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realquak.txt
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1997-06-20
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====================================================================
title : RealQuake
====================================================================
====================================================================
filename : RealQuak.zip
version : 1.0; 19/06/97
author : Pob the Impaler (Paul Johnstone)
contact : e-mail: A.W.Johnstone@btinternet.com
description : Quake C add-on
====================================================================
* Boilerplate information *
new sounds : yeah
new monsters/weapons : Yep
new QuakeC : Yep
new levels : yes indeedy!
* construction *
editor(s) used : Stoneless for the level. qMe, Adquedit and PsP for the models
build time : a week
* installation *
Just unzip into d:\quake\realquak
and start quake with: quake -game realquak
====================================================================
* Credits *
- The Snakeman model and most of the Snakeman code is by Bubbah.
- The spider is by Ken Turner.
=====================================================================
* Other information *
Right, here is what is in the patch.
Random choice of skin for some monsters.
Fiendish Shambler with a LOT of HitPoints and BIGGER which randomly appears.
Spider monster. (will randomly replace somee of the Vores)
SnakeMan. (will randomly replace some of the Enforcers)
Grunts could have super-shotgun.
Dragon. (on e2m7)
Hell Knight's new animations sword strokes and attacks.
Shotgun shell ejection.
nail shell ejection.
rocket shell ejection.
Chase Cam.
Different player skins when armour changes, biosuit.
Solid Monster code.
Teleport rockets and nails
Laser Dot.
Torch.
Realistic Falling Damage .
footsteps.
Compass.
Nail-bomb, Nail-Launcher, cluster bomb, ricochet, probe.
Items no longer rotate.
Throwing axes.
New level is e2m7 (either get to it normally, or type : map e2m7)
=====================================================================
Impulses
okay here is how to work stuff. Bind them to some keys.
To get throwing axe, select axe twice.
bind "i" "impulse 31" // cycle camera options
bind "o" "impulse 32" // camera option increase
bind "p" "impulse 33" // camera option decrease
bind "[" "impulse 101" // cycle back grenade types
bind "]" "impulse 100" // cycle grenades forward
bind "c" "impulse 30" // toggle camera
bind "d" "impulse 160" // compass reading (It's not very good)
bind "9" "impulse 12" // toggle torch on/off
bind "0" "impulse 34" // toggle laser dot
=====================================================================
Bugs
oh dear there are some bugs in the code (it was a rush job).
- The dragon on e2m7 will sometimes cause stack overflows and crash the level. You can type map e1m7
to reload it. (The dragon is definately an early beta)
- A couple of levels in episode 3 hang the computer while loading. I have NO idea why this happens.
to get around this bug, the exit on e2m7 will go to episode 4. skipping episode 3 altogether.
- Don't chuck axes through teleporters, it usually works okay, but sometimes crashes the game.
- Damn fullbrights on super-shotgun grunt shouldn't be there.
- To get rockets through teleporters needs quite specific aiming.
I think that's all the bugs. There's probably tons more in there :^(
=====================================================================
That 's all folks.
Pob the Impaler
A.W.Johnstone@btinternet.com
=====================================================================