Quake 1 Arena -- quake.zone browser build Repacked for browser play from: http://www.quaketerminus.com/mods/q1a_075.zip Only runtime files are included in the game package; the original documentation is reproduced below. All rights remain with the original authors. Runs on LibreQuake (../../librequake/NOTICES.txt) and FTEQW (GPL-2.0, ../../licenses/gpl-2.0.txt). ===== q1a_075.zip/q1a/readme.txt ===== ______ ___ ________ __ ___ ___ /_ // /_ / // /_)) / . / ' (( /__ //__/__ /__ // / \\ /___/ __)) Quake 1: Arena -------------------------------------------------------- Title : Quake 1: Arena Filename : q1a_07.zip Version : 0.75 Date : 29/07/2001 Author : Electro Email : electro@planetquake.com Credits : -id Software for Quake, Quake2, and Quake3 Arena -TheDumbAss; for his awesome q3 model remakes -FrikaC for his voice code, original weapon code, and his bot. (frika-c@earthling.net) -Quest - helping put together a set of awesome waypoints -StarBuck - for providing his excellent q3 player skins -Coffee; helping get most of the grenade launcher code back in. Also for being good mate. (he gets credit for that?!) -Asaki - Q3 style health balls -Kryten; misc small code help -Iikka "Fingers" Keranen; base plasma sprite -Sonic Mayhem Type of Mod ----------- Quake C : yes Sound : yes MDL : yes Level : yes Format of QuakeC (if a Quake C Mod) ----------------------------------- unified diff : no context diff : no .qc files : no progs.dat : yes Description of the Modification ------------------------------- From one of the creators of the Q2 Weapons Project, comes... Quake 1: Arena Go and research on the q3 weaponry. The levels included are some of Quake's BEST ever. How to Install the Modification ------------------------------- Create a directory called q1a as a subdirectory in your Quake directory (parallel to the ID1 directory) move all files included in this archive to the q1a directory. To play, type QUAKE -GAME q1a from the Quake directory. The command line i recommend is quake -game q1a -winmem 14 This will allocate 14 meg of RAM to Quake, change the number accordingly, depending on the amount of RAM you have, the more the better. NOTE: you CAN use -winmem 12, but -winmem 14 is better for the bots To play the cool single player game, just start a single player game as you would normally. If you're running a multiplayer game and want bots: Type... impulse 100 (OR addbot; team mate in teamplay) impulse 101 (OR addenemybot; enemy bot in teamplay) Version Changes ------------------------------- New Features to appear in next version(s): - more q3 commentary sounds - ctf gamemode (using my FrikCTF ai) - bfg (BIG MAYBE) - allow players to change skin (like bots have skins) Since 0.7 ------------ - insta-gib gamemode (deathmatch 6 - try skill 3 frikbots ;) - excessive gamemode (deathmatch 5 - may need tweaking) - fixed a shitload of bugs i left in 0.7 :( - added new skins for bots - new health models Since 0.6 ------------ - added some q3 weapon models (finally - still need some work) - added more q3 weapon sounds (plasma mostly - tweaked a few others) - implemented FrikbotX (this is TRUELY awesome; FrikaC... y0 DA MAN) - added new Sonic Mayhem Track (q3's sonic1) - FIXED: you can no longer rail yourself - dm4 added to the ever growing map rotation - added back the environment suit - tweaked a few weapon behaviours (to match q3 closer) - removed the bots ability to stop to emulate chat (just got bloody annoying!) - added the IMPRESSIVE commentary sound (2 rails in a row) - added q3 rocket explosion - added coloured lighting support for quad/invul effects etc (using new gl engines: eg. tomazquake, darkplaces) - FIXED: plasma using lightning model - gibbable corpses - made a cute little q1a icon (awww; you know you want it on desktop) - new gib models - new rocket model - new grenade model - new ammo box models - recoded plasma gun (you can now wall-ride) - added plasma sprite (thanks Fingers) - tweaked grenade launcher - add bot skins, thanks StarBuck Since 0.5 ------------ - gib splat sounds - bot personalities -32 (!) bot personalities -each bot has their own attack styles with each weapon (more advanced bot personalities to come; most likely like q3 format) - altered rocket launcher SLIGHTLY (not really noticable) - different number of bots per level - different fraglimit per level - bots skills become harder as you progress through the levels. - Crash now walks instead of running -due to her being the trainer in Q3, she doesn't run there either. - optomised and commented some more code - added footstep sounds - removed track sonic1; wasn't working (i'll add it back in later; working) - added 9 more 'arenas' for your fragging pleasure -becoming [The Becoming] - by Scythe -bless [Bless To Kill] - by Headshot -chesdm2 [Ergonomic Aftermath] - by Cheshire -chesdm3 [AntiClimax] - by Cheshire -pinion2 [Clockwork] - by Retinal -rapture1 [Imminent boom] - by danimal -jvxdm3 [Donner Und Blitzen] - by Jvox -mcmdm04 [Yellow Fever] - by MCM -veddm7 [ ] - author unknown - bots now stop running to talk (typing emulation) - added the grenade launcher back in - added rocket hum Since 0.4 ------------ - Upgraded to Frikbot 0.09a (special unreleased revised version) -revised frikbot includes: better avoidance of being pushed into lava -fixed angle calculations - Made bots even more aggressive - Changed back ticking down health from respawn (doh) - Added 7 more levels (more to come :) - Fixed some messages being sent to clients - Chasecam temporarily removed - Kascam added (again - i missed it :) - Increased music sound slightly - Added another q3 music track (sonic1) - Modified some Kascam messages to stand out more - Added seperate fraglimits for each level - Added seperate amounts of bots for each level - Map Rotation bug fixes - Began work on bot 'personalities' Since 0.3 ------------ - refined a few weapon characteristics/powers - added some more q3 weapon sounds - starting health set back to normal 100, like full version Q3 (Q3test featured a type of 'fair start' where players health would start at 125, and tic down 1 per second) - removed level 'qcon' by Headshot (contained lava - bots loved swimming) - added q3 gibbing sounds - chasecam (impulses 15 to 21 to control) - weapons now respawn after 5 seconds (Q3: Arena Style) Since 0.2 ------------ - code done from scratch, using FrikaC's Q3 style weaponry (buggery, some weapons not yet implemented) - Kascam removed; dont really like it, good for testing though (alternatively use the built in 'botcam' that comes with Frikbot) - fixed a spelling error that wouldn't rotate maps (lol) - added Dropping of Quad and Ring - added Weapon Dropping instead of backpacks - added Q3 styled health boxs (bubbles/balls?) - reduced some lag (to do with nexttimethink's) - added Q3-style ClientObituary (more to be added) - added Q3-style commentator saying 'Humiliation' when you kill somebody with the Gauntlet/Axe - some fighting styles altered to adapt new weaponry - 1 q3 music file playing in background; more tracks to come Since 0.1 ------------ - fixed some bugs with voice countdown - added 32 different q3 named bots - cut down the progs.dat file from 498kb to 303kb (195kb LESS!) - added chat bubble like in q3 - bots more aggressive - custom map rotation - custom maps added (maps by Headshot, Mr Fribbles and much more!) - player id added (when looking at a player, their name will be displayed) - Kascam added First Verion ------------ - added Frikbot 0.09 - altered, more aggressive - added Q3 style voice countdown - both frags and time - added Q3 style winning - (you win.... etc.) Copyright and Distribution Permissions -------------------------------------- All code, models, and sounds in this modification are copyrighted by id Software unless stated. (NOTE: all q3 models in this modification were re-animated, and altered in a state where they are no longer the original q3 models: however, we are not at fault for any similarities these models may have by comparision to the q3 weapons) FrikaC for Frikbot 0.09, and original voice code; are to remain his unless stated otherwise. All copyrights from custom made maps carry through from the original text files provided with the map files themselves. (NOTE: These text files are included within the pak files) I respect Sonic Mayhem, and the music files included with this modification are only samples (1/2 the original songs) If you want the full music files, then go and buy Quake 3 like i did. ===== q1a_075.zip/q1a/src/yura.txt ===== Items.qc is the file with the ammo info in new onw u must add "Items.qc" "Progs.src" file electro__ben@hotmail.com ===== q1a_075.zip/q1a/temp/ACC.DOC ===== ---=== DEACC & REACC ===--- This is a set of utilities allowing you to decompile and recompile the QuakeC programs included into the game Quake, from ID Software. See how they programmed Quake behaviors. Included examples : guided missiles following monsters, pipebombs like in Duke Nukem that only explode at your keypress, and more. These utilities allow you to change or add almost anything to monsters, items, etc, etc, etc... They require you to expand your pak0.pak file. To do this, see utilities like SWUNPACK. DEACC and REACC work with the file "progs.dat", found in the root of the expanded pak file. * DEACC * Syntax : DEACC Decompiles progs.dat. It will write a whole bunch of files with the extension .qc into the current directory. These are NOT ID's original files, don't ask anything to ID about them. They only contains what can be reconstituted from the progs.dat file. Anyway, they are very complete, and include function names, global variables names, and even local variables names. progs.dat is generous of such information. Sorry for the purists, but the result isn't C. It's some strange mixture of Pascal and C... But it IS very close to C, and shouldn't be difficult to understand. * REACC * Syntax : REACC Recompiles .qc files. It takes all the .qc files of the current directory and compile them back into a progs.dat file. Make changes in the original .qc files, then compile them back with this tool, and try them with Quake. Don't forget to do a backup of your original progs.dat file before replacing it with a file produced by REACC. Note that the compiled progs.dat file is smaller than the original, thanks to the more compact code produced and better string-redundancy checking. Screen comments are in french... I hope this won't be a too big problem, as they are not very important. * Patches * .qc files are compiled in alphabetical order, and if a function appears twice, it is only compiled the first time. This means that you can make "patch" .qc files replacing a few of the original functions, as long as the filename is before the original filename in alphabetical order. I suggest naming patch files with a leading "$". A few examples are included, named $*.QR. To try one of them, change its extension to .qc and run REACC. Here is a description of them : - $GUIDMIS : your missiles have auto-sensors and follow monsters. Very useful ! - $PIPBOMB : grenades don't explode automatically any more, but only when you issue the "impulse 12" command. You can bind this command to a new key, like *, by adding the following line to your autoexec.cfg : bind * "impulse 12" - $BREATH : a "Breath-out-to-go-back" moving method to use with low- or zero-gravity levels : without gravity, you can't walk any more, but with this patch, you can "breath", which will push you backward. A strange type of movement... Try this in deathmatch... To "breath", you also have to issue the "impulse 12" command (see above). This Means you can't try simultaneously $PIPBOMB and $BREATH (I think this would require too many keys anyway). --- NO WARRANTIES. This software is provided "as is". Use at your own risk. The author cannot be held responsible for any damage, neither direct nor indirect, caused to your computer or its data. Author : Armin Rigo, armin.rigo@p22.gnothi.fn.alphanet.ch Any comment / bug report is welcome. ===== q1a_075.zip/q1a/temp/leiame.txt ===== ╔═══════════════════════════════════════════╗ ║ HORDA CLAN FTP ║ ║ A melhor selecao de arquivos shareware ║ ║ para o QUAKE ║ ╠═══════════════════════════════════════════╣ ║HORDA SITE: http://www.virtualand.net/horda║ ║HORDA MAIL: horda@virtualand.net ║ ║HORDA SERVER: 200.238.225.102 ║ ╚═══════════════════════════════════════════╝