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insane.txt
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Title : Insane
Filename : insane.zip
Version : 1.0
Date : 22/12/1998
Author : RedChipolata
Email : [email protected]
Credits : Rob Albin for ChaseCam code
Ray Li for the FragReport code
Xavier Javornicki for Cujgrap
His credits are:
Jonathan E. Wright (for the making of Cujo)
"Mike" (for the making of the Morning Star)
Type of Mod
-----------
Quake C : YES
Sound : YES
MDL : YES
About this Mod
--------------
This Quake mod is mostly my own work, except for the ChaseCam and the
FragReport (see above for credits). It is also my first mod.
/===========\
|INSANE v1.0|
\===========/
=======
WEAPONS
=======
AXE
* Grappling Hook, also known as the Morning Star, added to Axe (press 1
twice or use IMPULSE 99) Uses no ammo, and it can be used to kill enemies and
get to hard-to-reach places. You can also cover distances quickly!
* Axe hits now take 60 health off, instead of 20. This encourages more
close combat in deathmatch. It also means you can gib Zombies with the Axe.
SHOTGUN
* Sniper Rifle added to Shotgun (Press 2 twice). Sniper Rifle takes 10 nails
per shot, is silent, and does a lot of damage.
DOUBLE-BARRELLED SHOTGUN
* Machine Gun added to Shotgun (press 3 twice). Machine gun uses 2 shells per
shot, and you can fire almost 20 shells per second.
* Six bullets come with the Double-barrelled Shotgun instead of five.
NAILGUN
* The Nailgun is more powerful (One shot takes off 16 health, not 9).
* Nailmines added to Nailgun (Press 4 twice). Nailmines take 5 nails per
shot, and leave nails dangling in mid-air. If anyone touches them, it will be
as if they were shot by them. TIP: Don't just fire one nail mine, fire
several, so anyone who touches them will be killed! One nail mine will only
take off 16 health. 9 shots (45 nails) will kill a player with 100 health and
no armour.
SUPER NAILGUN
* The Super Nailgun is more powerful (One shot takes off 24 health, not 18).
* Perforator Mines added to Super Nailgun (press 5 twice). Perforator mines
take 8 nails per shot, and one shot takes off 24 health. This means 5 shots
(40 nails) will kill a player with 100 health and no armour.
GRENADE LAUNCHER
* Normal Grenades go faster, and cause a bit more damage.
* Grenades can be fired more rapidly.
* Time Bombs added to grenades (press 6 twice). Time bombs cause a *LOT* of
damage, look like fish, and take 10 seconds to explode. However, the timing
equipment is carried by you, and if you fire a time bomb when another hasn't
exploded, the first time bomb won't cause as much damage, due to a muck-up in
the timing equipment (ie programming incompetence on my part, see KNOWN BUGS)
Takes 3 grenades.
* Mines added to grenades (press 6 three times). These cause the same amount
of damage as a grenade, and hover in mid-air until someone touches them. They
automatically explode after 60 seconds. Takes 3 grenades. They are also fish.
ROCKET LAUNCHER
* Slow missiles added to Rocket Launcher (press 7 twice) These cause lots of
damage if a direct hit, not so much if not a direct hit. Oh, and they go very
slowly. Takes 1 rocket.
* Fast Missiles added to Rocket Launcher (press 7 three times). These cause
less damage than normal rockets, but go about three times as fast. Takes 2
rockets.
* Power Missiles added to Rocket Launcher (press 7 four times). These go
slower than normal rockets, but are very powerful, as the name implies. Takes
4 rockets.
* Shamblers now take double damage from explosives instead of half damage.
Serves them right for being fat furry gits.
THUNDERBOLT
* Kill-O-Zap added to Thunderbolt (press 8 twice). These take 10 shells, 20
nails, 10 rockets and 10 cells, but one shot takes off 200 health. USE
SPARINGLY. One or two taps on the trigger will kill most monsters.
=============
MISCELLANEOUS
=============
* New insane sounds introduced.
* Dead people's backpacks stay visible for 3 minutes.
* New obituaries.
* Easier to gib player (originally -40 health would gib, now -25 will do it).
* When you collect an item, it tells you how much you've collected (eg "You
get 20 shells" instead of "You got the shells".
* Armour now spelt properly (the English way!)
* Rotten health now gives a random amount of health between 0 and 40, instead
of 15.
* You start the level with 40 yellow armour.
* Megahealth rots 3 points every 5 seconds instead of one every second.
* Changes to the names of the runes when you complete an episode.
* Maximum possible health is now 999, not 250.
* ChaseCam included, with thanks to Rob Albin.
* You cannot be hit directly from your own rockets or grenades, but if one
explodes near you, you may take damage from the blast. This means that if you
touch one of your own mines, it will not explode. However, if it is untouched
for 60 seconds it WILL explode, and you WILL take damage if you're too near.
This also applies to other grenades, rockets and nail mines.
* Mines look like fish...
* ... as do Time Bombs. So look out for exploding fish!
* Lots more blood drawn when using the axe or shotguns.
* Zombies, instead of throwing those red chunks, now throw Grunts, Fish,
Rottweilers, Knights, Death Knights, Shamblers, Vores, Orges, Scrags or
Fiends.
* Vores can now throw Grunts, Rottweilers, Fish, Zombies, Enforcers, Health,
Shamblers, Vores, Knights, Death Knights or Spawns.
* Ogres now throw Fish instead of grenades.
* The sub-weapons are included in the forward switch command, but not in the
backward switch command. The backward switch command can then be used to get
the desired weapon quickly.
* There's probably a load of other things I've changed that I've forgot to
put in here.
I originally intended this add-on to just have new sounds and nothing more.
But then I added more stuff, usually involving changing the velocities of
missiles etc. I will think of more ways to rid Quake of its remaining sanity.
==============================
FUNNY THINGS TO DO WITH INSANE
==============================
=====IMPORTANT===============================================================
BEFORE trying any of these, switch on GODMODE and NOTARGET. If you don't know
how to do this, just go to the console, type GOD, press enter, type NOTARGET,
press enter and exit the console. You may also have to type IMPULSE 9 which
will give you all the weapons and ammo.
=============================================================================
1: Switch to slow missiles (press 7 twice) and stand facing an enemy
(preferably a weak one like a grunt or a dog) about 10 yards away. Aim at the
enemy's groin and fire. As soon as you have fired, run towards the enemy and
get alongside it, then turn to face it, so you are looking at it from the
side. The rocket will slowly come into view and hit the enemy where it hurts!
Weak enemies will be gibbed. I like doing this on grunts.
2: Stand about a yard in front of a stationary shambler, so he's facing you.
Select Mines (press 6 three times) and fire about 6 mines directly in front
of him. Step 10 yards back, and you should see 6 fish dangling around the
shambler's joy department. Go to the console and switch NOTARGET off (ie type
NOTARGET and press enter). When you exit the console, the shambler will ask
you to buy some tyres, charge at you, run straight into the mines and kill
himself.
3: Same as (2), but using Perforator Mines or Nail Mines instead. (Remember
to drop a lot of nails for shamblers!!!)
I made the slow rockets primarily for comical purposes as shown above. Of
course, they could also be fired around a room, effectively sealing off that
room from other players or enemies until the rockets have crashed. You can
also create a minefield by running the width of a passageway or small room
dropping fish everywhere. To stop one person hogging the level in deathmatch,
and to prevent packet overflows, all mines explode after 60 seconds if
untouched.
================
IMPULSE COMMANDS
================
Thanks to Rob Albin for the ChaseCam code.
Thanks also to Ray Li for the Frag Report code.
Key bindings are in autoexec.cfg. Change the bindings if you don't like them.
COMMAND KEY ACTION
IMPULSE 20 h Toggle ChaseCam on/off
IMPULSE 21 k Cycle between Distance, Tracking Speed and Z Offset
IMPULSE 22 j Alter option Up
IMPULSE 23 m Alter option Down
IMPULSE 24 n Laser sight on/off
IMPULSE 42 f Frag report
IMPULSE 99 INSERT Change to the grappling hook. You can also press 1 to
change to the axe, and pressing again will change to
the grappling hook.
IMPULSE 100 PGUP Activates and deactivates Cujo
IMPULSE 102 o Tell Cujo to stay or follow. When staying, Cujo will
stand where he is until he sights an enemy or he is
told to follow. If Cujo sights an enemy, he will
automatically leave stay mode and return to the
player after killing all targets (if he can).
IMPULSE 103 ' Toggle between Cujo's view and Player's view.
REMEMBER While you are looking through Cujo's eyes
you are still vulnerable.
IMPULSE 104 HOME Teleport Cujo to your location
IMPULSE 105 l Turns on Cujo's collar lamp
IMPULSE 106 i Reports on Cujo's status. If Cujo is not visible to
the player then his status cannot be determined.
IMPULSE 107 0 Toggles Cujo between attack and non-attack modes
============
THE CHASECAM
============
The impulse commands are as described above. The ChaseCam is turned off when
in the water otherwise you get a flickery picture.
Um, that's it really.
===========
FRAG REPORT
===========
IMPULSE 42 will give you a list (in deathmatch only) of who has fragged you,
who you have fragged and how many times. It also shows the number of suicides
(ie drowning, getting crushed, blown up by own grenade etc).
Typical layout:
GotHim|GotYou|Name
42 | 0 |GROWLER
3 | 18|NOODLE
12 | 16|MARCO
2 | 2 |LEFT AT 123.4
==========================
59 | 36 |Suicides: 5
From this, I can see I have killed Growler 42 times, and he has not killed
me. I have killed Noodle 3 times and he killed me 18 times, I fragged Marco
12 times and he returned the favour 16 times. Someone who left after 123.4
seconds killed me twice, and I killed him twice. There have been 5 suicides.
I have made a total of 59 kills and I have been killed 36 times, not
including suicides. *NOTE* The suicides counter shows the number of suicides
that have taken place in the *whole game* and not just my own suicides.
====
CUJO
====
Thanks to Xavier Javornicki for the Cujo code. Impulses 100-107 control what
Cujo does, as described above.
This is ripped straight out of Xavier Javornicki's Cujo text file.
* Cujo can draw enemy fire, lessening the amount of damage the player takes.
* Seeks out monsters or other players and attacks them.
* Will continue to attack as long as an enemy target is visible.
* Will not attack teammates under Teamplay rules.
* Cujo can follow the player through teleports.
* Cujo will not activate trigger fields (such as light triggers and traps)
* Cujo is trained *not* to attack zombies, allowing you to toss a grenade
in there without blowing up your dog in the process. (But he will
sometimes lick their gibs when your done - hey, dogs will be dogs!)
* Cujo is a special, genetically enhanced breed of Rottweiler with 8 times
the endurance of other dogs his size. He can cause up to twice as much
damage per attack as his piddly cousins, too. And to top it all off,
Cujo is wearing a special suit of armor designed specifically with him
in mind. Cujo is one *bad* dog.
* Cujo cannot be injured by your shotgun blasts, axe, or thunderbolts, but
you can hurt him with nailguns and rockets, so keep this in mind when
firing at an enemy your faithful companion is already tearing to pieces.
* Cujo is equipped with a special device based on slipgate technology.
Should he become separated from you, you can teleport him to your own
location instantly. Cujo is even smart enough to activate this device
on his own when the distance becomes very great.
* Cujo does not need to be fed. He takes care of this himself.
* Cujo just loves to tackle big Shamblers while you put the nails to 'em!
* This is not Sea Quest, so no amount of technology will allow you to talk
to an animal. He just growls and barks like animals do.
============
MORNING STAR
============
This is a grappling hook that can be used to hurt enemies or get to hard to
reach places. If you hit an enemy or wall, you will be pulled towards it. The
Morning Star can be selected by using IMPULSE 99 (bound to the INSERT key) or
by pressing 1 twice. You can even grapple yourself onto the ceiling and while
still holding down the fire button, select a different weapon. The hook will
stay affixed to the ceiling, and you can fire at your enemies down below.
Select the hook again to unhook.
==========
TO INSTALL
==========
STEP 1
Make a subdirectory in your QUAKE folder called "insane" (without the quotes)
STEP 2
Extract the insane.zip file into the insane directory. If you have PKUNZIP,
you MUST use the -d switch. If you use WinZip, you MUST tick the "Use Folder
Names" box.
STEP 3
Run Quake with the following command line parameters:
- game insane
==========
KNOWN BUGS
==========
1> If a time bomb is laid, any grenades or mines laid by the same person
which explode at the same time as the time bomb will explode like a time
bomb, ie with lots of damage. This is because Insane checks the time the
grenade/time bomb/mine was laid to determine how much damage it causes. Since
time bombs explode 10 seconds after they are laid, any mine that happens to
explode 10 seconds after it is laid will be considered a time bomb by Insane,
and so it will cause lots of damage.
2> If a time bomb is fired, then another is fired before the first one has
exploded, the first one will only have the power of a normal grenade due to
the time checking procedure as described above. The time the time bomb was
laid is stored in a variable called remember. If a grenade/time bomb/mine
explodes when remember = time - 10, (time being the number of seconds past
midnight, I think) the grenade/time bomb/mine will explode with the power of
a time bomb, as described above. Therefore, if two time bombs are fired, only
the time the second one was laid is stored in remember, which mucks up the
timing for the first time bomb.
3> When a rocket hits something and explodes, Insane checks the type of
rocket being used *at the time* of the explosion, not at the time of firing.
This means that you can fire a Regular Rocket, quickly switch to Power
Rockets, and then when the rocket hits something it will explode with the
force of a Power Rocket.
4> The Morning Star is not included in the weapon cycle command, cos for some
reason it won't work.
Any solutions or workarounds for the above bugs, please mail them to me at
==========
THE SOUNDS
==========
These are just some of the sounds, and some info about them.
Enforcer, idle sound:
"Salad cream goes in the fridge and not in the cupboard."
I chose this because Enforcers look a bit like Kryten from Red Dwarf, who
says the above line in Series 7.
Shambler, sight sound:
"YOU BUY MY TYRES!"
and idle sound:
"Can I interest you in some tyres?"
I used these because Shamblers look like the Michelin Man, who is associated
with tyres.
Ogre, chainsaw sound:
Sounds familiar? It's a recording of a hairdryer.
Monster death sounds:
These were created by speeding up and/or slowing down recordings of me making
silly noises.
Scrags, attack sound:
"Atchoo!"
and sight sound:
"Gum bag ere."
These work on the assumption that Scrags have a blocked nose, and they are
forever sneezing their green stuff at you.
Vore, idle sound:
"Baaa!"
For this I just recorded any old sound, as insane was nearing completion, and
virtually every monster had a sound except for the Vore.
==========================
WANT TO CHANGE THE SOUNDS?
==========================
If you want to record different sounds to use in insane, go to the
insane\sound directory, open the sound you want to change, and, well, change
it. Simple as that. Here are all the sounds and their filenames:
Rottweiler
Sight: yow.wav
Attack: yap.wav
Idle: pant.wav
Grunt
Sight: aha.wav
Attack: spudgun.wav
Idle: lr.wav
Pain: ooh.wav
Death: death1.wav
Ogre
Sight: papple.wav
Attack (chainsaw): hdryer.wav
Idle: chew.wav
Pain: aah.wav
Death: death2.wav
Knight
Sight: there.wav
Attack: fart.wav
Idle: clink.wav
Pain: clang.wav
Death: expire.wav
Fiend
Sight: yow.wav
Attack (jump): wahey.wav
Idle: pant2.wav
Pain: fpain.wav
Death: death4.wav
Scrag
Sight: comeback.wav
Attack: sneeze.wav
Shambler
Sight: youbuy.wav
Idle: tyres.wav
Pain: splat.wav
Death: deflate.wav
Zombie
Unchanged as yet
Enforcer
Attack: spudgun.wav
Idle: salcream.wav
Pain: clang.wav
Death Knight
Attack (sword): fart.wav
Pain: clang.wav
Death: death5.wav
Rotfish
Unchanged as yet
Spawn
Attack: boing.wav
Pain: splat.wav
Death: spbang.wav
Vore:
Idle: baa.wav
Death: death3.wav
All other sounds remain as their defaults for now.
N.B. Some monsters share sounds with other monsters. It should be observed
that changing one of these sounds will affect all the monsters it applies to.
=========================
COPYRIGHT AND LEGAL STUFF
=========================
You MAY distribute this patch (please do!) as long as this text file is
included in its original form.
Authors MAY use this software as a basis for other publicly available work,
as long as I'm credited for it! The source is included, but when you compile
it make sure the sounds are where they should be. :)
*** USEFUL TIP WHEN EDITING .QC FILES ***************************************
If you find that Notepad keeps running out of memory for certain .qc files
(Client and Weapons are the worst culprits, huge fat gits), then open any
folder, go to View|Folder Options (or Options), click File Types, then find
"QC File" and click it. Click the Edit button, then click "open" in the
Actions box. Click Edit, and in the "Application to Perform Action" box, type
C:\WINDOWS\Write.exe (or wherever WordPad is located)
Then click OK, and click OK for all the other windows you've opened. This
should make all .qc files open with WordPad instead of Notepad, and your
memory problems are over! One point, though: when saving .qc files in WordPad
*ALWAYS* save it as a Text Document. You don't want the formatting, trust me!
*****************************************************************************
==================
FUTURE DEVELOPMENT
==================
I intend to give the Zombies and Rotfish sounds too.
Mail me at [email protected] with any ideas, or just to say
whether you prefer normal or silly sounds!
RedChipolata
email: [email protected]