Title : Respawn Filename : respawn.zip Version : 2.0a Date : March 3, 1998 (3/3/98) Author : Patrick Martin Email : cimartin@flash.net Type of Mod ----------- Quake C : Yes (Type: Misc/Monster) Sound : Yes MDL : Yes Format of QuakeC ---------------- unified diff : No context diff : No .qc files : Yes progs.dat : Yes Construction ---------------- Base : New code added to some standard qc files. Build Time : Five LONG days + more long days. Editor(s) used: MS-DOS text editor, QC106PAC, PROQCC 1.60. Hardware used : Pentium-100 with 16MB RAM and Quake v1.06. Known Bugs : None. Impulses : N/A Description of the Modification ------------------------------- This mod (faithfully) brings the respawn mode found in Nightmare Doom back to Quake. If you choose to play Quake on Nightmare with this mod, you are in for a brutal treat! When you kill a monster, it will respawn 10-90 seconds later and hunt you down. Even severed heads are restored back to living monsters. Also, just like Doom, all ammo boxes, weapons, and backpacks dropped by monsters will yield double the normal amount of ammo. This mod "isn't even remotely fair." :) Other changes to the game include the following: * Enforcers' blaster bolts do not glow anymore; too many glowing entities slow down game play, and the blaster bolts don't need glowing effects. * It is now possible to gib fish. Fish also become non-solid the instant they die. How to Install the Modification ------------------------------- * Create a subdirectory called RESPAWN within the QUAKE directory. * Place the progs.dat from this archive into the RESPAWN subdirectory. QUAKE | +--- ID1 | +--- RESPAWN (new progs.dat goes here) * Change to the QUAKE directory and type the following (without the quotes) on the command line: 'Quake -game respawn'. Revision History ---------------- 3/1/98: version 2.0a * Added a progs.dat to archive. 9/14/97: version 2.0 * Greatly simplified the respawn code. * Spawn (a.k.a. tarbaby) can respawn. * Flying or swimming creatures respawn at their original locations instead at the ground below it. * Fixed a bug where some monsters respawn at where they died for no apparent reason. * Killing respawned creatures do not activate triggers that require the death of a group of monsters; you must kill all the members of the group at least once to complete the sequence. 7/25/97: version 1.2 * Cleaned up some code. * Fixed semi-ghost bug when a dead monster gets crushed then respawns. 5/3/97: version 1.1a * Removed shotgun stuff (to cut down on file size). * Edited some text. 3/20/97: version 1.1 * Monsters respawn in teleport clouds instead of getting up. * Monsters respawn at their original locations if possible. (If not, they respawn where their bodies/heads lie.) * Severed heads can respawn. * Ammo gained from items is double the normal amount. * Enforcer bolts do not glow anymore. * It is possible to gib fish. 3/17/97: version 1.0 * First release. Credits ------- * ID for creating Doom, Doom][, and Quake. * Rob Albin for QC106PAC.ZIP. * Lee Smith for PROQC160.ZIP. * Olivier Montanuy and Ferrara Francesco for the QuakeC manual. * Rene Post for qME. * Mom and Dad for plenty of good stuff. * God! Author Information ------------------ I am a 26 college graduate with one degree in mathematics and another degree in computer science. I currently live in Edmond, Oklahoma (which is in the United States). I am currently a member of The Coven. Webpage is at - http://www.planetquake.com/TheCoven/ I am also the author of the following Doom][ and Quake stuff: DOOM][ levels BLAKGATE DARKEDEN PM1523 Quake QC mods ARCHSHAM BOXFIX BREATH BUSTER CHARGE CHOKE CRANKED DKNIGHT DOOMSHOT DRAGONS GASBOMB LOB_AI NAPALM RESPAWN Quake2 DLL mods NAPALM2 Copyright and Distribution Permissions -------------------------------------- You MAY distribute this mod, provided you include this text unaltered. If you want to place this mod on any medium such as (but NOT limited to) a disk or CD for commerical distribution, please contact me first. Disclaimer ---------- The author of this mod is NOT responsible for any damage caused by the use of this mod! If your computer malfunctions, you are on your own. To put it another way, use this mod at your own risk. Availability ------------ ftp.cdrom.com (One final hint: If you're stuck, CHEAT!!!!!)