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This is a copy of the ReadMe.txt file that accompanies the FH1 files. I suppose it amounts to all the documentation availible. If you have a question or comment about anything below, or not below, get in touch with me. Fiend Hunter 1 v 0.64 // =========== 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. // ================= 1. 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. // =========== ** 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. To make q reload, at the console you would type: For repetitions sake, the keys are: ** 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. Another console variable to keep in mind is <realism>. // ============================= ** 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. (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. (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. (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. (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. (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. (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. (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. (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. (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. (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. (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. MPM [Multi-Purpose Munition] Modes ** 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. // ==================== 0.64 With that said, there are a lot of improvements. 0.62 -Bots for deathmatch and team deathmatch 0.6 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 0.5 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). // ================ 0.64 -again with the new executables, with new features like: 0.62 0.6 0.52 0.51 - Early Bug fixes 0.5 // =================== Adam Armstrong |