Fiend Hunter 1 v 0.62 by: Adam Armstrong xoltan@telefragged.com // =========== // Quick Start // =========== 1. Unzip the fh1 zip file into your Quake directory. It should form a "fh1" directory under your main Quake directory. This will also place GLHunter.exe and Hunter.exe in your Quake directory - these are the modified versions of Quake that Fiend Hunter uses. 2. Go to into the FH1 directory and run one of the .bat files: FH1_GL for GLQuake, FH1_WIN for WinQuake 3. For God's sake turn the gamma on your monitor down so black is really black. Play in a dark room, at night, slightly drunk if you are old enough. I can't do all the immersion you know. 4. Deal with .cfg's yourself, but hit F1 and look around for the binds you will need. // ================= // Table of Contents // ================= 1. Credits and disclaimers 2. How to Play 3. About FH1 - weapons and items - creatures 4. Issues 5. Revision history and future // ======================= // Credits and Disclaimers // ======================= This mod was made by Adam Armstrong. Ian Lyman graciously contributed the voices. Chris French did a lot of the homework. Many sounds and the majority of the textures were modified remenants of games from the late lamented Crack.com. The released Golgotha textures and sounds were a major boon to a kid without a sound lab or a digital camera. Thank you much. Some guy had a text file on cdrom.com that gave a code example for making the fiends a touch more mobile - whoever he was, thank you. This is my mod. It may be freely distributed and even disected, but I would like a touch of credit. I am also not responsible for anything that ever happens to you after you use or try to use this mod. For the Quake engine coding, I am deeply indepted to all the people who have contributed to the body of public knowledge. // =========== // How to Play // =========== ** Simple Stuff ** Unzip the zip to your Quake directory. Don't worry, it makes a nice and tidy directory called fh1 under the Quake directory. In this directory are three batch files, one for GLQuake, one for DOS Quake, the last for WinQuake. WinQuake does work, with a few qualifications. See the Issues section. If you have a particular config you would like to use, edit the autoexec.cfg in the FH1 directory to exec it. Right now my config is automatically used. Run one of the batch files. You ought to be playing FH1. Again, Justin Fisher was right. Play with a low brightness. This isn't a deathmatch you are trying to win here; being scared and uncertain is a lot of the fun. Crank up the gamma and cheat if you just want to see everything, but be warned that it won't be much fun. If you changed the autoexec.cfg (Though my keys are perfect, so why would you?) you will may need to re-bind the new keys FH1 has added. Hit the key and page over to the binds section. You will find instructions in the game on the keys you need (and even the syntax to do it if you need that too). To make q reload, at the console you would type: "bind q reload", and so forth. For repetitions sake, the keys are: Action Command Impulse reload reload impulse 24 drop weapon drop_wep impulse 21 drop pack drop_pack impulse 23 pick up item pickup impulse 22 Throw grenade throw impulse 20 Switch grenade cycle impulse 25 flashlight flashlight impulse 26 Using weapons: To pick up a weapon, stand on or near it and press your pick up item key. Note that the weapon has no ammo in it. To get ammo for your weapon, touch an supply station while holding the weapon you want ammo for. To load/cock the weapon, press your reload key. To fire the weapon, point it at something and press your attack key as in any other game on earth. Pressing the throw grenade button will chuck a grenade, if you have any. To get grenades, touch an ammo box and you will receive the maximum number of grenades of the type you have selected. To switch the selected type, press the select grenade key. You must have a grenade type selected to get grenades out of a supply box. To drop a weapon, press the drop weapon key while holding it, and you will throw it on the ground. You could pick it up again if you wanted at this point. The first type of grenade is a fragmentation grenade that sprays the surronding area with high velocity shrapnel. The second is a thermite grenade, which burns fiercely and sets everything it touchs alight. The third type is a simple explosive. All three types of grenades can be thrown or used as trip-mines. To use a grenade as a tripmine, attach it to a surface by standing right next to a solid object and throwing the grenade. Vacate the area. Tripmines will detonate either when something comes close to it, or when you press the Throw Grenade button again. Thus you cannot drop more than one grenade at any given time. Note that the status bar only shows the amount of ammo ready to be used in the weapons' clip. It does not reflect the amount of ammo you really have, although the small readouts on the upper part of the status bar and the HUD do. To drop a pack, press the drop pack key. Yep. The pack will contain all the ammo you are not using. That is, if you are using an autocannon and you drop a pack, you will not drop any bullets as the autocannon uses bullets. The flashlight works much light a flashlight. Turn it on, and it lights stuff up. Turn it off, and it turns off. You do not need to worry about battery power, because in this alternate world battery technology has not regressed as many other games would propose. Of course, shining a light on unsavory demonic creatures pisses them off. ** The Mission ** SINGLE PLAYER: Each level has a rank infestation of mini-shubs. These shubs produce vile nasty bad offspring in the form of modified fiends, vores (or shalraths? Why the two names?), and shamblers. To confuse any of these spawn with the creatures you once knew would be a grave mistake. You, of course, have the job of hunting down and removing all of the aforementioned other-dimensional nastiness. DEATHMATCH: consists of running around and shooting at guys. Fiend Hunter is not finished yet - the game does not have a strong goal or narrative as yet. I do plan on working on this in the future. // ============================= // Weapons, Items, and Creatures // ============================= ** Weapons ** (1) N-FIST is a massive hydralic ram that metes out brutal damage. It also allows players to block attacks made by fiends in melee attacks. A marine with an N-Fist can go toe to claw with a fiend, but will succumb quickly if surrounded by a pack. The N-Fist uses no ammo. (2) PISTOLS shoot a bullet. Pistols feature very low ammo useage, very poor accuracy, and low stopping power. There really isn't much to recommend using a pistol aside from the fact that they are very light and are always equipped. Two pistols can be used at the same time, which can be effective. Each clip holds 12 rounds. Rate of Fire: 2 rounds/sec. (3) AUTOMATIC RIFLES are small fully automatic weapons. Their light weight and reasonable ammo usage combined with decent ROF make them useable backup weapons. However, they don't have much stopping power and can be fairly inaccurate, especially while hoofing it. An added bonus is the included grenade launcher. A rifle can be used to hurl grenades much farther than normal. Clip: 30 rounds. Rate of Fire: 10 rounds/sec. (4) AUTOCANNONS spray lead like a very serious hose. This is the preferred weapon of those who don't care to make nice with demons. It has a tremendous ROF that lends itself to a high stopping power. Ammo usage is a concern, and short bursts are recommended when dealing with smaller targets. Clip: 100 rounds. Rate of Fire: 20 rounds/sec (5) SNIPER RIFLES is a very accurate long range weapon. The high power rounds it fires punch through armor and carries great distances. Shooters must remain stationary while using it, or accuracy is lost. Also, care must be taken while reloading as it takes a great deal of time. Clip: 6 rounds. Rate of Fire: 1 round/2 seconds (6) STANDARD ISSUE BIG GUNS use the same compact self-propelled munitions as the LAW. Rather than firing an explosive projectile however, it uses the propellent to fire the round directly into the target point, where it then detonates. Care must be taken while using this fearsome weapon to avoid harm to the operator. Clip: 1 round. Rate of Fire: 1 rounds/2 sec. Reload time: 1 round/sec. (7) LAWs or light anti-tank weapons, fire rockets that blow things the hell up. Reloading while the weapon is loaded readies another rocket. When fired, all the readied rockets are launched one after another. Almost any given creature becomes considerably less dense after being struck by a rocket as it rapidly expands to fit its containing space. The main drawbacks to this weapon are its great weight, as well of the weight of its ammo, the very low number of rounds that can be carried, and the very high chance of blowing yourself up. The LAW boasts a secondary firing mode as well. Guided Mode is accessed by selecting the weapon twice. Only one round can be readied at a time in Guided Mode. This round is then manually directed by the weapon's operator towards the target using the micro-camera in the weapon's nose. (8) PLASMA RIFLE fires burning balls of plasma from a marine's power cell. This rapidly drains the cell's power-level, which requires a lengthy period of time to recharge. The plasma rifle is light weight, powerful, and accurate with a high rate of fire. It requires no external ammunition, but this can be a problem when the weapon's charge is depleted and cannot be reloaded. (9) FLAME-THROWER ignites and sprays a flammable liquid. Great care must be taken when using this weapon in close quarters not to ignite one's self. Best used in tight areas, where it can barbeque nigh any amount of hellish spawn. It has two firing modes, toggled by using the reload key (flame throwers don't need to be cocked like most other firearms). The primary mode sprays a wide short range blast of flame while the secondary mode has much greater range but is less effective. Clip: 100 units of fuel. Rate of Fire: about 10 units/sec. (10) DETONATORS are mainly used for killing everything in a room. Generally speaking, if you can see it go off, you may be in trouble. Detonators are used by dropping them in a targetted spot, preferably leaving, and remotely detonating the device. The device can also be destroyed without the major fireworks by pressing the reload key while it is armed. Strictly speaking detonators aren't weapons so much as items that are used like weapon. Only one can be carried. To use, fire (drop) the device, retreat if you love life, wait for the beep, and fire again. WARNING: If you think you are safe from your own detonator, think again. ** Items ** SUPPLY STATION - A hexagonal silver box. Touching a supply station will do several things for you, in a certain order. Firstly, it will heal you of most harm. Secondly, it will supply you with grenades, if any are selected. Lastly it gives a reload worth of ammunition for whatever weapon you happen to be using. Be careful around supply stations while in combat - they are fragile. COMBAT ARMOR - Combat armor is heavy duty kevlar/titanium jacket designed to keep your hide intact. While it is heavy, it will increase your chances of survival manyfold. HAZARD ARMOR - Wearing this will stop that itching and burning sensation. Since burning to death is a real problem on this job, use of this item is recommended. Wearing it is reflected as a change in your appearence. Hazard armor also provides some protection from normal damage, but not nearly as much as combat armor. MEDKIT - When this item is yours, it becomes your new best friend. When used it employs a powerful mix of ox-dropping drugs, medical nanites, and voodoo to keep you going. However as outright instant death isn't too uncommon, relying on this item would be foolish. To use a medkit, select it as you would a weapon and press the attack key. TECHKIT - The techkit resembles the medkit, but is for use on mechanical objects. It can repair armor and damaged supply boxes. To repair a damaged supply station, select the techkit and merely touch the station. ** Creatures ** FIENDS - extremely common. Very fast. Very deadly - at close range. Keep these things away at all costs. Recommended weaponry - anything that does the job. The sniper rifle, pistol, and SIBG are poor choices. VORE - somewhat common. Slow. They toss burning chunks of molten rock about, burning and damaging their targets. Their aim is uncommonly good. SHAMBLER - we have few reports of these creatures, but we do know that they are capable of killing fully armored men in seconds from dozens of meters away. They are to be avoided at all costs. Small arms are not effective against it. Heavy weaponry is called for, if there is no chance to run. SHUBS - These stationary alien blobs belch forth hordes of fiends and vores. Killing shubs is your highest priority. Their hides are quite tough - small arms are not effective. Burning them seems to yield good results, and a full plasma charge can substantially damage them as well. // ============ // Map Entities // ============ Hopefully this section will shed some light on the subject of making a map for Fiend Hunter. *************************** fh1_map fspec - set to 1 to toggle day/night cycles on a map, 0 to set fog/sky manually or leave at default levels health - ranges from 1-24, sets the time of day the level starts at, in military time. ltime - number of seconds of real time per hour of game time, for day/night cycles. Default is 210 seconds, or 1 day per real time hour. ammo_shells - ranges 0-1, sets the red fog color ammo_nails - ranges 0-1, sets the green fog color ammo_cells - ranges 0-1, sets the blue fog color currentammo - distance at which fog reaches maximum value. Recommend settings are greater than 4000. This entity needs to be one of the very first entities in the map. If it isn't there, Fiend Hunter will not recognize the map as a customized map, treating it as a normal Quake level. This entity also controls the sky/fog settings. *************************** barrel An inert, immovable barrel. Pretty silly. Size, 16x16x48. *************************** barrel_boom An explosive barrel. Size, 16x16x48. *************************** drip Creates an entity that makes drops of water that fall and splash below. Place near a ceiling. *************************** big_drip Creates a very leaky drip. *************************** keyboard A decorative keyboard, and also a static entity. *************************** trashcan A trashcan, which can't be walked through. Size, 8x8x24. *************************** body A dead body of the quake guy. Use different frame and skin values to create different poses and levels of bloodiness. *************************** camera targetname - must make the target field of the camera's target viewer. angle - initial view angle when the camera is used. A remote camera. It must have a matching camera_viewer entity. The camera entity itself doesn't actually do anything - see the viewer below. *************************** camera_viewer target - must match the targetname of camera entity or turrent. An invisible trigger entity about 8x8x8 in size. Place near a terminal or something. When a player walks into a viewer, they are given the point of view of the viewer's camera. If the viewer has a turrent as well, the turrent automatically points at player's focal point from the camera. *************************** turrent angle - initial angle targetname - must match target field of camera_viwer entity A large automated machine gun. It needs a fair amount of vertical clearence, and is the size of a supply box. If damaged, it can be repaired by a player, so some sort of access to it would be good. *************************** electro_start makes the silly electricity balls as in Fiend Hunter's start level, when the level starts. *************************** electro_warp creates an entity, that when triggered, fires lightening bolts about and sends any players in the level to a random quake level, as in Fiend Hunter's start level. *************************** power_station an invisible trigger entity, 8x8x8 that recharges a player's power level whenever they touch it. Has a matching graphic in the texture wad. *************************** log_msg message - a text message. A small data storage device. When touched it displays the text "Personal Message Log", then displays what ever message is left on it. *************************** info_help_screen message - a text message angle - angle the thing faces. Needs to be backwards. A floating oriented sprite with the caption "info" and a big question mark. Broadcasts its text message to any players within a certain distance. // ==================== // Game Issues/Problems // ==================== 0.62 I can't keep track anymore. Multiplayer will still have problems - in coop mode, don't die. Dieing will drag you back to the start level. Don't die, and things will be alright. Known engine bug - some particles are shaded correctly - that is, shaded at all. The sliders for particle settings work, but are borked right now. Leaving the game while using a camera overwrites your crosshair type and size. The game is too hard for most people. Fiend Hunter must be played with the new executables. There is no QuakeWorld, nor do I plan on doing it. The following is a list of issues I'd like to persue in future versions: -Bots for deathmatch and team deathmatch -Support for TeamFortress entities and maps. "Fiend Fortress" catches my fancy. -engine support for better/larger outdoor scenes and terrain -engine support for atmospheric effects, not QuakeC hacks -enhanced AI support in the Quake executable itself -support for a very large number of inventory items and statistics -support for servers saving individual statistics in a multiplayer setting -enhanced sound -community support so everyone can benefit from an enhanced Quake. 0.6 I need my own LAN, along with willing LAN lackeys to test and tweak in accord with my every whim. And to let me win, but without my knowing it. I hope network play is better now. If not, it's an issue. I only plan one further update anyway. I know Quake3 is out. I've got id beat on price anyway. All sorts of issues are sure to be raised by using the new executables. Do so at your own risk. I think they provide the best Quake experience by far, however (especially when used with Fiend Hunter). 0.51 - 0.52 Again, I haven't been able to test this as much as I'd like. That is, hardly at all as concerns multiplayer. I made a slew of fixes listed below in the revision history section. This is just a maintenence update; future versions with greater content are still planned. 0.5 Non-GL FH1 is ass ugly. I at first never intended it to work for anything but GLQuake, but that died as soon as I tried to set up a net game with a friend without a serious 3D card. I give id's artists all the credit in the world for making an 8 bit game that has many different texture types that can fade to black without making the word "ass" come to mind like mine. Those people whining about the game being too brown, they are moving air about something they don't understand. WinQuake doesn't work right. It hangs my machine. I can run everything fine by using the -dibonly switch at the command line though. This is somehow connected to the fact that normal WinQuake is pretty screwy for me too. I think this is system specific but am unsure just yet. Sometimes, after a gruesome death, when you next appear in the level, you spawn right where you died, usually earning another gruesome death or two. This often causes the game to be lost. Packet overflow. This doesn't hurt anything, but it does rob a good deal of fun. I know generally how to get around this, but not without cutting out a good deal of what the game does. Big rooms of burning demons tend to bog things down. All that stuff I said about multiplayer? I haven't had the chance to really test it well. I have played it one on one and co-op, but the teamplay mode is fubar'd for all I know. I bet a dollar this thing never works over the Internet (limit one dollar per author, offer void if tried). // ================ // Revision History // ================ 0.62 -new executables again -no new maps -new interface graphics/HUD -new pistol -new automatic rifle -new sniper rifle -new plasma rifle -new models for most weapons -decals for bullet holes and blood -day/night cycles -added soldiers/enforcers to play 'normal' quake levels -no demos - FH1 exe's no longer play quake demos. -techkit, medkit -removed shotgun, shells now power units -no more floating items -team deathmatch -restored normal deathmatch -lost some hair -cameras and remote turrents -super shamblers -fog/sky control for levels -but wait - there's more! -multiple types and sizes of transparent crosshairs 0.6 -new executables, based on released Quake source. -2 new deathmatch maps, FH_DM3 and FH_DM4 -new start map (old one was, um, bad) -new FH_M1 (old one was, um, real bad) -new interface graphics -new Pistol (in place of SMG) -new Automatic Rifle -new Flamer model -new Standard Issue Big Gun (ex-Flechette Cannon) -monsters spawn and procreate via eggs -better packet overflow protection -new bullet effects -floating items in water -inventory on hud -new conchars (font) -new demos -split FH1 into multiple files (mod, maps, textures) -item repair -players can kick boxes around -guided mode for LAW -no sniper rifle 0.52 -2 new deathmatch maps -2 new types of grenade (with spoons!) -splashes in water -new thermite effect -roiling smoke that blocks LOS -replaced the shock stick with the N-Fist. -replaced armor and backpack models -more pronounced skill settings -quashed multiplayer bugs -replaced help screens again -new detonator explosion -packet overflow protection 0.51 - Early Bug fixes -Not the planned update mentioned below -Hopefully fixed visible observer bodies -made skins change correctly at all times -fixed co-op start problems -sped up rockets (a phrase everyone likes to hear) -fixed random spawn at worldspawn bug -toned down rifle of doom in deathmatch -may have squashed elusive spawn-on-monsters bug 0.5 -first release // =================== // Contact Information // =================== Adam Armstrong xoltan@telefragged.com