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/idgames/quakec/weapons/bfg11.txt |
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º Title : BFG-9500 º
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Filename : BFG11.ZIP
Version : 1.1
Date : 12/05/96
Author : Jonathan E. Wright
Web Page : http://www.trailerpark.com/phase1/nelno/
Check here for the latest updates to Cujo, BFG, the
Blaze Gun and the Plasma Gun.
Email : nelno@interpath.com
Credits : ID Software for desiging Doom first and then bringing us Quake!
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º Type of Mod º
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Quake C : yes
Sound : yes
MDL : yes
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º Format of Quake C º
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unified diff : no
context diff : no
.qc files : yes
progs.dat : yes
See the included file PROGS.SRC for a list of which files have been
modified and which were added.
If you wish to install this in a server, use the bfgservr.qc file which has
the special Doom frames and sounds removed. See the Revision History section
for an explanation of this.
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º Description of the Modification º
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This Quake C modification make a weapon which functions _very similarly to_
the BFG-9000 in Doom and Doom 2. There are a few minor differences
because of the variations between the Quake and and Doom engine. See the
Technical Details section below for a quick description of how the Doom
BFG and Quake BFG's work (if you think you knew how the BFG worked, then
you probably don't, so read about it, it will make your use of this
weapon much more effective).
The operation of the Quake BFG was based on the BFG-9000 FAQ by By
Tony Fabris, without which I would not have known how to emulate the BFG.
This FAQ can be found on various pages across the web. Just use a search
engine like Yahoo's to find BFG 9000 FAQ and you'll be there.
This mod can be used on servers, as long as the unique BFG sound from Doom
is replaced so that anyone can log on. Trace hits, initial impact, and
shot sprites all use Quake sprites.
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º How to use Modification º
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Start your game with quake -game BFG, where BFG is the directory in which
the BFG patch is installed. If you're using the BFG installed with Cujo,
then BFG should be whatever directory you installed Cujo in.
To select the BFG you must have picked up the lightning gun already.
Simply select the lightning gun twice and you will be armed with the
BFG-9000, Quake style.
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º How to Install the Modification º
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(if you have Cujo v1.3 or greater, follow the directions in CUJO1x.TXT to
install the BFG).
To install BFG 1.0, make a directory in your Quake directory called BFG.
Unzip into that directory using PKUNZIP's -d option. For instance:
PKUNZIP -d C:\DOWNLOAD\BFG11.ZIP
If you do not use the -d option the mod will not work correctly, if at all.
If you are using WinZip, it is normally set to do this automatically.
To start Quake using the BFG mod, go to your Quake directory and type:
QUAKE -GAME BFG
where BFG is the directory where you unzipped the BFG11.ZIP archive.
Select the BFG by selecting the lightning gun twice. If you do not have
the lightning gun, you don't have the BFG. If you have one, you have the
other.
The source for the BFG-9500 is included in this archive and will unzip
in the BFG\SRC archive.
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º Technical Details º
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How the BFG works:
Doom:
The initial BFG shot travels at a speed of 25, faster than the player
can run, but still slow enough to be avoided easily. The initial impact
does 100-800 points of damage to the entity it impacts. Approximately
0.2-0.4 seconds after the impact of the initial shot, a damage cone
extends *from the player* in the exact direction that the BFG shot was
fired -- this is not necessarily the dirction from the player to the
impact of the intial BFG shot. Rather, if you were to fire the BFG
northward, then run around until it hit, the damage cone would extend
northward from wherever you are standing, 0.2-0.4 seconds after the
impact.
The damage cone consists of 20 rays (actually more like planes which
are perpendicular to the ground, since they can hit any object at any
altitude as long as it is visible to the player). If any ray impacts
an entity, it does 5-15 points of damage to that entity. Entities can
be hit by multiple rays. If all 15 points of the ray are not used up,
the ray keeps travelling and can hit other entities until all its
energy is exhausted. There may or may not be a period of time while
the damage cone remains lethal. Please read the included BFG_FAQ.HTM
if you want a more accurate and detailed description.
Quake:
The initial BFG shot travels at a velocity of 500, faster than the player
but easily avoided if you're paying attention (I used this value because
it felt right, not because it worked out to any factor of Doom speeds).
The impact of the shot does 70-300 points of damage, scaled down from
the damage in Doom because nothing in Quake has as much health as
the Cyberdemon in Doom. This way, single play mode is left a little
more challenging since Shambler's cannot be killed by a single direct
hit.
The damage cone fires a random time between 0.2 and 0.4 seconds after
the impact of the shot. The FAQ said 0.4 seconds, but it seemed a tad
long, so I randomized it. The cone covers 60 degrees and starts 30
degrees to the left of the player, firing in the same direction that
the initial shot was fired (not towards the impact point!). Because
Doom was effectively 2D and traced planes instead of rays, the Quake
BFG casts 5 rows of 40 traces, above and below the horizontal plane
in which the BFG was fired. This gives approximately the effect of the
Doom BFG, even though it is not using the exact same number of rays.
If only one row were cast in the plane the BFG was shot, only entities
even on that horizontal plane would be hit, which is *not* how the Doom
BFG worked. The traces also do more damage than the Doom BFG, but this
was changed so the effect of multiple bodies gibbing seemed closer to
the Doom BFG. Traces do not continue until all their damage is
absorbed -- the first entity effectively absorbs the ray, even if it
does not take maximum damage from it.
If you have any complaints or suggestions about how I can make the
BFG-9500 more like the Doom BFG-9000, please email me at
.
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º Future Enhancements º
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This all depends on what people think of the initial implementation. The
whole idea is to make a weapon that very closely parallel the _effects_ of
the BFG in Doom.
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º Revision History º
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Changes in version 1.1
þ Now includes all BFG sprites. The color is not what it was in Doom, but
this is because Quake's color palette doesn't have enough bright green
in it, so I had to fudge a bit.
þ Includes a server patch which doesn't use any of the Doom sprites, allowing
anyone to log on to a server using the BFG-9500, without having the new .spr
and sound files -- it's not nearly as Doomy, though.
þ Reduced the damage done by traces a bit.
Changes in version 1.0
þ Initial release.
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º Copyright and Distribution Permissions º
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Authors MAY use these modifications as a basis for other publically
available, not-for-profit work, provided they inform the author of any
modifications which are made.
You may distribute this Quake modification in any electronic
format as long as this description file remains intact and unmodified,
is retained along with all of the files in the archive and the
author's name and email address are never removed from the code,
despite other modifications which might be made.
The above permissions do not apply to Actura Software, who may not do
anything, in any form, in any way, by any means with these files,
including, but not limited to, sale and redistribution of the software.
If anyone else would like to include this modification in a collection
of Quake modifications, whether for sale or otherwise, please contact me
and let me know about it.
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