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kqp100.txt
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����������������������������������ͻ
� Title : Killer Quake Pack v1.00 �
����������������������������������ͼ
Filename : KQP100.ZIP
Version : 1.00
URL : http://www.mpog.com/KQP
Date : 28/1/97
Author(s): Howard Roy
Email : [email protected]
URL : http://www.ugrad.cs.ubc.ca/spider/u6m1
Credits : Cujo 1.x, Blaze Gun and BFG by Jonathan E. Wright ([email protected])
Guided Missiles v1.0 by Ken "Page Fault" Alverson ([email protected])
DropDead v1e By Walter Lord ([email protected])
Flamethrower, Flare, Banana and Eject Shell by
Steve Bond ([email protected]).
Radio Tag Bomb, Nail bomb and camera from The Mark I SuperScream Grenade Machine v1.0
by Klaus Breuer ([email protected])
Heads by Casey Robinson([email protected]) and
Gene Warren([email protected])
Proximity Mine by n-tropy ([email protected])
Portable Teleporter by W.Harris ([email protected])
Grappling Morning Star by "Mike" <[email protected]>
Chasecam v3.4 Rob Albin ([email protected])
GREAT Gatling gun model by James 'Tritian' Lazarus ([email protected])
skin by Christopher Bolin ([email protected])
original code by [email protected]
PAIN by Jack ([email protected])
Feign v0.91 by Isaac Lauer ([email protected])
Decoyz 1.0 by Sam Shockey ([email protected])
fastqcc by Jonathan Roy ([email protected])
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
([email protected]) Contrib. Editor, PC Gamer.
KQP has been rated a 10/10 by Quake-C Archives
http://www.fishnet.net/~chriscon/quakec.htm
KQP has earned **QCHQ Seal Of Approval** from QCHQ
http://www.qchq.com/
****************************************************
* Please read the README.TXT for important notice! *
****************************************************
���������������ͻ
� Type of Mod �
���������������ͼ
Quake C : yes
Sound : yes
MDL : yes
���������������������ͻ
� Format of Quake C �
���������������������ͼ
unified diff : no
context diff : no
.qc files : no (available upon request)
progs.dat : yes
�����������������������������������ͻ
� Description of the Modification �
�����������������������������������ͼ
This is a combined package of the following patches with minimum
modification (only those needed to get them to work with each other).
� Cujo 1.x, Blaze Gun and BFG by Jonathan E. Wright ([email protected])
� Guided Missiles v1.0 by Ken "Page Fault" Alverson ([email protected])
� DropDead v1e By Walter Lord ([email protected])
� Flamethrower, Flare, Banana and Eject Shell by Steve Bond ([email protected])
� Radio Tag Bomb, Nail bomb and camera from The Mark I SuperScream Grenade Machine v1.0
by Klaus Breuer ([email protected])
� Heads by Casey Robinson([email protected]) and
Gene Warren([email protected])
� Proximity Mine by n-tropy ([email protected])
� Portable Teleporter by W.Harris ([email protected])
� Grappling Morning Star by "Mike" <[email protected]>
� Chasecam v3.4 Rob Albin ([email protected])
� Gatling gun model by James 'Tritian' Lazarus ([email protected])
skin by Christopher Bolin ([email protected])
� Feign v0.91 by Isaac Lauer ([email protected])
� Decoyz 1.0 by Sam Shockey ([email protected])
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 [email protected]
Hey, those aren't my code, and I can't take the credit from works of
others, so if you wanna say 'what a great patch you've made', write
to the authors of the above patches.
But if you like to say 'geez, nice work on combining those cool patches',
or, something like 'your weapons rule!', well, send them to me, then. |8^)
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 varies 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.
So far, the work is quite impressive. Now I can use the flamethrower
from the dropdead patch to BBQ Cujo, or use a radio tag pipe bomb to tag
Cujo and watch it blows up, and lots of other fun stuffs to do.
If you liked the patch, great, let me know, and tell me what other patches
you want me to put into the package.
�����������������������������ͻ
� Brief summary of features �
�����������������������������ͼ
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.
Auto-shotgun 1S - (2) 5 continuous shots at a time.
Magnum! 25S - (5) Super powerful long range weapon, can gib people remotely.
Magnum Lite 10S - (3) Scaled down version of Magnum, take less ammo.
Chain Gun 2S - (3) This gatling gun will kick some major butt!
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.
Flamethrower 1R - (3) You CAN catch something on fire with this one!
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.
Blazethrower 1R - (5) Wanted to setup a wall of fire? Try this!
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 continuouse shots at a time.
Nuke 30R - (4) Ultra powerful, can gib everyone in a room with 1 shot.
Flare 1R - (1) Lits up the room.
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 - (4) Now you'll never know which backpack is real, which isn't.
Shield - (3) Good defensive device.
Orb - (4) Good defensive and offensive device.
Feign death - (2) Hope that people will think you're really dead.
Decoy - (3) Another device to deceive people
Other features :
================
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.*
* Read the follow section for more info on ejected shells.
Multiskin for multiplayer.
Enhanced multiplayer game mode (for coop and dm)
Portable Teleporter
Trapped Backpack.
Fake Backpack bombs.
Chasecam.
Banana peel.
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.
���������������������������ͻ
� How to use Modification �
���������������������������ͼ
I've included the text files from the varies patches that I've combined,
and put them into the /TXT directory, so you could look at them and see
what the commands are, as well as the authors' email addresses.
==========================================================================
� I have added many bonus weapons to this package, too, read the following
for more info.
� 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 4 (or impulse 4) to scroll through the varies
nailgun weapons, press 2 (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 :
=============
� 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 formular, basically you could gib anyone even with full
health with 2 swings. Play with it and see the blood and fresh fly around.
� Vampire axe does 15 damage to the enemy each swing, and give it back
to you. Extremely useful when you're low on health.
� 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.
Note : Many people have complained about people paralyzing them with
the morning star, I've modified the morning star to unhook after 10 hits.
So when someone is grappling you, try to pull out your magnum, and as soon
as the hook is released, BOOOOOM. |8^)
� 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.
Shotgun weapons :
=================
� Auto-shotgun shoots out 5 shots continuously before stopping for reload.
It's reloading time, however, is slightly longer than the DB shotgun.
� I've also added a Magnum as an ass kicker. This hot metal now takes
25 ammo per shot, but even the shambler can't take 3 shots from it!!
It also has a really long range, thus is an excellent sniper weapon.
� People have told me that Magnum is really a hot metal, but it takes
30 ammo per shot, you just can't use it too often, therefore I've added
a Magnum Lite in this version. It takes 10 ammo per shot, and does less
than Magnum, but is slightly faster, and also capable to gib a person
in any range with 1 shot.
Shotgun weapons :
=================
� A new chain gun has been added to KQP. This gatling gun will fire bullets
out at an incredicable 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 burrels 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^)
It uses shells as ammo, so it is more accessable than nailguns. Press 3
(or impulse 3) several times to select it, or enter Impulse 45 to activate
it.
Nailgun weapons :
=================
� 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.
Super Nailgun weapons :
=======================
� 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'
� 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.
� 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,
someimes 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.
� 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 :
=================
� Flamethrower will sometimes burn people up. However, since this old
model of flamethrower is using sprites (pictures) rather than 3D objects,
it is slower than the new Blaze gun type flames which uses 3D objects.
� 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.
� 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 destoryed by explosion, so if you
see someone had setup a proximity mine trap, you can destroy them by blowing
them up.
� 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.
� 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.
� 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, th 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.
� Ladies and gentlemen, here it is, a REAL flamethrower. The all new
Blazethrower will eat the old, sprite-based flamethrower's heart out.
The flames it throws follows a 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.
� Another new invention! If this freezethrower is release as a seperate
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 enery 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.
� Due to populat demand, I've added a nail bome (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 :
=================
� 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.
� 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 ambusing people, thus this
make a good (or not that good?) camper weapon.
More Hint : Try to get a quad-damage powerup and play with it, it's virtually
a BFG.
� Flare will lits up an area for around 15 seconds, then it'll die.
� 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.
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 :
=======================
� The latest invention from the same author of Cujo and Blaze - BFG 9000.
The all time favorite 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 :
===============
� 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.
� 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 everytime 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^)
� 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 -5 flag if you self destruct, as a penalty, so use it only when you're
in a crowded room.
� Now backpacks are sometimes trapped. One out of five backpacks are trapped,
so during multiplayer game, sometimes you'll get bonus from people's
backpack, sometimes you'll get BOOOOOM!
� 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.
Hint : The only different between a real (or trapped) backpack and a fake
backpack bomb is that the fake backpack bomb grows in the dark. So before
you throw a fake backpack, better make sure you're in a bright room, or
everyone will know it's a fake one.
Others features :
=================
� 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.
� The shells ejected are removed in a way such that there will only
be a limited number (10 for shell, 20 for bullet, and none for both in
multiplayer game) of them left on the floor. If more shells are ejected,
then the old ones will be replaced.
� If the game is seriously slowed down due to the massive number of
objects created by these shells ejected, you can turn it off by
IMPULSE 130. Enter it again will re-activate the shell ejection.
� Also, I've limited the maximum number of shells that can be ejected by
each person (15 for shell, 25 for bullet; 5 and 10 in multiplayer game)
at a time, thus will reduce the chance of packet overflow.
� 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.)
� 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.
Note : You cannot toggle external view while you're in Cujo's view, and
vice versa. Otherwise problems will occur.
Note : Also, the monster view switch (i.e. player switch in multiplayer
game) has been disabled in multiplayer game, otherwise everyone will be
able to see what the other player's doing.
� Added banana peel. Throw it and watch your opponent slip when they walk
on it. Really funny to watch, and the sound effects are funny, too. Enter
Impulse 14 to throw one, however, you only have one at a time, and will
get it back either after someone had slipped with it, or after 30 seconds.
� 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.
� 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.
� 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.
� 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 - You cannot pickup the empty backpack that you throw when you fake your
own death.
� 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.
� 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.
��������������������ͻ
� IMPULSE Commands �
��������������������ͼ
Brief IMPULSE commands summary :
(please refer to the text files mentioned above for full info)
Impulse 1 Switch between regular axe, super axe, vampire axe, morning star
and the throwing flaming axe.
Impulse 2 Switch between regular shotgun, auto-shotgun, Magnum and Magnum
Lite.
Impulse 4 Switch between regular nailgun and blaze gun.
Impulse 5 Switch between regular super nailgun, rapid fireball lauchner
and Laser.
Impulse 6 Switch between regular grenades, flamethrower, radio tag bomb,
proximity mine, Timed Nuke, Blazethrower and Freezethrower.
Impulse 7 Switch between regular missiles, guided missiles, auto-missiles,
Nuke, flare and guided Nuke.
Impulse 12 Throw a gibbed head into the air.
Impulse 13 Throw a fake backpack. Consumes 10 rockets for each backpack.
Impulse 14 Throw a banana peel to slip other players.
Impulse 20 Chasecam - View-point toggle (Chase view, Normal view)
Impulse 21 Chasecam - Laser-targeter toggle (Standard, Glowing, off)
Impulse 22 Chasecam - lower distance
Impulse 23 Chasecam - increase distance
Impulse 24 Chasecam - Last monster/player (only available in single player mode)
Impulse 25 Chasecam - Next monster/player (only available in single player mode)
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 40 Switch to Auto-shotgun instantly.
Impulse 41 Switch to Magnum instantly.
Impulse 43 Switch to Magnum Lite instantly.
Impulse 45 Switch to Chain gun instantly.
Impulse 50 Switch to Flamethrower 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 Flare instantly.
Impulse 64 Switch to Guided Nuke instantly.
Impulse 70 Switch to Blaze Gun instantly.
Impulse 80 Switch to Rapid Fireball Launcher instantly.
Impulse 81 Switch to Laser instantly.
Impulse 90 Switch to BFG 9000 instantly.
Impulse 100 Activates and Deactivates the dog
Impulse 102 Tell Cujo to stay or follow.
Impulse 103 This toggles your screen between the player and Cujo's points
of view.
Impulse 104 Teleport the dog to your location.
Impulse 105 Turns on Cujo's collar lamp.
Impulse 106 Reports on Cujo's status.
Impulse 107 Toggles Cujo between attack and non-attack modes.
Impulse 120 Detonates Radio Tag Pipe Bombs.
Impulse 121 Disarms Radio Tag Pipe Bombs.
Impulse 122 Detonates Promixity Mines.
Impulse 123 Disarms Promixity 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 180 Throw the camera.
Impulse 181 Remove the camera.
Impulse 185 Launch a decoy activator.
Impulse 186 Activate all decoys.
Impulse 187 Destory all decoy activators.
Impulse 200 Next skin in multiplayer mode.
Impulse 201 Previous skin in multiplayer mode.
Impulse 230 Self-destruct when health is lower than 20.
** Use the BIND command to make your life easier, example :
BIND A "impulse 100"
�����������������������������������ͻ
� How to Install the Modification �
�����������������������������������ͼ
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)
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.
���������������������ͻ
� Technical Details �
���������������������ͼ
Bugs:
� If you're controlling your guide missile when the gibbed head is
heading towards you, it'll not explode on impact.
� If a dog/fiend is frozen while it's leaping, it'll continue to move
once it has landed.
� Freezing a wizard a second time (or more) will not drop it to the
floor.
� Rare bug - sometimes during multiplayer mode, the player's corpse may
disappear when he/she respawn.
�����������������������ͻ
� Future Enhancements �
�����������������������ͼ
� Trying to combine a few more cool patches to make the deathmatch game
looks cooler.
� Wish list (listed accoring to its priority) :
- DM bots (i.e. project KQP/Z)
- more weapons to come...
� Send me any comments and patches that you want to see in KQP. I'll
try my best to add them onto the patch.
� 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^)
��������������������ͻ
� Revision History �
��������������������ͼ
* KQP was quoted "The most kick-ass Quake collection" by Colin M. Williamson
([email protected]) Contrib. Editor, PC Gamer.
* KQP has been rated a 10/10 by Quake-C Archives
http://www.fishnet.net/~chriscon/quakec.htm
* KQP has earned **QCHQ Seal Of Approval** from QCHQ
http://www.qchq.com/
* Credits should go to all the authors of the varies patches that I've
combined. (Well, some of them ARE my works, though. |8^) )
� 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 bulelt 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 battary. 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.
� ver 0.90 : Added Rapid Fireball Launcher (RFL). See above.
Added Throwing flaming axe. (One of my favorite) See above.
Added Blazathrower! (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^)
� 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.)
� ver 0.86b: This is a maintainence 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.
� 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