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  Title : Quake KillerPack v0.85 
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Filename : Killer.ZIP
Version  : 0.85

Date     : 11/8/96

Author(s): Howard Roy

Email    : howard@mortimer.com

Credits  : Cujo 1.2 by Jonathan E. Wright (nelno@interpath.com)
           Guided Missiles v1.0 by Ken "Page Fault" Alverson (KenA@TSO.Cin.IX.Net)
           DropDead v1e By Walter Lord (lord@brodart.com)
           Flare and Eject Shell by Steve Bond (wedge@nuc.net).
           Radio Tag Bomb from The Mark I SuperScream Grenade Machine v1.0 
             by Klaus Breuer (sz0759@rzmail.uni-erlangen.de)
           Heads by Casey Robinson(robinson@got.net) and 
             Gene Warren(shrike@hooked.net)
           Proximity Mine by n-tropy (ntropy@voicenet.com)

           ID Software <- well, no ID, no Quake. Simple.

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  Type of Mod  
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Quake C  : yes
Sound    : yes
MDL      : yes


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  Format of Quake C  
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unified diff  : no
context diff  : no
.qc files     : yes
progs.dat     : yes

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  Description of the Modification  
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This is a combined package of the following patches with minimum
modification (only those needed to get them to work with each other).


 Cujo 1.2 by Jonathan E. Wright (nelno@interpath.com)
 Guided Missiles v1.0 by Ken "Page Fault" Alverson (KenA@TSO.Cin.IX.Net)
 DropDead v1e By Walter Lord (lord@brodart.com)
 Flare and Eject Shell by Steve Bond (wedge@nuc.net).
 Radio Tag Bomb from The Mark I SuperScream Grenade Machine v1.0 
  by Klaus Breuer (sz0759@rzmail.uni-erlangen.de)
 Heads by Casey Robinson(robinson@got.net) and 
           Gene Warren(shrike@hooked.net)
 Proximity Mine by n-tropy (ntropy@voicenet.com)


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 be at howard@mortimer.com

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 these cool patches',
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.

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  Brief summary of features  
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New weapons :
=============

Auto-shotgun
Magnum!
Flamethrower - You CAN catch something on fire with this one!
Guided missile
Auto-missile
Nuke
Guided Nuke!!
Flare
Radio tag pipe bomb
Promixity mine
Timed Nuke!
Gibbed head

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.*
Multiskin for multiplayer.
Enhanced multiplayer game mode (for coop and dm)

* Read the follow section for more info on ejected shells.

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  How to use Modification  
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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 some bonus weapons to this package, too, read the following
for more info.

 Press 7 (or impulse 7) a several times to scroll through the varies
missile weapons, press 6 (or impulse 6) to scroll through the varies
grenade weapons and press 2 (or impulse 2) to scroll through the varies
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 also takes
50 ammo per shot, but even the shambler can't take 3 shots from it!!

 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 10 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.

 I've added a Guided Nuke weapon into this killer pack as a special bonus.
These babies costs 50 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!

 Flare will lits up an area for around 20 seconds, then it'll die.

 Radio Tag Pipe bombs are like the pipe bombs in Duke 3D, except if it
is not tagged to an object, it'll self-destruct in a period of time.
To denotate, 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.

 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.

 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^)

 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) 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 (20 for shell, 50 for bullet) at a time,
thus will reduce the chance of packet overflow.

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  IMPULSE Commands  
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Brief IMPULSE commands summary :
(please refer to the text files mentioned above for full info)

Impulse 2    Switch between regular shotgun, auto-shotgun and Magnum.
Impulse 6    Switch between regular grenades, flamethrower, radio tag bomb,
             proximity mind and timed Nuke.
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 40   Switch to Auto-shotgun instantly.
Impulse 41   Switch to Magnum 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 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 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  Denotates Radio Tag Pipe Bombs.
Impulse 121  Disarms Radio Tag Pipe Bombs.
Impulse 130  Turn on / off shell ejecting. Useful when there is too much lag.
Impulse 200  Next skin in multiplayer mode.
Impulse 201  Previous skin in multiplayer mode.

Use the BIND command to make your life easier, example :

BIND A "impulse 100"

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  How to Install the Modification  
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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

That's it.

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  Technical Details  
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Bugs:

 Cujo tends to attack you when you're controlling your guided missiles. So
put him back to his dog house before you launch your guided missiles.

 Sometimes the game will crash and say something like 'recursive 
entrance of procedure call', 'entered clipping frame' (not exactly sure).
This could probably be the incompatibality between the patches.

 The game could crash if you try to denotate a tagged pipe bomb on any
dead bodies. (Not everytime, tho)

 Also, if you see any corpses got stuck at some weird or unreachable
location, leave it alone, shooting at them the first time will gib
the corpse, but MAY not remove the frame of the corpse correctly.
Shoot at that frame a second time could cause the game to crash.

 If you're controlling your guide missile when the gibbed head is
heading towards you, it'll not explode on impact.

 I don't have time to test out the package throughtly after I've combined
them, so if you spot a few bugs, please let me know by email. If you
could fix them, great, just fix them, and let me know. Thanx.

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  Future Enhancements  
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 Trying to combine a few more cool patches such as a 'grapping morning star'
to make the deathmatch game looks cooler. However, I'll still need the
permission and code from the authors of the above patches before I could
even start to combine them.

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  Revision History  
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 ver 0.85 : Added Eject shells.
             Added Eject bullet (or nail) shells.
             Added Auto-shotgun.
             Added Magnum.
             Added Guided Nuke!! See above.
             Added Proximity Mine. See above.
             Added Timed Nuke! See above.
             Modified Auto-missiles to work like Auto-shotgun.
             Removed partical explosion from auto-missiles.
             Fixed several bugs.
                - Check for ammo before firing new added weapons.
                - Reduced time before gibs are removed.
             Modified Nuke to take 10 ammo for each shot.
             Removed ricochet nailgun stuffs from dropdead patch,
                as it creates too much overhead and constantly
                produces packet overflow when used with shell eject.

 ver 0.8  : First version

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  Contacting Author  
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As mentioned above, my email address is :

Howard@mortimer.com

I also have a personal web site located at :

http://www.ugrad.cs.ubc.ca/spider/u6m1

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  Copyright and Distribution Permissions  
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 Authors MAY use these modifications as a basis for other
publically available work.  Please send me any modifications
you make!

 You may distribute this Quake modification in any electronic
format as long as this description file remains intact and unmodified
and is retained along with all of the files in the archive.

