ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Title : BFG-9500 º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ 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! ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Type of Mod º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ Quake C : yes Sound : yes MDL : yes ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Format of Quake C º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ 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. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Description of the Modification º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ 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. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º How to use Modification º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ 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. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º How to Install the Modification º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ (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. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Technical Details º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ 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 . ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Future Enhancements º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ 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. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Revision History º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ 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. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Copyright and Distribution Permissions º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ 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.