========Darkforge Beta 1.2======== NOTE: Other than my exloding Ammunition, this is a simple bugfix. DRKFORGE.PAK should be named PAK0.PAK. Sorry. Author: Daos (daos@nym.alias.net) Welcome to Darkforge, a patch for Quake. (May also be a conversion one day..) Darkforge adds a number of features to Quake. The major features are: 6 Character Classes Magic spells Grappling Hook Chasecam/LaserTargeter Toughened Grunts Deathmatch with Grunts Explodable Ammunition Here are the Character Classes: Immortal: A strange intertwining of human and magic, the Immortal is both blessed and cursed with near-invincibility. Starting Max. Health: 100 Special Abilities: Damage Resistance (Invulnerable for 4 secs after damage is done to him.) Attack block (If timed right, can block any attack that does damage) Special Nailgun (Nailgun uses less ammo) Magic Axe/The Quickening: The immortal does double damage with his Axe, and if he kills a player/grunt/enforcer/shambler with it, his health and maximum health are increased. Has a limited capability to do damage to others with invulnerability. Devil: A demon from the pits of hell. 'Nuff said. Starting Max. Health: 200 Special Abilities: Firebolts: Shotgun and Super Shotgun fire firebolts instead of shells. Can be fired without ammunition, but when this is done, eats away at Devil's health. Hell-Knight Attack: The devil's grenade launcher is replaced with the ability to do a Hell-Knight's attack. BloodBomb: Replaces Rocket Launcher, when fired, does 30 damage to the Devil(can be quadded), and fires a BloodBomb. The BloodBomb is a slow-moving projectile that creates a huge explosion upon impact. Get FAR away from this if you wish to survive. (This creates a TODO: Put in anti-camping feature.) Quad-damage lasts 50 seconds instead of 30. Dark Mage: An evil necromancer wishing to gain control of hell. Starting Max. Health: 80 Penalties: Maximum Health starts at 80. Can't use armor stronger than yellow armor. Can't use Grappling Hook. Can't use Thunderbolt. Special Abilities: Life drain: 1/3 of all damage done by a Necromancer is added to his health. Has magic. (See magic section) Invulnerability lasts 40 seconds instead of 30. Invisibility lasts 60 seconds instead of 30. When he grabs a mega-health, his max. health is raised by 10. The thunderbolt increases the rate of mana regeneration. White Mage: The antithesis of the Necromancer, the White Mage is a person dedicated to the pursuit of good and the healing arts/ Starting Max. Health: 120 Penalties: Can't use Grappling Hook. Can't use Thunderbolt. Special Abilities: Has magic. Archangel: A being of pure energy sent from heaven to stop the forces of Quake at any cost. Starting Max. Health: 280 Penalties: Quad damage only doubles damage. Armor is less effective when worn by an Archangel. When others do damage to him, they _gain_ health. Advantages: Jump about 12 times as high as normal people Fires all weapons faster. All attacks do 15% more damage. Mechwarrior: A soldier who has combined the best of flesh and steel, the Mechwarrior is a formidible being looking for a challenge. Starting Max. Health: 300 Penalties: Can't use grappling hook. Armor doesn't give him armor. All attacks to 10% more damage to a Mechwarrior. Special Abilities: Regenerates shotgun ammo at a rate of 10/5 seconds. Jump-Jets: Jump jets allow the Mechwarrior to jump (almost fly) amazing distances. However, the jets consume shotgun shells (fuel) at an incredible rate. When he grabs armor: Green Armor: If health is less than 150, heals to 150 health, and becomes invulnerable for 10 seconds. Yellow Armor: Restores health to full. Red Armor: Power and Equipment enhancement! Restores health to full, gives all weapons, and maxes out ammo. Special Weaponry: Hyper-dimensional Axe: A strange weapon, this axe does damage equivalent to the MechWarriors current health. Auto-Cannon: Replaces super-shotgun. Has a ridiculous rate of fire, but EATS ammo. Gauss Rifle: Replaces super-nailgun, does enough damage to kill a shambler in one hit, but has a long cycle time. (5 seconds). LRM-10: Replaces thunderbolt, fires 10 homing rockets in quick succession, but has a _very_ long cycle time, so if they don't kill, the MechWarrior is most likely *meat*. Also, you don't want to shoot this into a wall. Standard homing Rocket Launcher: Replaces normal rocket launcher, but has longer cycle time (3.2 seconds) Magic: The dark and white Mages have the capability to use magic in battle. They both start with 100 mana and recover at a rate of 3 mana/5seconds. If they have a thunderbolt, it recovers at 10mana/5 seconds. Spells are activated by Impulse 8. (Why they can't use thunderbolt.) Format of spell listings: Spell(Mana Needed): Description The Dark Mage's spells are: Magic Missile(5): Fires a small firebolt at a target. Fly(30): Allows the Mage to fly through the Air for 20 seconds. (use swim up&down to go up and down.) Hold Person(20): Freezes a monster for 5 seconds or until hit. With a player, it may freeze them in place for 5 seconds, but I'm not quite sure. Fireball(30): Fires a fire ball at a target. Works like a rocket. Hell's Retribution(200): The all-powerful spell of massive destruction. Works on one target. If the poor unfortunate soul is not a player, they take 30,000 damage (this will kill Shub) If they are a player, the Necromancer's maximum health is raised by the target's current health, and the target's current and maximum health are set to ONE. Exchange Life(100): Switches your health and target's health around. (NOTE: DON'T USE THIS ON Shub or Cthon.. Well, it would be kinda funny on Cthon, considering that he has 3 health and the electocution thingy does 1 damage each time it tags him.) Anvil Fury(40): Fires out five Anvils that bounce around. They hurt. Human Torch(50): Fires a bolt that is very likely to set whatever it hits aflame. The White Mage's spells are: Health(10): Tosses out a health box. Fly(30): Same as the dark mage's spell. Hold Person(20): Same as the dark mage's spell. Holy Vengance(10): Creates a sound of meteors crashing, then about 3 seconds later, does an explosion for 500 damage. Divine Intervention(200): Calls upon the powers of heaven for help in a time of need. Gives the thunderbolt, the rocket launcher, 100 rockets, 666 health, and 50 mana. Ghost(40): Turns noclipping mode on for the White Mage for 15 seconds. This can be fun in a deathmatch. No Spell(0): Does nothing. Other stuff and basic play: Darkforge uses a slightly modified keyboard format; The modified keys are: A: Move forward Z: Move back S: Strafe Left D: Strafe Right E: Fire and release grappling hook W: Let out slack on grappling hook R: Pull in hook T: (Immortal Only) blocks an attack. M: Is now used to send messages. V: Toggles chase camera B: Toggles laser targeter F: Switches to next weapon 9: Does an Impulse 9, which now changes class instead of the cheat. If you _really_ suck and need to cheat, use impulse 13. I: Prints character info. (Health, Max. Health, and Class) Mage special keys: Q: Same is Impulse 8, handy for firing spells. G: Moves to previous spell. (spell stats are shown) H: Moves to next spell. (same as above) Mouse Button 2: Jump ALT: Mech JumpJets Also, the sensitivity is cranked up to 25 and mouselook is turned on by default. If you don't like this, do an exec keybrd.cfg, which modifies the config a little: Turns off mlook. sets INS to strafe. sets s to force_centerview sets a/z to look up/down. Special aliases set by default: i_hook: Hook throwing impulse i_grow & i_shrink: Hook grow and shrink impulse +/-grow does i_grow. +/-shrink does i_shrink. next_spell switches to next spell. prev_spell switches to previous spell. +/-jets turns JumpJets off and on. immortal switches class to the Immortal devil switches class to the Devil dmage switches class to the Dark Mage wmage switches class to the White Mage angel switches class to the Arch-Angel mwarrior switches class to the MechWarrior Impulse list: 9: switches class, and if temp1 is != 0, sets class to class #. (temp1 is used by the aliases.) 13: Cheats. 14: Character Report. 30: Toggles ChaseCam. 31: Toggles lasertargeter 32: Lowers ChaseCam 33: Raises ChaseCam 34: Moves ChaseCam Closer 35: Move ChaseCam Farther 36: Changes ChaseCam POV + (only in Single Player) 37: Changes ChaseCam POV - (only in Single Player) 38: Reads temp1 into chasecam distance 39: Reads temp1 into chasecam height 40: Switches to Previous spell 41: Switches to next spell 50: Toggles HUD (probably won't work.) 130: (Immortal only) Executes an attack block. Only one tic long, so it must be timed _perfectly_ to work. 131: Turns on JumpJets 132: Turns off JumpJets Note about class switching: When you switch class, all of your ammo is removed, your health is dropped to its new maximum, and your armor is removed. Also, you can only switch class when you're over 50 health. Deathmatch with grunts: Add 128 to your standard deathmatch setting. (They don't respawn, but life can become quite painful for the first few minutes in a level.) Explodable Ammunition: If you hurt someone that has rockets (players/grunts) and they aren't wearing armor, there is the very real chance that their ammunition will explode! Hint: It's like discharging above water, so be careful in a close-in combat. The .INF file. If you're in win95, you can right-click it, then click on install, and it will install itself and put itself in your add/remove programs menu, but only works if your quake is installed in C:\QUAKE. Distribution: This patch/addon/partial conversion for Quake may be freely distributed electronically as long as this file is also included. With the SOLE EXCEPTION of Walnut Creek CD-ROM, this may not be included in ANY compilation sold for a profit whatsoever. Thanks to: Hipnotic, for releasing their QC. General Wart, for custents. (I'm going to use the entity-specific gravity soon. If you see this, could you *PLEASE* give me a diff of the .qc in your current custents from the v106qc?) The person who wrote Ultimate Quake (it's his Anvil model). Rob Albin (ChaseCam) Perecli Manole for the Grapple Hook(v3beta) Whoever wrote X-Soldier (Grunts can be a pain in the ASS now! "5 grunts in a room? No problem. SHIT! Where'd those grenades come from?!?!?.) If someone has a multi-skin soldier.mdl, I'd like to see it. (something in X-Soldier)