MORNING STAR v1.09b Hi! Instructions: 1. Store the PAK0.PAK file in any subdirectoy of your Quake program directory EXCEPT the \id1 subdirectory. (Trust me, you DON'T want to erase your old PAK0.PAK file.) 2. Start up Quake using the -game parameter to indicate which subdirectory the PAK0.PAK file is stored under. For example, if Quake is in C:\QUAKE and the new PAK0.PAK file is in C:\QUAKE\GRAPPLE, you would use the following command line for Quake: QUAKE -game GRAPPLE 3. The Morning Star is fairly simple to use, but rather difficult to use correctly. Press the attack button to fire the Morning Star. If the star makes contact, and you are still holding the attack button, you will be pulled up to it and held there until you release the star (by releasing the attack button). You can now change weapons while the star is attatched to something. (I didn't want to do that, since it makes the star ridiculously powerful as a weapon. But apparently the majority of Quake players won't use a weapon unless it's at least as powerful as a BFG 9000.) You can't control the star while you are using another weapon though; to unhook the star, you have to change back to it. (I will change the star back to the "old style" if I get enough complaints. For some reason, people only like the super-powerful weapons until they get nailed by it themselves a few times. ) Also, if the hook doesn't QUITE pull you up to a platform, you can press the jump button while hanging. This makes you move the chain downward, to foot level. Usually this is enough to get you onto the platform. (If you are trying to pull yourself up from the bottom of a platform through a half-inch hole, though, don't bother. Fixes since 1.00: - No longer causes crash when attached to a shootable trigger or evil altar - much cooler sights & sounds when attached to enemy - improved view model (it still looks like an axe, but it goes through a full swing now) Fixes since 1.01: - No more diagnostic data (how embarrasing!) Fixes since 1.02: - Morning star now trails a chain behind it, so players in Deathmatch no longer have to search for the telltale spiked ball to see where you're going (and how long it'll take you to get there). - Fixed a potential bug in Deathmatch, which could cause players to be permenantly paralyzed if hit with more than one grapple. - Changed damage process. Now damage done by an attached grapple is no longer dependent on the frame rate (unless your frame rate drops below 10 fps). - Fixed "jitters" caused by hanging from attached grapple. Actually they're still there, but are a lot less obvious. - Allowed limited "swinging" from attached grapple. Try moving back and forth while attached. - Made the axe a seperate weapon. You can access it either by using IMPULSE 21 or using IMPULSE 1 to toggle between the axe and the grapple. (You can tell the difference by the fact that when the grapple is active, the shotgun is lit, even though an axe is seen.) - Getting teleported now causes the grapple to automatically release. Fixes since 1.03: - Getting killed now causes the grapple to automatically release. (If I had a server, I would have found this one so damn fast... ) - Fixed the Obits. Now it knows the diff between an axe and a morning star. Fixes since 1.04: - Fixed the intermittent player paralysis bug. A ridiculously stupid mistake; the only reason I didn't fix it before was because it seemed to work. Fixes since 1.05: - NEW MODELS! Now has a new star, chain, and view model! - Changed the "HookPull" physics again. Now the hook's origin moves as the player rotates. - Changed the star's bounding box. Now you have to hit the enemy dead on to hook him. This makes the star MUCH more difficult to use as a weapon at long range (especially in Deathmatch). - Uses a "flying" player model in Deathmatch ("deathc4"). Fixes since 1.06: - I _think_ I fixed the player paralysis bug that occurs when a hooked player attempts to fire his weapon. Whoever gets this file, try this: 1. One player hooks another. 2. The hooked player attempts to fire his weapon. 3. The hooker releases the hook. 4. The hooked player attempts to fire his weapon again. In previous versions, under these circumstances, the hookee could no longer fire any weapons, until killed. As I said, I think I fixed this bug, but I won't know unless someone runs across it again. Changes since 1.08: - ALL RIGHT ALL READY! I've changed the star so you can now fire other weapons while attatched. Hope you all enjoy it. - Now the jump button elevates you on the chain. You can get up from the edge of platforms that way. Changes since 1.09: - Now the files are stored in a PAK file. It took me a while to get this one to work, so I hope you appreciate it. The best keeps getting better. Other mods planned are some new sounds (as soon as I get to use ASU's sound room) and MAYBE a new player model for deathmatch. (The last one is kinda iffy; without a MDL to 3DS converter, it's impossible to change the old player model, and I _really_ don't want to make 90 or so new 3DS meshes just to add the hook to the player model.) Even though you can now fix any bugs yourselves, I would still really appreciate it if you would E-Mail any comments, suggestions, or bug reports to: "Mike" After all, if nobody reports my mistakes, how am I supposed to avoid making more mistakes in the future? Special thanks to Hmmmm (who assisted me in my struggle against id's shipping schedule, and who set up a 28.8k server to give me the chance to play with my little hook in Deathmatch), ^danco (for his cool hook mesh, even though I didn't use it... maybe for my Harpoon weapon add-on), and Railed (for his help in getting Util 3d to work!).