Fiend Hunter 1 v 0.64 by: Adam Armstrong AKA Xoltan 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. 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. Engine controls 3. How to Play 4. About FH1 - weapons and items - creatures 5. Issues 6. Revision history and future // ======================= // Credits and Disclaimers // ======================= This mod was made by Adam Armstrong. Ian Lyman graciously contributed the voices. Many sounds and the majority of the textures were modified remenants of games from the late lamented Crack.com. 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. For the engine coding, I'd like to thank Lordhavoc for the example his work has provided. There are also bits gleaned from MHQuake...and I can't think of anything in other projects that wasn't in Lordhavoc's Darkplaces. Some tutorials from Quakesrc.org were used as well. This is my mod. It may be freely distributed and even disected, but you need to give credit where credit is due. I am also not responsible for anything that ever happens to you after you use or try to use this mod. // =========== // How to Play // =========== ** Getting Started ** 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. A few new console variables to play with are r_particledensity, r_particleduration, gl_overbright, and realism. The commands modlist, loadmod, savemapcfg and changesky can be fun too. 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: reload current weapon reload impulse 24 drop current item drop impulse 21 pick up item pickup impulse 22 Throw grenade throw impulse 20 Switch grenade cycle impulse 25 throw a flare flare impulse 26 ** Using Items and 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 and then press the reload key. Make sure you don't have a grenade type selected when you do this. 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. To select a grenade, press the cycle key. If all of the hud is showing, you will see the type of grenade you have selected in the lower right hand corner of the screen. Pressing the throw grenade button will chuck a grenade, if you have any. To get grenades, touch an ammo box and push the reload key WHILE you have a grenade type selected. You MUST have a grenade type selected to get grenades out of a supply box. If you have a grenade type selected, you can ONLY get grenades out of a supply box. More on supply boxes later. 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. ** Game Modes ** To switch game modes, use the console command 'mode' and start a new level. SINGLE - the normal single player Quake experience. COOP - As above, but with friends. FLOOD - A Fiend Hunter-ish mode - lots of demons all over the place. FH1DM - Fiend Hunter Deathmatch QUAKEDM - a more Quakish deathmatch. TEAMFH1DM - Team based deathmatch. Each team 'owns' a certain number of spawn points. Each team can capture the other team's spawnpoints, until one team is totally eliminated. TEAMQUAKEDM - Team based Quake DM. Another console variable to keep in mind is . 0 - No slowdown, view blurring, recoil, or wounding. 1 - Some slowdown, recoil, and wounding. 2 - Much slower movement, lots of view blur, heavy recoil, much slower and more deliberate gameplay. // ============================= // 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 ammunition. (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 somewhat effective. FTM-4 9mm Clip: 12 rounds. Rate of Fire: 2 rounds/sec, effectively 4 rounds/sec with two. (3) MACHINE PISTOLs are a small fully automatic sidearm. Intended for serious self defense, they are extremely light and portable given their capabilities. This is offset by their poor accuracy and small clip. Their projectiles have very little carrying power as well. ADDER 9mm Clip: 20 rounds. Rate of Fire: 10 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. Automatic rifles have a few variants. The MPM variant has an underslung grenade launcher that hurls grenades. The FLA variant has a small mini-flamethrower built in. Both attachments are activated with the 'Throw Grenade' key and carry the price of reduced magazine capacity. ALD-20 (Basic) Clip: 50 rounds. Rate of Fire: 10 rounds/sec. ALD-20 MPM Clip: 30 rounds. Rate of Fire: 10 rounds/sec, 1 grenade every 1.5 seconds. ALD-20 FLA Clip: 30 rounds. Rate of Fire: 10 rounds/sec. Flame device uses 10 power units per second. (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. ALD-40 Clip: 100 rounds. Rate of Fire: 20 rounds/sec (4) SHOTGUNs are close combat scatterguns that fire a cloud of pellets covering an area. At short ranges the burst is concentrated and devastating, while at range the pellets are dispersed and do much less damage, although covering a far wider area. RMS 12 ga. Clip: 8 rounds drum. Rate of Fire: 1.2 shells/sec. (5) SNIPER RIFLE is a very accurate long range weapon. The high power rounds it fires punch through armor and carry great distances. Shooters must remain stationary while using it, or accuracy suffers. Care must be taken while reloading as it takes a great deal of time. Lapua Eagle Clip: 6 rounds. Rate of Fire: 1 round/sec (6) STANDARD ISSUE BIG GUNs use the same compact multi-purpose munitions (MPMs) 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. SIBG Clip: 1 round. Rate of Fire: 1 MPM/2 sec. Reload time: 1 round/sec. (7) LAWs or light anti-tank weapons, fire MPM's in flight mode 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. All types of MPMs in flight are vulnerable to other projectile weapons damaging or destroying them while en route. LAW Clip: Up to 4 rounds Rate of Fire: 4 MPMs/sec if fully loaded. Reload time: Approx. 2 seconds. (8) PLASMA RIFLEs are built onto the trusty ALD-20 frame, but fire a single plasma ball rather than conventional munitions. A plasma rifle is a very light drain on a power cell, but does not have the capacity for damage that almost all other weapons have. In its favor, it is light, reliable, and accurate. FIREBALL-A Clip: All available power (up to 100 units) Rate of Fire: about 2 units/sec. (8) PLASMA CANNONs fire 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. A plasma cannon 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. FIREBALL-D Clip: All availalbe power (up to 100 units) Rate of Fire: about 20 units/sec. (9) FLAME-THROWER sprays an area with incindiary plasma. 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. LIPO-65 Clip: All available power (up to 100 units) Rate of Fire: about 10 units/sec. (10) DETONATORS are mainly used for killing everything in a region. Generally speaking, if you can see it go off, you are in trouble. Detonators are used by dropping them in a targetted spot and leaving. 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 and retreat if you love life. 0.05 kT Nuke Clip: 1 use only Rate of Fire: N/A Blast Radius: 20-50 m (approximately) MPM [Multi-Purpose Munition] Modes Mode 1 - Fragmentation - Sprays the surronding area with high velocity shrapnel for a few seconds. Mode 2 - Incendiary - which burns fiercely and sets everything it touchs alight. Mode 3 - Explosive - 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 have more than one tripmine at any given time. ** Items ** SUPPLY STATION - A hexagonal box. Says 'SUPPLY' on it. 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 grenade type is selected. Lastly it gives a reload worth of ammunition for whatever weapon you happen to be using. Notice that you can't get an ammo reload if you have any grenades selected. Be careful around supply stations while in combat - they are fragile, and full of ammo. SLIP DISC - A slip disc can be used to open a new portal to the home dimension, for reinforcements or supplies. Simply throw the disc on the ground, and depending on what mode it is in it will become a new spawn point or a supply box. Once used they can be picked up and used again. 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. To repair your own armor, select it and press the attack key. RADAR - Can reveal the location of creatures, even through walls. FLIGHTPACK - allows the user to fly. Use the jump keys to apply thrust. Be careful - flying into things is an excellent way to injure yourself. ** Creatures ** SPAWN GATES - These portals from the netherworld are dotted around most maps. They seem to be the gateways at which the horrible spawn entered each zone. While destroying a gateway can prevent more spawn from entering, they seem to be able to rebuild their own numbers without outside help. 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 them. Heavy weaponry is called for, if there is no chance to run. In addition, there are extensive reports about former members of our armed forces taking up arms against us. Be on guard against these traitors, as well as whatever subverted them. // ==================== // Game Issues/Problems // ==================== 0.64 This release was pushed out just for the sake of making a release. It has all sorts of things I regard as interim or needing replacement. Many things I'd like to tout as features are broken or unfinished. By and large, I just decided that if I'm going to pretend to be working on this, I should at least kick something out the door every year or so. I've been on a roll lately though - a lot of the content in this is fairly new. I pretty much missed a whole cycle. I should have made a release last March, but instead keep tinkering with things until I had ripped the guts out of a lot of different systems, delaying things until now. On the upside, I'm sure I'll be forced to make a point release just to fix the things that are wrong with this one. - There are no maps with this release. - The bots are unupgraded FBX's. They don't work too well with all of the game modes. - The engine is getting weary of me poking at it. If it has compatability problems...I just don't know. - This release hasn't been properly tested for speed. It runs well on my Athlon with a GeForce 3. That isn't to say it is slow, but I haven't optimized some things. It should be within 10% of the speed of a lot of other quake engines if you set it up correctly, at worst. That is the engine itself mind you - FH1 is much slower than quake. - Mutliplayer hasn't been tested. I'd like to think that it would just work...such thoughts are known as *wishful*. - The new item system is still having teething problems. It is going to change. - No software mode for this release. I haven't abandoned it, I just don't have time right now. With that said, there are a lot of improvements. - New inventory system. 230 some selectable items are possible. Bloody minded in its implementation, but it works. - FrikBots. Kinda defective just yet (Not FrikaC's fault, but mine). - New game modes, with cvar settings for every aspect of the game. Monsters, items, scoring, spawning, realism, and so forth can be setup from the console. - New items, supply box, projectiles, and effects. - A few experiments with reskinning Quake monsters. - monsters grow. - Lots of weapon tweakage. And new weapons. The engine does a lot of the stuff new engines do... - swooby particle system. - qc extensions. FH1 doesn't play nice with other extensions at all. - savemapcfg - saves a .cfg for the current map with new engine settings for fog, sky, etc. Will try to exec such a cfg if it exists when loading a map. - modlist, lists the directories in your base directory. - loadmod, changes the current mod to another one. Doesn't always work, and has issues with some mods. - maplist, lists the maps in the maps directory of the current game directory. Doesn't list stuff in .pak files though. - tga/jpg textures, skins, and sprites. - colored lighting, .lit files. - worldscale. FH can scale the world up or down by an arbitrary amount. Maps have to be specially compiled at the proper scale to support this. I'm sure this will horrify some people. - normal quake demo support. 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 pursue 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 // ================ 0.64 -again no new maps. Sorry. -bots that play deathmatch, co-op, and the new game modes -Several new weapons, including shotguns, new rifles, pistols, and plasma weapons. -new items like power cells and flight packs. -new multiplayer modes, including fiend flood and spawn capture. -many many new mapping entities. -several hundred full color textures for map authors. -restored normal play of sp levels as an option. -again with the new executables, with new features like: -full color textures and sprites -many new particle effects, including different weather effects -working fullbright and brightness controls -motion blur -coronas (no, not the beer) -improved text and menus -now demo compatible with Quake -engine support for 'solid' corpses 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