******************************************************************** ************ SHRAK 2.00 ************ ************ ************ ******** some fixes, tweaks, and even some totally new ******** ******** stuff added in response to the comments and ******** ******** suggestions sent by our Shrak fans... ******** ******************************************************************** **************** **** **************** **************** **** **************** ** WORKING WITH GLQuake: ** ** ** ** SHRAK is now fully compatible with openGL. To take advantage of ** ** the new features available in this update you will need to delete ** **the ...\shrak\glquake folder and let GLQuake re-mesh all files. ** ** ** **You will only have to do this once. ** **************** **** **************** **************** **** **************** INSTALL INSTRUCTIONS: Not too hard really, just move the contents of the zip file to your SHRAK directory (usually c:\quake\shrak) and start the game normally. We tried to make a tough set of instructions, but the game is tough enough! note: ### version 2.00 is the second CD pressing (3-3-97) ### version 1.00 refers to the first pressing of Shrak. IT DID NOT HAVE A VERSION NUMBER ON IT, so if you type 'SHRAK' on the console and nothing happens, you have version 1.00 New Features: ============= -PLAYERS NOW VISIBLY INFLATE IN DEATHMATCH! -completely overhauled teamplay, adding many new messages and 'checks' to makes sure you don't end up as an illegal color or team or species. Many new messages and help prompts added to make it really easy to do all the cool modes and features (i.e. CAPTURE THE FLAG, BUGWAR, etc.) -completely new BUGWAR multiplayer game. See next section for more... -when you kill strike, he always gibbs. And his gib pieces shock you with little wisps of lightning. -new UZI sound and bullet graphic to replace the spikes, also uzi now shoots a straight line of bullets, not alternating rows. -in DeathMatch, the Foe to Friend gun will appear as a utility pack instead of a friend to foe gun because the ftf gun is really pretty useless in Deathmatch. -new sandworm sound (folder sound/sandworm added with sandlaun.wav in it) for launching fireballs. Also, fireballs don't bounce anymore when they hit walls, they just blow up. -improved the laser's straightness and put in a bit of AI to make it more fun and realistic; hits targets more often when you're close. -cleaned up the roster to make the fact that you're playing for a 'team score' more obvious. -added an 'info' console command that when entered spits out the version number of the progs.dat, your name, the level you're on, your team, BUGWAR information, etc. -added a 'shrak' console command that when entered spits out the version number of the progs.dat and a help screen showing all the special SHRAK console commands -added a 'roster' command that lists all the people playing, what team they're on, their score, and their color. -added a 'bugwar' command you can type at the console (instead of teamplay 255). After you enter it, the game will also give you a short message explaining that you need to restart the level or go to a different level to make BUGWAR go into effect. -when you switch weapons they glow like they do for impulse 9. Just for show... BUGWAR!! ======== BUGWAR lets you play deathmatch in a totally new way: you look, sound, and attack like SPIDERs or a SCORPIONs. Shrak 1.00 had a really basic BUGWAR that (frankly) was missing a lot of what we wanted in it; and so now.... SPIDERS shoot rockets (ok, they've upgraded from the grenades in single player mode) and SCORPIONS shoot lightning (which happens to be 'smart' lightning that auto-aims within a certain distance and azimuth...). Both AUTO-CHOMP each other, which means all you have to do is get close to and face an enemy to shred him/her. Trick is to get behind someone so you're chomping them but they're not chomping you. You can optionally use good old ordinary HUMAN SHRAK weapons using the BUGGUNS console command for those of you who want to dress up like a bug yet act like a human. You can now play BUGWAR on ANY level, not just those for Capture the Flag. During CTF, Scorpions are always RED in color and Spiders are always BLUE. (SHRAK automatically makes sure you're the right color for your species) Otherwise you can be either a SCORPION or a SPIDER of any color you want (although only the pants color shows up on the model) When you start a CTF level (bugwar or not) you begin as an OBSERVER as before and can float around and watch. But in ordinary, non-CTF levels you start a BUGWAR game as the species that there are the fewest of! So, if there's 2 players playing scorpions and 1 playing a spider you'll enter the game as a spider. You can of course then change your species to anything you like... In Bugwar your ammo starts with 6 rockets/lightning blasts. Every 8 seconds you 'recharge' for an additional ammo unit (but you don't get more than 6). This prevents you from just 'camping' and spewing weaponry. Bugs can stay underwater indefinately, so air tank won't show up in Bugwar games. FIXES: ====== -NOW 100% GL-QUAKE COMPATIBLE! fixed the .mdl filename problem that caused some of the models to look zorched (particularly the weapons). -compacted some sounds down to reduce the slow down 'chugging' experienced when you first run into a monster. -added the 'autoexec.cfg' file. We need this to make the shrak commands (blue, red, spider, scorpion, etc.) work safely; if I do it in software as I have done in the patches to date the game eventually crashes with the Z_malloc... error after 10 or so deathmatch level changes. { Why? Because unfortunately Quake does not bother to get rid of duplicate aliases; and eventually the space reserved for alias dries up and >CRASH< Z_malloc error, C:\, game over. Equally unfortunate I can't (I guess I should say I don't know how to) in software tell if your machine has already got these aliases; hence the file. It needs to go in the root dir for Shrak, (\quake\shrak\autoexec.cfg). Users may append their own stuff to the end of this file, (i.e. +mlook) but please leave the rest intact, unless you want to memorize all those darn impulse commands. -fixed 'obituary' for the Inflator & HFB (previously, it would say you died from the wrong weapon in DeathMatch if your killer had switched weapons before you died). Also added obituaries for bugwar: Chomping, lightning, and rocket deaths. } -fixed a bug I found in the KILL (suicide) command -in God mode, your guy no longer convulses when he normally would be drowning even though he isn't taking any damage (really an id bug...and only helps cheaters) -fixed another 'id' bug with locked doors; id included sounds for unlocking the door as well as the normal 'door opening' sound. But because the unlocking and the opening happened at exactly the same time you never heard the unlocking sound. You do now...(actually you did in Shrak 1.00 too but I just wanted to tell you about it) -went through some heavy duty profiling, and duty-cycled some of the functions that got called more often than they needed to be. { For example I found out that the function to check to see if you're in the water/lava/slime was called each and every time instance and was using a significant chunk of the server's time (which granted, isn't alot of time in the first place). This doesn't make much of a measurable difference on my 2-machine multiplayer games, BUT this will help >4 player network games, since the server processing burden is directly proportional to the # of players... } -fixed missing optical chip in the 'Catharsis' level; problem happened when playing 'easy' difficulty because of a conflict in spawnflags. -game won't crash if you try to kill Gorok/Shrak with Rocket Launcher after getting the quad damage, or if you were clever enough to lob 5 exploding boxes at him... -fixed Bugwar problem: if you started as a spider, you couldn't become a scorpion (or vice versa). If you tried, you just sat there stuck.