Bug fixes and mod additions: Version 3 Made pipebombs a new weapon based off of the grenade launcher (new model for both the launcher and the pipe bomb itself) Added a new player texture (hey, it looked cool) Added new sounds for hologram, replaced the footstep sound (it was horrible, this one is awesome.) Made footsteps occur on only one frame instead of two so it just sounded better (it doesn't look as right though) No longer going to include the dat file (sorry, you'll have to compile it yourself - but that's easy) Version 2 Fixed bug in detonation of pipe bombs and termination of hologram upon player death. Added bug fixes for thrown axes as found in the latest version of that mod. Added grapple hook. Damn this thing is way too cool. Added proximity mines. I just liked the idea. These auto-detonate upon death as well. Added new models and sounds and added one new texture to the player.mdl. I set it right now so that proximity mines cost 2 rockets and Pipe Bombs cost 4. Since I haven't had a chance to play this in a real deathmatch environment I don't know how well these costs work out. below is a list of the added and changed files and a very brief indication of what each does. the archive contains the source, necessary models/sounds and the progs.dat file I really really want to make each of my mods choosable via console, anybody with a good idea on how to do this, please email me. Note: most of these mods were written by others and incorporated into one dat file by me with some minor changes to many of the mods. Thanks to all that have contributed (willingly or not) to this compilation. To use: create a subdirectory in your quake directory unzip the zip file in that directory and make sure to create subdirectories (for the progs and sounds directories) in dos this would mean (please forgive me if this is obvious) cd \quake (or whatever your quake directory is) mkdir sg (place zip file in sg) pkunzip -d sg now run quake with the -game sg parameter and you are ready to go look through the weapons.qc for binding needs to use most of this stuff (I tried to stick with what was given me, so it should be pretty standard) impulse 150 Feign Death impulse 20 Throw Backpack impulse 21 Drop Proximity Bomb impulse 30 Fire Flare impulse 31 Activate/Deactivate hologram impulse 33 Use for right turning of hologram impulse 34 Use for left turning of hologram impulse 36 Activate/Deactivate camera impulse 62 Detonate Pipe Bombs impulse 200 Cycle Forward Through Skins impulse 201 Cycle Backward Through Skins H_PLAYER MDL PLAYER MDL head model and player model for skins I have reduced the number of skins to 18 so that the game would load/play faster and because some of them weren't terribly good looking (though I couldn't have done better) These are: Quake Bio Suit Duke Nuke'm NYPD Rage Against the Machine Moleman Evil Eye Ninja Dark Toad Predator Judge Dredd Terminator C3PO Stormtrooper Boba Fett Bossk Han Solo Crusader New Alien looking guy (not from Alien/Aliens/Alien 3) This is the sequence that they occur in SHELCASE MDL shell casings for eject mod THROWAXE MDL thrown axe model for, well thrown axes CHAIN QC grapple hook qc file CAMERA QC camera addon for hologram function CLIENT QC many changes here skin accomodation parm for transfer of skin between levels accomodation for transfer of skin when respawning teamplayer rules mods kill a teammate, be killed (teamplay 3/4) support for skins (teamplay 2/4) change teams after firing a shot, be killed (teamplay 3/4) parm for thrown axes bprint changes for new weapons in ClientObituary() no armor save for drowning damage no armor degredation for drowning damage (note, this doesn't apply to lava/slime) COMBAT QC no armor save for drowning no armor degredation for drowning damage DEFS QC new variables to support new functions EJECT QC add on for shells ejecting from shotguns FEIGN QC took feign death code out of player for modularity allows you to fake dying, small bug is that you are difficult to hit when feigning death though you will still take damage. HEAD QC solid gibbable heads (single player only, bodies got annoying) HOLOGRAM QC hologram code for producing a double of yourself. Also uses the Camera code added spawn fog when Activating/Deactivating your Hologram uses teleport sound when Activating/Deactivating hologram is a SOLID_TRIGGER so that touching a hologram produces sound/fog ITEMS QC random item respawn in deathmatch (I left the original code commented out for easy replacement, thinking about making it deathmatch 3 or something) exploding backpacks when they have rockets MISC QC backpack_explode code OGRE QC got rid of sparks in explosions PLAYER QC make solid gibbable heads allows for feigning death accomodates frames for thrown axes detonates pipe bombs upon death deactivates hologram upon death THROWAXE QC thrown axe code TRIGGERS QC teleporting of any (most) solid object note: some things are hard to get to go through the teleporters perhaps due to think times? WEAPONS QC laser gun replacement for shotgun skins impulses hologram camera thrown axes ... modified so that they didn't bounce so far after hitting someone (left the bounce off of walls alone) weapon recoil replaced explosion(sparks) with blood/gibblet (can lead to packet overflow if there are too many going on at once flares pipe bombs won't switch to lightning gun underwater when you run out of ammo in another weapon throwable backpacks (that can be blown up if you had rockets in it) proximity mines (these can be shot to detonate. They have a delay between recognition of a target and actual detonation that emits a sound) WORLD QC added some precaching had modified bodyque for solid bodies in deathmatch, caused intermittent crashes so I had to comment out (left in for development) if anybody has any suggestions, please let me know. I want to play soccer with my enemies' heads. ZOMBIE QC made wall zombies gibbable PROGS SRC inclusion of eject.qc, camera.qc, head.qc, hologram.qc, feign.qc Shannon Greene blckbrt@wavenet.com sgreene@brooktree.com http://www.wavenet.com/~blckbrt