Title : PAINX - SPECIAL EDITION Filename : PAINX166.ZIP Version : 1.66 Date : 15 JUNE 97 Author : TOM K. STATHOPOULOS -- BORGUS ON INTERNET Email : T-STATHOPOULOS@NWU.EDU Credits : LISTED AT THE END OF THIS DOCUMENT Type of Mod ----------- Quake C : yes Sound : yes MDL : yes Format of QuakeC ---------------- unified diff : no context diff : no .qc files : no progs.dat : yes Installation ------------ To install this patch, you must do the following: 1) Create a subdirectory in your Quake directory (we'll say "c:\quake\painx") C:> md c:\quake\painx 2) Unzip painx150.zip into c:\quake\pain using -d C:> pkunzip painx111.zip c:\quake\painx -d 3) Copy your config files into this directory C:> copy c:\quake\id1\*.cfg c:\quake\painx 4) Edit your autoexec.cfg (if you don't have one, make one) or use mine. C:> edit c:\quake\pain\autoexec.cfg 5) Bind keys for your new impulses (use painx111.cfg as reference) C:> edit C:\quake\pain\painx166.cfg 6) Run quake with the -game extension and the name of your subdirectory C:> quake -game painx Configuration ------------- I prefer to use the following configuration: 1) Full screen display with the head up display activated. This contains all necessary information including health, ammo, weapons, armor and effectively wipes out that huge waste of space at the bottom of the screen, freeing up 20% more display. 2) Chasecam view activated with height set at 0 and distance set at 120. This allows for an interesting 3D perspective in all directions. Of course, this is more practical in single player mode although I have found deathmatches to be just as fun when not playing seriously. ---------------------------------- PAIN - SPECIAL EDITION COMBO PATCH V 1.66 DECEMBER 1996 - MAY 1997 ---------------------------------- ------------ INTRODUCTION ------------ This is my attempt at making Quake the game I would have liked it to be. I give full credit to id software which outdoes itself again by releasing the source code which allows thousands of creative minds to collaborate and produce patches ranging from weapon mods to reaperbots which in effect create a totally new experience. Keep up the good work! I spent time collecting some of my favorite patches, modifying and adding my own source code so that they all work together. Easier said than done. Much of the source code had to be overhauled so that it all would compile correctly into progs.dat. I give full credit to each and every author for their original work. Thanks for making this a great patch, and also, more important, thanks for your ingenuity! I would like to take a moment and give credit to the original version of PAIN and its author, Jamie Wood (Jack the Stripper), which provided the backbone upon which this modification patch is based on. Thank you for such a wonderful add on! If you like this patch please visit Jamie's web page listed at the end of this document. I would also like to thank all other contributing authors listed at the end of this document whose original work and creativity made this patch possible. Enjoy! Tom K. Stathopoulos ------------------------- GENERAL INSTRUCTIONS ------------------------- To get the most out of this patch use the online map editor which allows you to place objects in this patch not found in maps and to remove objects that seem a bit excessive or get in the way. Your map will not be permanently altered so go ahead and have fun! Take a look at PAINX150.CFG & AUTOEXEC.CFG files and alter the bindings as necessary. This version fixes all known bugs and adds a few extra special features like sounds, graphics. By special request, I also added the airfist patch with a new model that I created so that the airgun can be picked up much like other weapons. I modified the code a bit to optimize this, not including it in the weapon ranking system since it is more of a defensive rather than offensive weapon. Thus, you will not switch to this upon picking it up or running out of ammo. You must select it first. New added features include DEATHMATCH 3 (weapons stay, items respawn) and my own creation DEATHMATCH 4 (weapons and items cycle & respawn randomly meaning all weapons and items, new and old are dumped into the battleground in a very different location). This is perfect for those who do not wish to edit their maps using my online editor but still want to use all new weapons and items like the jetpack, plasmagun, bfg, airfist etc in any map! Enter these modes at the console or command line at dos prompt followed by desired map. This version fixes a few of the bugs everyone reported back. In addition, new weapons and sounds were added with an updated head up display that is awesome in deathmatch, counts frags and connect time and uses these to calculate your rank based on a special secret formula. Mmmmm good! Anyhow, pain and death couldn't have been more fun. Just listen to all those new sounds! What's that green thing flying through the room killing all those helpless unsuspecting victims? Play and see for yourself! In single play, deathmatch, or coop, quad damage allows you to become a necromancer for as long as you are alive, so go ahead and ressurect a corpse whether it is anohter player or monster, make a little undead army and attack your enemies (players or monsters alike). In deathmatch, rune of necromancy allows you to summon undead followers of different strengths and skills depending on your health. Attack as listed previously! More details later on. This version supports up to 50 skins in single and deathmatch play. Of course when using that many, don't forget to add -winmem 16 to your command line. Select a skin and see what it looks like in chasecam mode. Your skin will stick to you and your corpse and your head until you change it with the multiskin toggle. To cut down on file size I have not included my 50 favorite skins file. Please use your own player.mdl by creating a progs sub directory in the painx directory. ------------------------- MISCELLANEOUS ------------------------- impulse 20 - Toggle auto-flare, protects against homing missiles impulse 69 - Change player gender, male or female impulse 30 - Viewpoint Toggle impulse 31 - Laser Targeter Toggle impulse 32 - Decrease Height of Chasecam impulse 33 - Increase Height of Chasecam impulse 34 - Decrease Distance of Chasecam impulse 35 - Increase Distance of Chasecam impulse 36 - Last Monster/Player Chasecam View impulse 37 - Next Monster/Player Chasecam View impulse 50 - Head Up Display impulse 200 - Multi-Skin Up impulse 201 - Multi-Skin Down impulse 13 - Drop Weapons impulse 14 - Drop Ammo impulse 15 - Drop Armor impulse 16 - Activate Switch, Door impulse 17 - Select Plasmagun, BFG-9500 impulse 18 - Select Airgun impulse 25 - Enter Edit Mode, Exit Edit Mode impulse 26 - Place Weapon impulse 27 - Place Armor impulse 28 - Remove Weapon impulse 29 - Place Jetpack -------------- WEAPONS -------------- impulse 101 - weapon class C impulse 102 - weapon class B impulse 103 - weapon class A impulse 123 - cycle weapon class Weapon classes: green (class C), yellow (class B), red (class A) armor. Weapons: #X - where # is weapon number and X is weapon class 1C - mace - Short range fighting. 1B - mace - Medium range fighting. 1A - grappling hook - Long range weapon, grinds enemies to bits. - Allows you to hang from ceilings and walls, even enemies. - Allows you to change weapons and fire while hanging. grappling hook. - To release and drop, press fire. 2C - axe - Now does more damage, making it a viable weapon in deathmatch. 2B - throwing axes - These can be picked up, saved, and thrown. 2A - flaming throwing axes - Ignites monsters, players, corpses. - Fire extinguished by jumping in water or teleport. 3C - shotgun - Now does more damage with modified timing, much like Doom. 3B - super-shotgun - Now does more damage with modified timing, much like Doom. 3A - flare gun - Provides a source of light to areas of extreme darkness. - Will mark players, monsters or walls for homing missiles. 4C - laser - Like the shotgun, does more damage and uses cells. 4B - super-laser - Like the super-shotgun, does more damage and uses cells. 4A - rapid-fire laser - Like the super nailgun, does more damage and uses cells. 5C - nailgun - No changes here. 5B - super-nailgun - No changes here. 5A - nailbomb - Explodes on contact to shred an opponent and do mega damage. 6C - grenade launcher - No changes here except explosions now include shrapnel. 6B - proximity mines - Designed to stick to walls or players, detonates when in range. - Takes 3 seconds to arm, then waits for an unsuspecting enemy. - If enemy in range, auto-detonates to do mega damage. - Disarm by firing a nail, grenade, or rocket past it. 6A - cluster bomb - Designed to fire a single grenade from which multiple grenades spawn to form a cluster of grenades. - Deadly shower of explosions meant to injure or kill many. 7C - rocket launcher - Designed to provide a rapid, deadly attack. - Slowed down to simulate rockets in Doom, now can be dodged. - Fast rocket speed. 7B - drill rockets - Designed to bury itself inside an opponent on contact, then grind and shred them up prior to exploding within them. - Medium rocket speed. 7A - homing missiles - Designed to chase players, monsters, and flares until dead or out of range. Cannot home in on undead! - Homing frequency sound acknowledges lock on target. - Slow rocket speed. 8C - lightning gun - Lightning will bounce off players, monsters, items in order. - Damage is proportionately less with each bounce. - Will do some radius damage when it hits the water. 8B - flamethrower - Ignite players and monsters. Extinguish flames by jumping in water or teleport. 8A - freeze ray - Fires an icicle that will freeze an enemy on contact for 10 seconds. - Damage is twice normal when frozen. Enemy will thaw if hurt significantly. - Frozen stuff looks like ice with cool chunks of ice as gibs. 9X - plasmagun - Fires glowing blue bursts of energy that are guaranteed to wreak havoc on even the most heavily-armored enemy. - Go ahead, fill a room till your blind and frag 'em all. - Original sounds from DOOM are used here. 9X - bfg9500 - The baddest gun of them all is back now with a new model that you have to see to believe! Get ready to melt a room full of opponents, sit back and collect all the frags. - Fires glowing green ball of energy that is geared toward the utter destruction of your enemy. - Original sounds from DOOM are also used here. XX - airfist - An awesome defensive weapon that will send you and your opponents flying, now fun as an offensive weapon too. - Designed to allow a most experienced user to reach unreachable heights and cross over treacherous obstacles by aiming down. - Hint: activate airgun just prior to hitting ground after fall, to absorb damage from impact thus preserving your health. - Modified code a bit to improve it as an offensive weapon by not only adding damage of the airfist on an opponent directly but also fall damage after they are blasted up into the air! --------------------------- RUNES AND MAGIC --------------------------- impulse 150 - use mystic rune (deathmatch only) or check rune status - The Mystic Rune will change its location every fifteen seconds. - If you acquire the Mystic Rune, you receive a random power that lasts 30 secs, some you activate, others are automatic. - Your rune icons will blink and you will be given a warning message once your rune powers expire. - If you die while carrying the Mystic Rune, it is dropped and made available for others. - Opponents are notifed that you have found the Mystic Rune. They may hunt you down to claim your rune or run away. - More than one player may hold the Mystic Rune at any time. The powers of the mystic rune are as follows: - Necromancy - Summon a hellhound (dog), zombie soldier (grunt), lesser demon (demon), or greater demon (shambler). - Depending on you health, you are allowed to summon the strongest demon servant possible. - For example, health < 50 nothing, health < 65 hellhound, health < 80 zombie soldier, health < 95 lesser demon, health < 100 greater demon. - Summoned monsters use the same keys as a resurrected monster. - Upon your death, servants are freed and may not recognize you when you respawn thus may attack you. - Grants you vampiric axe and mace powers. - Protection - Take half damage. - Strength - Inflict double damage. - Weakness - Allows you to explode, gibbing self and radius damage. - Especially effective when running into a group of enemies. - Take double damage. - Inflict half damage. - Haste - Allows you to attack at double speed with axe, shotgun, laser, grenades, rockets. - The Fiend - Transforms you into the fiend, press jump for jumping attack, attack for claws. - Take half damage. - Cannot pick up weapons, armor, health. - Regeneration - Regenerate 1 point of health about every half second if < 100. - Disease - Lose 1 point of health about every half second up to 1 hit point. - Transmissible, infect other players by touching them. impulse 250 - resurrect something - You will gain necromantic abilities from the quad damage power-up. - These powers last until death, or change of level and allow you to resurrect dogs, soldiers, players, demons, and shamblers, costing 25, 50, 80, and 100 health respectively. - Control your minions with impulses 55, 56, 57, 58. - Resurrected entities have gory undead like skins to distinguish them from living entities. impulse 55 - sacrafice all undead minions - Gibs your minions to bits and returns some health back. impulse 56 - order undead minions to attack opponent - Minions attacks the closest enemy in your line of sight. impulse 57 - call off attack - Minions will stop fighting and return to you. impulse 58 - free all undead minions - Release undead from your control, but does not return health back. -------------------- CHEAT CODES -------------------- impulse 9 - All ammo, weapons, weapon classes impulse 252 - Radiation Suit impulse 253 - Invincibility impulse 254 - Invisibility impulse 255 - Quad damage --------------------- GAME MODES --------------------- DEATHMATCH 1 - All weapons, armor, items respawn DEATHMATCH 2 - All weapons stay, nothing else respawns DEATHMATCH 3 - All weapons stay, armor and items respawn DEATHMATCH 4 - All weapons, armor, items respawn randomly COOP 1 - All weapons stay, nothing else respawns COOP 2 - All weapons stay, armor and items respawn ------------------------ OTHER CHANGES ------------------------ Gibbing - All corpses, players and monsters, are solid and gibbable. - Crucified zombies are visible in DM and gibbable. - Try gibbing a player who is holding the axe. Wow, that's cool. Blood - Added new code which makes the game a bit bloodier, with more blood and more gibs lasting longer. - Blood is spread out more evenly, especially with the shotguns, to create a truly bloody and realistic effect. - In addition to extra blood, depending on damage, gibs fly off, even when an enemy is still alive. Death - Added patch that modifies items dropped when a player is killed. - Used ammo & weapons, used armor, and mystic rune are dropped and made available for other players to pick up. Speed - Added patch to change the player's speed depending on current health condition and carried weight, so wounded and overloaded players slow down significantly. - If you are overloaded with weapons and armor, try dropping a few or just use your grappling hook or jetpack to get around quicker. Drop - Players can toss their weapons, ammo, or used armor in the direction they are facing, in the air, over walls, to players. - Tossed items can then be picked up later by them or another player. Use - Added patch to allow for a "use" key in Quake for activating doors and buttons, so gameplay will be more realistic, much like Doom. - Also, shooting at doors and buttons will activate them up close or from a distance with some good aiming. Running - Added patch which adds footsteps that are heard by yourself and others while running. - Modified code so that when you jump up and land, you hear your own footsteps also. Falling - Falling and damage now follow a more realistic physical model. - When you fall, you accelerate based on your mass and velocity until you reach a terminal velocity. If you reach that velocity, you're pretty much dogmeat. - Damage is calculated depending on how fast you were falling and your mass. - If you duck or jump just before your impact, you can absorb some of the damage (kind of like rolling with it). Teleporting/Projectiles - Monsters and projectiles can teleport and follow you through a teleporter so beware. - Projectiles can hit owner if both enter teleport together somehow. Cspike - Spikes now deflect and bounce off of walls, objects, enemies. - Some stick in the walls for some time before falling to the ground and disappearing. - Grenades throw out shards of metal and spikes when they blow up. - Modified code to limit packet overflows as much as possible, built in error correction, although I'm still tweaking the variable. Jetpack - Jetpacks now have their own model and skin, designed by myself TKS and do not need to replace biosuits in this version. - Jetpacks allow you to fly and hover over the ground so you can rain death upon unsuspecting ground-pounders. - After picking up a jetpack, you can fly by pressing and holding down jump after you're already in the air. The simplest way to do this is to do a double-jump and hold jump on 2nd jump. - You'll fly at approximately running speed in the direction you're facing, with +mlook, any direction is possible. - Hover mode, which is always on, means that you cannot sink while thrusting the jetpack. This allows you to aim downwards or sideways without leaving the air so you can shoot people below you. - If you want to deactivate jetpack, release the jump button. - Fuel is consumed only when actually firing the jetpack. There's enough fuel for about 15 seconds of burn, and you are warned a few seconds before your fuel runs out. - While flying, flames shoot out from behind your character. - Jetpacks respawn every 60 seconds in deathmatch mode. - If you die while carrying a jetpack, it and any remaining fuel will be recovered by whoever picks up your backpack. - Picking up additional jetpacks (or backpacks containing fuel) adds to your fuel store. - Jetpacks don't work in water above your waist. If only your feet are in the water, you can jet out. DoomGuns - This patch changes fire rates and ammo levels of some of the guns in Quake to reflect the weapon balance of the game DOOM ][. - Shotguns will do a lot more damage: 3 hits with the single SG will kill a player with 0/100, and the SSG will gib an opponent from short range while being rather gentle at more than a few meters. You'll also get more ammo when you pick up a shotgun. - Rockets are much slower now, so that you can actually dodge them, but beware, the RL will have twice as many rockets as usual. - With a lucky axe hit, you might even kill an opponent now. The axe's damage was increased since it was never ever used in DM. Before the axe was pretty useless, but not anymore! IKPlasma - New models and skins for plasma gun from scratch! They look just as cool as the original weapon from DOOM. - Original plasma gun sounds just like they did in Doom. - Plasmagun shoots 1 blast per one cell, and like DOOM, eats up cells really quick. Before, plasmagun fired 3 blasts per cell, making it a bit too powerful. - Damage similar to Doom's plasmagun. Grunts die usually with one hit, but if they survive the 1st they may gib on the 2nd. - 50% chance to gib a zombie per shot, makes the gun useful against them. A long burst always gibs a zombie. - Quad damage makes this gun an ultimate gibber. - Plasma bursts are electrically charged shots that fly off this gun so firing near or underwater would not be healthy. Try shooting some plasma into water when your opponents are down there. - Impulse 9 (cheatcommand) gives you this gun as well as others. - Impulse 17 selects this weapon. When you use the weapon cycle key, it's right after the lightning gun. - When making a level, use "weapon_plasmagun" to place the weapon at that location or simply use my online map editor! - This gun is meant to be a ruler weapon. It is overpowered and doesn't eat cells too fast. BUT, you only get 15 cells (45 shots) with this gun. Basically, use the plasma like you would use the lightning gun. - The only disadvantage to this gun is it's inability to function underwater and the its relatively slow speed (when compared to lightnings). BFG-9500 - The initial BFG shot travels at a velocity of 500, faster than the player but easily avoided if you're paying attention (I used this value because it felt right, not because it worked out to any factor of Doom speeds). - The impact of the shot does 70-300 points of damage, scaled down from the damage in Doom because nothing in Quake has as much health as the Cyberdemon in Doom. This way, single play mode is left a little more challenging since Shambler's cannot be killed by a single direct hit. - The damage cone fires a random time between 0.2 and 0.4 seconds after the impact of the shot. The FAQ said 0.4 seconds, but it seemed a tad long, so I randomized it. The cone covers 60 degrees and starts 30 degrees to the left of the player, firing in the same direction that the initial shot was fired (not towards the impact point!). Because Doom was effectively 2D and traced planes instead of rays, the Quake BFG casts 5 rows of 40 traces, above and below the horizontal plane in which the BFG was fired. This closely gives the effect of the Doom BFG, even though it is not using the exact same number of rays. If only one row were cast in the plane the BFG was shot, only entities even on that horizontal plane would be hit, which is *not* how the Doom BFG worked. The traces also do more damage than the Doom BFG, but this was changed so the effect of multiple bodies gibbing seemed closer to the Doom BFG. Traces do not continue until all their damage is absorbed -- the first entity effectively absorbs the ray, even if it does not take maximum damage from it. Airfist - A compressed air weapon that sends almost anything it is aimed at flying. This weapon is also used to send incoming ordinance other than where it was originally intended. - Although unofficial use, some in the field have become adept at using a blast aimed at the ground to overcome both hostile and unattainable ground. - Be warned, the self-recharging compressor requires time after a series of rapid bursts. - Firing the gun underwater behaves differently, give it a try! - In teamplay, try passing health packs to injured teammates, or ammo, or even weapons and powerups! - With a little practice, you can blast and jump amazing distances. - In deathmatch, try hiding weapons, powerups, healths, or whatever. Also, blow the same objects into lava, blow opponents into lava! Crucified Players - I've been waiting for this one a long time. Now my patch is ready for release! Actually, it's an awesome patch that adds atmosphere to any level. Check out Bubbah's site listed below for cool stuff! - This patch changes the crucified Zombies hanging on the walls into your good ol' Deathmatch pals, who scream in pain and have a serious problem. Do some good, deliver them from their pain! - Crucified players writhe in pain, are gibbable and use those awesome gibs and sounds from QTEST1 that never made it into QUAKE. - Crucified players have their own .mdl file and skins now! Editing Mode (I'm not done with this yet, not released - TKS) - All maps are compatible with this patch. However, they may not have all the armor, weapons, and accessories that make this patch great. - I have created an online editing tool that allows you to add and remove armor and weapons (1 - 9) in single or deathmatch play to your favorite maps. This feature is rather simple to use. - Impulse 25 enables editing mode and gives you all weapons, all armor, all weaponclasses. Enter this impulse again while in editing mode to exit editing mode, which effectively kills and respawns you. - Impulse 26 places your current weapon (1 - 9) at the spot you are standing in. It should respawn within 30 secs. This includes Axes up to Plasmagun respectively. - Impulse 27 places your current armor at the spot you are standing in. This is accomplished by toggling the weaponclass feature. If current weaponclass is "C" then current armor is Green, "B" is Yellow, and "A" is Red. - Impulse 28 removes closest weapon from map, for those maps that are overloaded with weapons. - Impulse 29 places a jetpack at the spot you are standing. It should respawn in 30 secs. - When you are finished editing, promptly kill yourself, respawn, and enjoy your new map! -- TKS :) - Plan to add options which add or remove monsters, health, ammo, etc. - Note: the original map is not permanently altered. Misc Grafix - PAIN logo symbol added to the console screen. - Colorful comments for cheat codes and on start up. - Grappling hook and axe have axe graphic in ammo box. - Axe and lasergun icons added to the weapon bar with plasmagun, bfg, airfist pending. - Revised models and skins for shotgun, supershotgun, and lasergun by myself - TKS. - Created new model for airfist that you can pick up during a deathmatch or coop - TKS. - Created new model and skin for the jetpack designed by myself - TKS. - Shotguns eject empty cells. ---------- KNOWN BUGS ---------- Combining different patches from different sources was quite a chore and getting them to work together while keeping the other patches functional was even worse. I've done my best to rewrite the source as much as possible, streamlining the code, as to limit the number of bugs during single player and deathmatch. I'm sure someone somewhere will find some bug that I am not aware of or am still in the process of fixing. Just let me know. Thanks! -------------------------------------- Copyright and Distribution Permissions -------------------------------------- Authors may acquire these patches & source code from the internet and use these modifications as a basis for other publically available work. Let me now if you have made something interesting, maybe we can add it on to my collection. :) 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. If you're going to include this modification in a commercial product, such as a collection CD, you will need to ask me first. If it sounds interesting enough, you'll have to send me a copy of your product. Of course, prior, contributing authors will be notified for their permission. :) -------------------------- Credits and Special Thanks -------------------------- Jamie Wood (JACK THE STRIPPER) - PAINC101.ZIP Email: ghoti@erols.com Web site: http://nachos.net/jwood/pain/ Rob Albin - CHASECAMV4.01.ZIP Email: albinatr@apci.net Web site : http://www.apci.net/~albinatr Harlequin - JETPACK11.ZIP Email: dtebben@alumni.caltech.edu Web site: None Dave 'Zoid' Kirsch - 3WCTFC40.ZIP Email: zoid@threewave.com Web site: HTTP://www.threewave.com Iikka "Fingers" Keranen - IKPLASMA12.ZIP Email: ikeranen@raita.oulu.fi Web Site: http://www.student.oulu.fi/~ikeranen Jonathan E. Wright - BFG11.ZIP Email: nelno@interpath.com Web Site : http://www.trailerpark.com/phase1/nelno/ Evolve Team - AIRFIST1.ZIP Email: None Web Site: http://www.voyager.co.nz/~darkmare/index.html Marin Gazzari (Kandyman on IRC) - DOOMGUNS.ZIP Email: mgazzari@netway.at Web Site: None Felix Zwingenberger (BadBoz) - ZOMPLAYR.ZIP Email: felix.zwingenberger@hamburg.netsurf.de Web Site: http://www.worldacces.nl/~yue/mdl.htm (Bubbah's Monster Models) Charlie Zimmerman - CSPIKE10.ZIP Email: czimmerm@cyberenet.net Web Site: None Werner Spahl - DMPLUS17.ZIP Email: a1619195@smail1.rrz.uni-koeln.de Web Site: None Walter Lord - ADVQCC.EXE (REVISION) Email: lord@brodart.com Web Site: None