KRYN KONVERSION version 0.30 author - Athos Konkoran Kryn email - athoskryn@aol.com !!!UNZIP WITH THE '-D' OPTION!!! CONTENTS - just do a text search to go to the section you want! DESCRIPTION - a description of the conversion..with some of the new stuff mentioned CREDIT - duh..i credit those whose work i so collectively added FIXED BUGS - the bugs i fixed from the previous release BUGS - any known bugs i know of IMPULSE - a list of impulse commands...revises the originals...read it! PLANS - any up and coming plans for the near future i plan on adding WISH LIST - a "yeah right" section of things i wish i could do or things that will take a very long time for me to do DESCRIPTION...(sort of) okay...just another conversion you say...with lots of extra weapons... well yes, but not implemented the way you think...all the extra weapons are there own weapon entirely, they can be placed into levels by themselves and be picked from backpacks, etc. well, i am up to a new version....0.30 to be exact...i fixed most of the bugs and added a lot of new stuff...it is getting there i am very close. all the changes in the original sections are marked with a double asterik'**' 10:14:2189::1300 -now logging into "colonialmilitary.transmit.communication" User : well, what the frag are they? Athos : glad you asked, i will make a list -now recieving data transmission from *****encrypted****** -now loading data file "weapons.specs.list" = weapons **if at any time no ammunition is had...all weapons are holstered** **can holster all weapons by the impulse 102 command** **now has a encumberance system completely coded from scratch by me...now have a limit to the amount of stuff you can carry...this modifies your speed..and your jump height** = unarmed weapons = axe - original **need at least one axe to use as a melee weapon** = throwing axe - ability to throw axes with a maximum of 5 for carrying = shotgun shell based weapons **shell ejection...randomizes through two different sounds** = shotgun - original = double-barrelled shotgun - original = repeater - an automatic rifle capable of firing vast bursts of shotgun shells at a time...great for crowds **a new sound for the firing** **slightly tweaked the damage** ---- weapon_autoshotgun ---- = nail based weapons = nailgun - original **nails repel/stick/normal hit off off walls** = perforator - original **nails repel/stick/normal hit off off walls** = pulverizer - a variant on the perforator developed by CryoCore Technologies. CryoCore inside informants say that the pulverizer can fire long bursts of nails like the perforator, but it fire them in vollies, firing five at a time to be more precise **changed to a kind of fifth side of a six sided die shape i got the idea from the requiem patch** **pulled the nail repel coding out of firing the pulverizer to get rid of the 'no free edicts error** ---- weapon_spreadnailgun ---- = rocket based weapons **made max rockets equal to 50** = grenade launcher - original = rocket launcher - original = missile pak - a large Colonial Military field weapon. the missile pak was developed by the Colonial Military for small infantry assaults against large groups of BioWar devices and their like. packing a mean amount of recoil, but with a huge punch...three missiles at a time ---- weapon_threelauncher ---- = cell based weapons **made max cells equal to 200** = laser cannon - common field weapon carried by the Colonial Military. fires a burst of focused light ---- weapon_laser ---- = thunderbolt - original **added from the teleweapons patch-thunderbolt blast will only damage those in water if discharged..and if shot into water from out of it will damage those inside it a little bit** = burning plasma - a heavy duty weapon developed by Nanotechnologies Inc. burning plasma fires super heated molecules of matter, the matter heated is usually the air surrounding the inport vents near the rear of the gun. rumors of a new variant being developed by CryoCore Tech. are abound, supposively this new variant can super heat any matter fed into the gun, doing vasts amounts of damage **used coding for thunderbolt so that shooting into water only damages those in water** **now uses 2 cells per shot** **now fires at the previously fast rate** ---- weapon_plasma ---- -now closing data file "weapons.specs.list" User : okay, what gives...what else does this 'conversion' involve? Athos : hold on... -now recieving data transmission from *****encrypted****** -now loading data file "skills.specs.list" = basic skills = throw backpack - you can throw your current weapon and half of its ammo into a bag and toss it to a fellow merc. in addition the ammo you have for weapons you do not have goes in there too. = detonate - most mercs in your division have been retrofitted with one of the craziest last-ditch weapons available twenty pounds of endo/bio explosive...in your chest cavity. once detonated tons of damage and most of your body are riddled amongst any near by targets. **= holster weapons - this command will put away all of your weapons leaving you unarmed...can get back to your weapons...(starting at the axe if cycling through them)...or select them by hitting the appropriate impulse command...why in the hell would you want to do this?....(hmm...dunno =) )** /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ -impending page break -now logging off "colonialmilitary.transmit.communication" well i hope that gives you an idea of whats in this conversion...so far... as future versions get out i will release more information about it ============================================================================== CREDIT WHERE CREDIT IS DUE okay here we go ID SOFTWARE - for making quake...and the supernailgun mdl from qtest Ronald E. Mercer - teleporting items Iikka "Fingers" Ker„nen - burning plasma mdl files and code Wedge and Choryoth of quake command - throwing axe code and mdl files Steve Bond - eject mdl files and code Charlie Zimmerman - nail ricochet code Jeff Epler - for the awesome chasecam coding with multiskinpro and laser sight and spotlight...the whole enchilada that came with his source files...oh yeah and the solid monster coding too...all very cool stuff Stefan Schwoon - backpack throw coding ( well at least the base for it...i REALLY tweaked it to handle all of my new coding ) Dave Weiden - coding for the extra "pull chainsaw" frames for ogre...i added an actual sound... Bill Turner - coding for xsoldier...a VERY awesome idea...i tweaked it just a little Jacob Fenwick and Robin Ball - coding for drone and the mdl's my conversion can support maps with "monster_drone"'s in it Patrick Martin - coding for the extended hell knight with the extra frames and what-not...i tweaked this a little too n-tropy - coding for the laser gun Psycho Prisoner - coding for the exit messages in deathmatch says different things depending on how many frags you leave with...i changed the messages though Chris ( no last name given ) - coding for falls...i made it a bit more fair though with the damage... Werner Spahl - for his coding to allow enemies to take damage from falls/lava/slime and drown...i had to tweak it a bit so that they did not make the player hurt sound when they fell **The Evolve team - for there awesome model for the air fist i used the model but only switched around the pallette on the skin** **Rene Post - for QuakeMe version 3.0 beta...very very very awesome editor...get it...i used this to fix some of the models bad offseting and change the plasma gun** OKAY...i THINK that is it, if for some reason you see your modification in my patch..PLEASE email me and tell me...i will credit you in the next release, with an apology too =) FIXED BUGS since version 0.09 1. removed the troublesome ai's and combat qc files and replaced them with the originals...no more nonroving monsters 2. fixed all impulse commands and picking up weapons/backpacks/ammo will alway pickup a backpack...even if not carry due to space and/or encumberance 3. fixed cycling so it actually works...slightly still a few bugs i know how to get rid but have not yet 4. a lot of bugs that showed up between versions!! BUGS?....what bugs....well i know of two 1. cycling commands need to be tweaked...to work 2. i am sure that is not it....hmmmm MDL/WAV ADDITIONS since version 0.09 added new missile mdl for the 'missile pak' added new wavs for shell ejection added new wav for firing the pulverizer added new wav for firing the repeater tweaked the plasma gun mdl so that it looks more 'a la doom' the way it is held anyway here is the impulse list impulse 1 - 14 selects the specific weapon 1 axe 2 throwing axe 3 shotgun etc... impulse 15 cycles forward impulse 16 cycle backward impulse 30 toggles the chasecam impulse 31 toggles laser sight/spot light/both off impulse 32 changes cam view down impulse 33 changes cam view up impulse 34 changes cam view toward impulse 35 changes cam view away impulse 100 detonates yourself impulse 101 throws a backpack...rules? see above documentation **impulse 102 holster all weapons** impulse 200 multiskin up impulse 201 multiskin down impulse 252 server flags command impulse 253 all keys impulse 254 all weapons and ammo impulse 255 quad cheat finally the end...i hope i did not forget anything PLEASE email any bugs/comments/suggestions/flames(!) to athoskryn@aol.com it would be most appreciated PLANS for the future... add 3 scenes to player mdl one with the player hurt with no axe in hand but gun on back two with the player running with no axe in hand but gun on back three with the player standing with no axe in hand but gun on back get/make a better mdl for the pulverizer get/make a mdl for the repeater get/make a mdl for the laser cannon get/make a new wav for the missile pak modify/make new maps that incorporate my new weapons WISH LIST... a life ( wait one damn min..) some mdl files maps that incorporate my new weapons the names of them..just look in the above data transmission...