Andrew! :) Type of Mod ----------- Quake C : yes Sound : no MDL : yep Format of QuakeC ---------------- unified diff : no context diff : no .qc files : yes progs.dat : yes Description of the Modification ------------------------------- I was just playing with QuakeC, trying to add new weapons.. and these things kind of emerged while I was writing something completely different. My original project failed miserably (I've given up now) so I started writing these instead.. FLAMES What this thing actually does is add to the BecomeExplosion routine, so all of the explosions (rocket, grenade etc) sprout a couple of fires which'll spread then go out. While burning, these are damaging so stay away. FLARES Pressing '6' twice will take you to the flare gun. Firing the flaregun will launch a flare, which will fall to the ground once it hits a wall where it will light up brightly, illuminating the area. Oh, you have to have the grenade launcher before you can use the flare gun. Simple! And before I forget, please remember to impulse 128 sometime! How to Install the Modification ------------------------------- unzip the zip file into a new directory off of your Quake dir. put the .mdls in your progs dir and put the progs.dat file in the dir. then start quake with quake -game If you want to add these things to your own mods, simply add the flame.qc file to your progs.src and add a few lines to weapons.qc in the BecomeExplosion() section. I've included the version I've been using, which also adds the flares and Multiskin. Technical Details ----------------- I did have the flames looking much better when they spread, but after a while the game would crash with 'No free edicts', so there's nothing I can do about it. At the moment, each flame will spawn a new flame, then expire a short time after. It'll only spawn 50% of the time, so the fire's lifetime is finite. In order to make the flames look good I've taken the normal flame2.mdl and enlarged it somewhat. This will make some things in the game look pretty weird, but it does mean that if somebody connects to a server running this mod then they won't get booted out to the OS, they'll just be wondering why these tiny little flames are doing sooo much damage... Oh, I've already included the MultiSkin code into the weapons.qc and client.qc, so that'll cut down time when you're making your own compilations. Future Enhancements ------------------- I was thinking about adding a napalm-style thing, or maybe oil. So you could spray an area with stuff then ignite it using a flare or something. Anybody want to do this? Or I could do it myself if anybody wants me to... Author Information ------------------ 16 year old college-attending computer engineer/programmer part-timer. Copyright and Distribution Permissions -------------------------------------- Authors MAY use these modifications as a basis for other publically available work. Just mail me first, I may have a new version in the pipeline. You may do whatever you please with the contents of this archive.. within reason. (I don't want to see on ftp.cdrom, "Look at this great FLAMES patch by Mr StealMyCode!") Seriously, do whatever you like, but give me credit. Availability ------------ This modification is available from the following places: FTP : ftp.cdrom.com Thanks to the author of DMBOT for the template to this file.