Title : Chasecam II, for Hipnotic's Mission Pack 1 Filename : chasecam_hip.zip Version : 1.0 beta (2) Date : 15 Apr 97 Author : Rob Albin Email : albinatr@apci.net Web site : http://www.apci.net/~albinatr (is toast, right now) Credits : Michael Luton for the first conversion of the source code. And getting the project started in the first place, (I was asleep at the wheel on this one). id software for developing a language powerfull enough, and flexible enough, to make things like this possible. Nuff' said :-) Lando (Aka Conan) for the crazy crosshair (from his MechWar v2.0 mod) cdrom.com (For reason so obvious, you neglect to think about it usually. Then you get email from someone in New Zealand who has your patch. That's a ways out there from my neck o' the woods :-) Type of Mod ----------- Quake C : yes Sound : no MDL : yes Format of QuakeC ---------------- unified diff : no context diff : no .qc files : yes progs.dat : yes Description of the Modification ------------------------------- Chasecam II, for Hipnotic's MP1. Major rewrites/fixes to some of the more important code - check it out, and email me if you like the improvements :) Chasecam II 1.0 beta (2) notes ------------------------------ What a bitch. Fixed the targeter not to leave a model on the wall when you die. Oh well, I guess it gives me a chance to fuck up this readme file some more, (my readme's always tend to suck, anyway :) I'm a system administrator professionally, working on a Solaris/SunOS hybrid network running a little bit of everything. I spent 3 years learning C++ to land a programming job and ended up in this line of work. But I love the work. If you have a job you're excited to come in to work in the morning for, you're doing alright, IMO. I plan to continue with this patch, it's been a fun project since the beginning. Especially due to you guys who write, I'm always glad to hear what you guys think of it! If you have suggestions/comments, let me know. A 3rd person view ain't as good as a 1st person one in the long run - that's a given. But I think it can work as an alternative. I also plan to continue the patch into the new DLL format. (which is a _good_ call, IMO. Whatever runs the fastest is what we want. No questions asked, in my view. The biggest portability hit could hopefully be worked out by people (institutions :) like Dave 'Zoid' Kirsch.) I also plan to port these changes back to Quake and to Rogue's MP2. When I can get some free time to work on it. Chasecam II 1.0b notes ---------------------- 80% reworked tracking function Mostly clipping and aiming. Also adjusts your field of vision automatically (console var. 'fov'). Modified start map Not the actual BSP, just in the QuakeC... One 'genuine' riddle, and one out of the way item that may come in handy. New options in chasecam.cfg Let's you setup the default state to start in for game startup/full server resets (ex. map ) Targeter changes New model courtesy of Lando, been looking for one that didn't suck for a long time, actually. This one doesn't! Hides when wielding the axe or Mjolnir. Cam distance/height offset variables Now local to each player. (Which fixes the last of that topic, my bad.) The Spy cam is still deleted (still haven't looked at the initial bugs it ran into with Hipnotic's QC) View based jumping height deleted (It was a bad idea to start with :) Multiskin 1.1 disabled (MP1 uses some new player models, for the Mjolnir) Installation/Setup ------------------ One thing, I'm not getting paid to make this - I made it because I like editing Quake. If you don't know how Quake and related files work together - go out on the Net and find out, please. This patch has NO garauntees. I care, but I suck as a helpdesk. File destinations: quake\hipnotic\progs.dat quake\hipnotic\chasecam.cfg quake\hipnotic\progs\cross1.mdl Edit chasecam.cfg, add 'exec chasecam.cfg' to your autoexec.cfg, stir slightly and fire up Armagon :) v0.8 notes ---------- All impulses are the same (see chasecam.cfg). The Spy cam is deleted. The HUD is new: It uses bar graphs for health and armor, and doesn't stay on the screen. you have to press the key bound to the impulse to print. Automatic prints for some things - it's an interesting option if you want to experiment, I guess :-) Another is avoiding QC altogether and setting up the bindings: alias +infobar "sizedown; wait; sizedown" alias -infobar "sizeup; wait; sizeup" bind "" "+infobar" Both work pretty good if you don't mind setting up a key to use it. Which I don't, Quake looks too good to run in anything but fullscreen, IMO. The QC HUD is disabled until you press the impulse, then it's on until a full client reset. So the same impulse turns it on and uses it after that. The Hot-key weapons work with the new weapons: Still use axe, rocket launcher, and grenade launcher as hot key weapons; but the HK cycle weapons impulses include the new guns. Respawning in deathmatch, coop fixes: Think I got all of them, if you used it in DMs before, you'll notice the fixes right away. everything (targeter, cam) turns off while you're dead and comes back like it was. Also fixed dying in water to work the same. Can't select glowing targeter in MP games, now. KNOWN BUGS: Still resets settings like they were when you entered the level in single player games. I don't think there's a fix, Quake does a full flush of the progs.dat data and restarts the server. And you can't reset the internal copies of the client parms since Quake does that itself only on level changes. At least that's the way I take it - it's not immediately obvious what's going on in client.qc, that's for sure :-) Availability ------------ FTP: ftp://cdrom.com/pub/quake/quakec/misc/