----------------------------------------- /////// Freak's Firepower v 1.1 ///////// ----------------------------------------- New Addition: The HemophiliAxe - This was designed to encourage more up close and personal deathmatch interactions. The way it works is that you infect another player with Hemophilia, by chopping them with your axe (now coated with a deadly de- coagulant). Once infected, the poor Hemophiliac takes double damage from any attack, and bleeds profusely. The bleeder's only hope is to find a SuperHealth box, which will work its regular medical magic, and will also re-clot the Hemophiliac's blood, eventually scabbing over his wounds and returning him to normal. The HemophiliAxe doesn't have any effects besides the usual axe damage against monsters -- I guess their DNA is resistant to the virus. It probably ought to work against grunts and enforcers, but they're so gibbable already that it'd be pointless to have yet another edge on them. The energy weapons from firepower.zip are also included in these .qc and .dat files, with slight modifications to their reload rates and damage. 1) Hell Hatchet - This still works like the original axe, but swings a little faster, and when you're out of striking range, it fires off orange bolts a la the HellKnight's sword flares. They're slow and do pissant damage, but are good to annoy pursuers, or make a small room inhospitable. Since they do such lame damage, and are easily avoidable, I didn't make them use ammo, but that's easily changeable. 2) Laser Blaster - This replaces the single shotgun with the Enforcer's laser gun, but fires way faster than his. A pretty serious and useable weapon, up there with the super nailgun. Uses shotgun shells, just because they're easily available in all the good levels, and I haven't got a level editor to hack in lightning-cells. 3) Super Shotgun - Does more damage, and takes a bit longer to reload. The double barrelled shotgun is too aesthetically fucking perfect to do such light damage as it does by default. 4) Green Beams - In place of the pointless light-nailgun is a Wizard-firing Green Death dispenser. It really behaves a lot like the nailgun, but is much cooler to watch, and sounds evil as hell. 5) Client.Qc - Changes a few of the death-comments, to reflect the new deaths available with the new arsenal. These are all just simple replacements, because none of us really used the original weapons they're replacing, and so that you don't need to remap your .rc files to use new impulse commands. Here's how to use them: - If you have QCCDOS: Just unzip all the original quakec source into a QUAKE\\PROGS directory, and copy the WEAPONS.QC and CLIENT.QC files from this zip there, run QCCDOS to compile a PROGS.DAT file, and run Quake with QUAKE -game . - If you don't want to mess with QuakeC: Just copy this PROGS.DAT into some directory under Quake and run QUAKE -game . Files Included in FREAK11.ZIP progs.dat items.qc combat.qc client.qc weapons.qc freak11.txt Feel free to modify any of these QC additions, and redistribute them (just throw me some credit). Many thanks and respects to Id for making such an amazing game, and for releasing such an incredible tool for customizing it. Thanks also to Slik and Dog_Poop for suggestions and testing, and to Toade, Twilight, Crossman, and Avatar for additional deathmatch testing. /////////Freak\\\\\\\\\ \\\\\\\\ISO-666////////