Latest News (7/13/00)

          0.4.9b. General bugfixes, etc. Hard at work on 0.5.0. More soon.

          -Hentai
          Latest News (7/03/00)

                  QuakeFu is now up to 0.4.5b. I would have released sooner, but there's a crashbug SOMEWHERE in the game... if you can figure out PRECISELY what causes it to happen, PLEASE PLEASE PLEASE let me know. It appears to have something to do with exploding ammo killing a player.

                  Anyway, changes. The inventory controls have been cleaned up GREATLY. Unzip this file into your base Q3 dir, and it will make the 'QuakeFu' mod dir, as always. The control scheme is now rather simple:

                  1. To pick something up, the following conditions must be met: One, your hand must be close enough to it [this generally means crouching if it's on the floor], two, your hands must be empty, and three, the 'Use' button must be down. Yes, I know this sucks in a firefight. This is why you don't go out into a firefight with your hands empty. :)
                  2. The 'weapnext' and 'weapprev' commands scroll through your inventory, or typing "weapon n" or "select n" (where n is 0-7) will take you directly to a particular inventory item. 0 is what's in your hand, 1 is on the bottom, 7 is the big box on the top [the slot on your back where your spare gun goes]. You can also type "select weapon", which selects slot 7 (funny enough, your gun), "select ammo", which will select the first slot it finds that has ammo compatible with the gun in your hands, or "select ", which will select the first it finds, which can be anything from "grenade" to "medikit" to "rocket launcher".
                  3. The '+button2' command (you know, the one that uses your teleporter in normal Q3A) pulls out the currently selected inventory item, and, in general, swaps it with what's in your hands - but only if what's in your hands will fit into the inventory slot [no swapping your hand grenade for a rocket launcher; the RL looks silly dangling from your crotch. Trust me]. If you have a gun, and you select an inventory slot that holds ammo for the gun, it loads that ammo into the gun. If you have a gun with ammo, and you select an empty inventory slot, it unloads as much ammo as will fit on that belt slot from your gun. It's all pretty intuitive, actually.
                  4. The fire button uses whatever's in your hands. If it's a gun, of course, it shoots. If it's a grenade, you hear a nice 'clink' noise and it's un-pinned. Releasing fire will then throw it. If you're holding a medikit, pressing the fire button will remove one use from the medikit, and heal you a certain amount (usually to full). Trying to use anything else is rather ineffective, except that if you're close enough to use a gauntlet on someone, you CAN bean them over the head with just about any item (which is rather funny, actually).
                  5. As you might have noticed, how much shit you're carrying will slow you down, depending on how much it weighs and how strong your character is. In general, the bigger buffer characters can carry more than the light fast ones.

                  That's it for the inventory system... now to explain how damage works.

                  1. When you get hit with a gun, it hurts. Different weapons do different amounts of damage to different player classes. In general, there's two types of player classes: organic and robotic [some of the weird ones, like bones, count as 'robotic' until I figure out what the hell to do with them]. Each player class has a certain amount of 'toughness' to each part of their body, which represents the total amount of damage that part of their body can take before dying. I.e., if someone's head 'toughness' is 40, then 40 damage will remove 100 health. If someone's torso 'toughness' is 150, then doing 75 damage to them will remove 50 health. Got it? Good.
                  2. Besides the damage factors, hitting someone in the head/legs/chest will do other things, too. If you're wearing armor, all chest hits are lowered by [Armor]%. So if you have 40 armor, all chest damage is reduced by 40%, so 10 damage will only take away 6 health. Hits to the legs will slow you down and cause you to be hurt more by falls, while hits to the head REALLY mess up your vision.
                  3. Bleeding - the shotguns, machinegun, chaingun, grenade launcher all cause bleeding damage to organic players, which means they keep taking damage even after the firestorm is over. Non-organic players, instead, take double or more damage from energy weapons (plasmagun, lightning gun and gauntlet). Hits to the chest cause more bleeding than hits to the legs, and if you get a hole in your head, you're probably not long for the world.

                  4. Recoil and knockback - yes, guns now kick, especially the railgun. "Rail-jumping" is the new pasttime around these parts. :) The chaingun goes absolutely apeshit if you try to fire it while moving, unless you're one of the big, buff dudes that just doesn't care (*cough* tankjr). The more shit you're carrying, the less you get knocked about, but it won't help your control or aim much.

                  Well, that's about it. Have fun, kids.

                  Oh, wait. One more thing. To all you other mod authors out there: Merry Christmas. -Hentai
                  Latest News (7/03/00)

                          QuakeFu 0.2.0b is out, now with an inventory system. Unzip this file into your base Q3 dir, and it will make the 'QuakeFu' mod dir. This is only a semi-tested alpha, so please lemme know if anything goes weird. Oh yeah - QuakeFu now has an inventory system, like Quake2 did. Use the weapnext and weapprev buttons to cycle through your inventory, and 'use' to actually put your current inventory item into your hand. The fire button will actually use the item, whatever it is. There's six small inventory slots which go on your belt for everyone to see, and one big one that goes on your back [this is where you put your second weapon]. If no slot is selected, the 'use' key will drop whatever's in your hands. Try using [ ] and Enter (or whatever weapnext, weapprev and use are bound to) until you get the hang of it.

                          Latest News (7/01/00)

                                  QuakeFu 0.1.0b is out. Unzip this file into your base Q3 dir, and it will make a mod dir called 'QuakeFu'. Oh yeah, check out the screenshots.

                                  -Hentai
                                  Latest News (6/25/00)

                                          Addendum: grab the aforementioned file if you haven't, but also snag this update. It fixes a minor ammo glitch (cough, cough).

                                          -Hentai
                                          Latest News (6/25/00)

                                                  Arright. The mod formerly known as 'Viz' has become Quake-Fu, with the name 'Viz' reserved for the new md3 rendering engine being developed within the mod. When done, Viz will be somethin like VWep, allowing mod authors to drop in an EXTREMELY powerful and backwards-compatible new player model format. I've got Rungy, who is an uber-God of modelling and a proficient coder to boot, to help me out on all this, and I'm sucking in new talent almost daily. This is gonna rock. To see what we've got so far, download this beta (1 meg). Make sure to stick the pk3's in a mod directory called 'Viz' (it isn't quite Quake-Fu YET).

                                                  Note that everything from the Viz alphas is now forced on, so you don't have to mess with configs or cvars (although, on the downside, this is gonna melt a slow machine). The gameplay is ActionQuake-like, and the controls are reasonably easy to learn - just keep in mind that switching weapons drops them instead, and the [Use] key will use, drop or switch between what's in inventory (which could be a gun, ammo, or health) and what's in your hands (which is generally a gun).

                                                  There's a public test server running on my T1 at work, at 207.254.72.105 - if you join, PLEASE send me some screenshots, I'll be sure and mention your name when I post them here. Bug reports and screenshots should be sent to bdill@uswest.net.
                                                  -Hentai
                                                  Latest News (3/11/00)

                                                          Oops :) Anyone who noticed your view weapon behaving REALLY strangely (or even if you haven't yet) might wanna download version 2.3.6. I coulda SWORN I'd stomped out all the bugs...

                                                          -Hentai
                                                          Latest News (3/11/00)

                                                                  The theme for the day is: Reduce, Reuse, Recycle. On that note, Viz 2.3.5(fnord) has just been released as promised (albiet a bit late), with a bunch of new uses for existing id q3a models. Things like, say, ammo belts, all new explosions, and a new helical (and totally polygonal) Railgun effect. Also included is a new UI code, with enhanced server-browsing [see what mod is being played and what gametype], and playerclass information superimposed over your player model in the model selection menu [only when g_playerclasses is set to 1]. ALSO (gasp for breath) are several new cvars, the most important being g_forceviz: set it to 1, and everyone automatically sees things as if they had typed in /exec cool.cfg at the console. Set it to 2, and people ALSO see the extra-spiff ammo belts (this was done seperately because some maps and some systems can't handle the strain of showing so many render models at once). Note that to turn everything on, you need a damned hefty machine. Stapher from quake3mods.net has promised a review soon, but we'll see if THAT ever happens (nudge, nudge).

                                                                  -Hentai
                                                                  Latest News (3/03/00)

                                                                          Viz 2.1.5 is out, and the site has a newish color and logo to it. 2.1.5 fixes a few problems with picking up/dropping the ball in rugby mode, and causes the ball to respawn whenever it has sit still for 5 seconds. Another release should be forthcoming, probably 2.2.x, with a few new gameplay features - but first I gotta take a shower. There'll be a server up at 209.180.147.113 in the meantime, if anyone wants to play.

                                                                          -Hentai
                                                                          Latest News (2/27/00)

                                                                                  2.0.2 is out. This is a BETA. 2.0.2 fixes a few more bits of minor client-side annoyance, and adds the feature that player models' heads are now skinned independantly of their bodies in Teamplay modes - so whatever model you specify, that's what your head looks like, while your torso and legs are forced to either /red or /blue. This, however, would not by itself necessitate the jump from 1.5.4 to 2.0.0. What did was an old, old idea that I blew the dust off of tonight - something I mentioned while talking to loonyboi and Blue a long, long time ago on Quakecast: Quake Rugby.

                                                                                  That's right, folks. set g_gametype to 5, and load any CTF level, and a ball spawns in the middle of the map, between the two flags. Grab the ball, and you can't use weapons - trying to switch to a gun drops the ball. "Firing" the ball throws it a good long way, and it bounces like a dodgeball. Touch the ball to your base, and it goes back to the middle of the level. Touch it to the enemy base, and you get a capture. All the other Viz stuff is still there, and still toggleable, so don't worry too much if you liked/didn't like anything else from the mod - just DOWNLOAD AND GET ME SOME GODDAMNED SCREENSHOTS ALREADY!!!

                                                                                  -Hentai
                                                                                  Latest News (2/27/00)

                                                                                          We're now at 1.5.0, which basically just fixes a few minor annoyances/inconsistencies in some of the server-side and client-side game code. (At least, I THINK so. It's been a REALLY long week, folks... my mind's not really on coding). Gameplay should be a little smother now, and a few visual effects should be a little nicer. And, for all you mod authors who want to implement spherical explosions, 3D railtrails, or the ability to see your own model's hands/legs, I'm posting the source code to the mod. It isn't precisely pretty, and a lot of my stuff isn't exactly separated out from id's stuff, so it may be a bit of a pain to go through - anyone who wants to clean it up and make tutorials from it is MORE than welcome to, just please give me some credz. ;)

                                                                                          -Hentai
                                                                                          Latest News (2/19/00)

                                                                                                  Oops. Would you believe, 1.4.1? Anyone who tried this out in 'action' mode and noticed you occasionally dropping gauntlets you didn't have, or noticed gauntlets with full cell ammo saying 'out of ammo', it's fixed now.
                                                                                                  My bad.

                                                                                                  -Hentai
                                                                                                  Latest News (2/19/00)

                                                                                                          Viz is now in version 1.4.0. Download this now. There's two pk3's in this version, one for the base vm and model directory, and one with all the configuration scripts.

                                                                                                          These scripts are called cool.cfg (to turn on the client-side stuff), fun.cfg (to turn on player classes, bleeding to death and a few other effects), and action.cfg (to make a very action quake-ish game, with one weapon per player, forced player models, and no powerups or armor).

                                                                                                          Here's the FAQ, which explains how all the new cvars work. The short list of new features (All of which are 100% toggleable) is:

                                                                                                          Client Side
                                                                                                          • Spherical explosion effects
                                                                                                          • Cool Quake2-style railgun trail
                                                                                                          • Smaller bloodtrail effects
                                                                                                          • Fixed a few display bugs
                                                                                                          Server Side
                                                                                                          • Reset a player's score to 0 when they respawn (i.e., lose all frags when you die)
                                                                                                          • Force playerclasses (set to spectator mode if there's no pclass info for a model)
                                                                                                          • Fully configurable rocket trajectories (acceleration, muzzle velocity, veer, etc.)
                                                                                                          • One-Weapon-Per-Player now puts either a gauntlet or a machinegun at each spawnpoint, so there's a finite number of weapons in the level, and machineguns don't end up cluttering up the level
                                                                                                          Anyone who wants to try the game out, I'll be running an 8-player CTF test game in 'Action' mode at 209.180.147.113 until further notice.
                                                                                                          Latest News (1/30/00)

                                                                                                                  QUAKE 3 IS OUT!!! AWWW YEAH!! To celebrate, here's my first Quake 3 mod... which is an extention of the aforementioned Quake 2 mod, and which is called 'Viz'. Please [download] this now; you will NOT be disappointed. If you need convincing, here's some screenshots to convince you.

                                                                                                                  For those who care, here's the FAQ (moved out of this page to save load time).
                                                                                                                  Latest News (5/09/99)

                                                                                                                          Woohoo! It's up! Note: This is a BETA; it's not very polished, the models are still kinda funky [I did them all myself, or shamelessly ripped them from the 'web - if you see a model you made, please e-mail me for the proper credz], and it may very well crash your system if you try to run it. Note also that this is deathmatch-only, and anyone who tries to run it on anything less than a LAN connection is a moron [this will be fixed ASAP]. Beyond that, I'm pretty proud of myself. We've got flamethrowers. We've got lightning. We've got robots. We've got demons. We've got faeries [yes, they fly]. The mod's called RealClass, and has lots of nifty stuff. Unfortunately, I'm dead tired, and have to be in Arizona in twelve hours for a job interview, so I can't really go into it much here. Just keep in mind it's kinda like ActionQuake, and you should be okay. Remember to bind a key to "reload", or you'll be wandering around wondering why you've got 25 shells, but your shotgun says it's empty. Also remember to bind something to "use health", or you'll bleed to death more than you'd like to. The mod's pretty simple in execution; log in, join the server, chose your player model [which chooses your player class] in the quake 2 player setup menu, and you're good to go. Please report real bugs / crashes, but don't expect replies back anytime within the next four days or so (although you might if you get lucky). Unlike the preceeding, this is not a run-on sentence. I lied.

                                                                                                                          -Hentai

                                                                                                                          Latest News (4/15/99)

                                                                                                                                  Gah. Still no mod. Need a reliable 'net connection. :( Soon, I tell you, soon!

                                                                                                                                  In the meantime, here's a sample class.cfg for anyone interested in creating custom classes for various PPM's:
                                                                                                                                  classname "Marine (Male)"
                                                                                                                                  {
                                                                                                                                    model="male";		// model sub-directory is baseq2/players/male
                                                                                                                                    health="100";		// maximum and starting health
                                                                                                                                    mass="150";		// player mass; determines how much damage knockback and encumberance affect player
                                                                                                                                    speed="125";		// player speed while walking while empty-handed (doubled when running)
                                                                                                                                    capacity="100";	// maximum carrying capacity
                                                                                                                                    item="machinegun 1";	// same as typing "give machinegun 1" with cheats on
                                                                                                                                    item="bullets 30";	// same as typing "give bullets 30" with cheats on
                                                                                                                                    option="humanoid"; 	// damage effects are determined using humanoid hitloc matrix
                                                                                                                                    option="organic";	// player bleeds and gibs
                                                                                                                                  }
                                                                                                                                  
                                                                                                                                  classname "Marine Sargeant (Male)"
                                                                                                                                  {
                                                                                                                                    model="male";
                                                                                                                                    health="100";
                                                                                                                                    mass="150";
                                                                                                                                    speed="125";
                                                                                                                                    capacity="100";
                                                                                                                                    item="shotgun 1";
                                                                                                                                    option="humanoid";
                                                                                                                                    option="organic";
                                                                                                                                  }
                                                                                                                                  
                                                                                                                                  classname "Marine (Female)"
                                                                                                                                  {
                                                                                                                                    model="female";
                                                                                                                                    health="90";
                                                                                                                                    mass="120";
                                                                                                                                    speed="150";
                                                                                                                                    capacity="75";
                                                                                                                                    item="machinegun 1";
                                                                                                                                    item="bullets 30";
                                                                                                                                    option="humanoid";
                                                                                                                                    option="organic";
                                                                                                                                  }
                                                                                                                                  
                                                                                                                                  classname "Marine Sargeant (Female)"
                                                                                                                                  {
                                                                                                                                    model="female";
                                                                                                                                    health="90";
                                                                                                                                    mass="120";
                                                                                                                                    speed="150";
                                                                                                                                    capacity="75";
                                                                                                                                    item="shotgun 1";
                                                                                                                                    option="humanoid";
                                                                                                                                    option="organic";
                                                                                                                                  }
                                                                                                                                  
                                                                                                                                  classname "Cyborg Sniper Unit"
                                                                                                                                  {
                                                                                                                                    model="cyborg";
                                                                                                                                    health="200";
                                                                                                                                    speed="100";
                                                                                                                                    mass="250";
                                                                                                                                    capacity="150";
                                                                                                                                    item="railgun 1";
                                                                                                                                    item="slugs 16";
                                                                                                                                    item="combat armor 50";
                                                                                                                                    option="organic";
                                                                                                                                    option="humanoid";
                                                                                                                                    option="noarmor";	// can't pickup or drop armor (stuck with spawning armor)
                                                                                                                                  }
                                                                                                                                  
                                                                                                                                  classname "Cyborg Assault Unit"
                                                                                                                                  {
                                                                                                                                    model="cyborg";
                                                                                                                                    health="200";
                                                                                                                                    speed="100";
                                                                                                                                    mass="250";
                                                                                                                                    capacity="150";
                                                                                                                                    item="rocket launcher 1";
                                                                                                                                    item="rockets 12";
                                                                                                                                    item="combat armor 50";
                                                                                                                                    option="organic";
                                                                                                                                    option="humanoid";
                                                                                                                                    option="noarmor";	
                                                                                                                                  }
                                                                                                                                  
                                                                                                                                  classname "Nympho (CrackWhore)"
                                                                                                                                  {
                                                                                                                                    model="crakhor";
                                                                                                                                    health="80";
                                                                                                                                    speed="160";
                                                                                                                                    mass="115";
                                                                                                                                    capacity="50";
                                                                                                                                    item="blaster 1";
                                                                                                                                    item="cells 25";
                                                                                                                                    option="organic";
                                                                                                                                    option="humanoid";
                                                                                                                                    option="noarmor";
                                                                                                                                  }
                                                                                                                                  
                                                                                                                                  classname "Rhino Powered Assault Armor"
                                                                                                                                  {
                                                                                                                                    model="rhino";
                                                                                                                                    health="500";
                                                                                                                                    mass="1000";
                                                                                                                                    speed="80";
                                                                                                                                    capacity="100";
                                                                                                                                    item="chaingun 2";
                                                                                                                                    item="bullets 1000";
                                                                                                                                    item="body armor 500";
                                                                                                                                    option="humanoid";
                                                                                                                                    option="robotic";	// can't bleed, explodes instead of gibbing
                                                                                                                                    option="noarmor";
                                                                                                                                    option="noweapons";	// can't pick up or drop weapons; can only pick up ammo for weapons already carried
                                                                                                                                  }
                                                                                                                                  
                                                                                                                                  classname "Fuel 4.46 Hunter-Killer"
                                                                                                                                  {
                                                                                                                                    model="fuel";
                                                                                                                                    health="150";
                                                                                                                                    speed="140";
                                                                                                                                    mass="400";
                                                                                                                                    capacity="20";
                                                                                                                                    item="hyperblaster 1";
                                                                                                                                    item="cells 1000";
                                                                                                                                    item="power shield 1";
                                                                                                                                    option="humanoid";
                                                                                                                                    option="customview";	//  custom gun viewmodel is in PPM directory
                                                                                                                                    option="robotic";
                                                                                                                                    option="noarmor";
                                                                                                                                    option="noweapons";
                                                                                                                                  }
                                                                                                                                  
                                                                                                                                  classname "Demon-God Baaul"
                                                                                                                                  {
                                                                                                                                    model="baaul";
                                                                                                                                    health="10";
                                                                                                                                    mass="350";
                                                                                                                                    speed="80";
                                                                                                                                    capacity="20";
                                                                                                                                    item="bfg10k 1";
                                                                                                                                    option="humanoid";
                                                                                                                                    option="noweapons";
                                                                                                                                    option="noarmor";
                                                                                                                                    option="customview";
                                                                                                                                    option="organic";
                                                                                                                                  }
                                                                                                                                  
                                                                                                                                  classname "Assassin (Female)"
                                                                                                                                  {
                                                                                                                                    model="sydney";
                                                                                                                                    health="100";
                                                                                                                                    mass="350";
                                                                                                                                    speed="80";
                                                                                                                                    capacity="20";
                                                                                                                                    item="blaster 2";
                                                                                                                                    item="cells 50";
                                                                                                                                    option="humanoid";
                                                                                                                                    option="organic";
                                                                                                                                    option="noarmor";
                                                                                                                                    option="noweapons";
                                                                                                                                  }
                                                                                                                                  
                                                                                                                                  classname "Assassin (Male)"
                                                                                                                                  {
                                                                                                                                    model="mrcoat";
                                                                                                                                    health="80";
                                                                                                                                    mass="100";
                                                                                                                                    speed="80";
                                                                                                                                    capacity="20";
                                                                                                                                    item="machinegun 1";
                                                                                                                                    item="bullets 30";
                                                                                                                                    option="humanoid";
                                                                                                                                    option="organic";
                                                                                                                                    option="noarmor";
                                                                                                                                    option="noweapons";
                                                                                                                                  }
                                                                                                                                  
                                                                                                                                  


                                                                                                                                  Latest News (4/14/99)- YEP, I'M STILL ALIVE! -

                                                                                                                                                Ye, GODS, it's been awhile - and what a long, strange trip it's been. There's a new mod coming soon, called "RealCTF"... watch this site in the next 24 hours. Basically, think of "RealCTF" as Quake2 DM/CTF, with Quake2 weapons and items, but ActionQuake physics

                                                                                                                                                Features include:
                                                                                                                                                • DM and CTF play combined in one mod

                                                                                                                                                • Realistic Models - new, realistic-sized item models, and new VWep models for holding two guns at once.

                                                                                                                                                • Enhanced Weapon Effects - Watch the BFG Effect visibly shoot green lightning bolts out of the gun barrel towards hapless victims, watch shell casings eject from your shotgun, and see cool new particle trails on the hyperblaster.

                                                                                                                                                • VWep taken one step further - see what armor someone is wearing! (Will NOT work for PPM's)

                                                                                                                                                • Client PAK with all models and full VWep support for the Male, Female, CrakHor and Cyborg.

                                                                                                                                                • Full PPM Downloading - allows PPM VWep models to be client-side downloaded. (Unfortunately, those who do not have model downloading turned on and who do not have the client PAK installed will see the infamous VWep White Diaper effect).

                                                                                                                                                • PPM-Based Player Classes - Allows the server to set up configuration files for each PPM, that determine what weapons/armor/etc. it spawns with, what weapons/items it can pick up and drop, its running speed, maximum health, maximum carrying capacity, mass, whether it can fly, whether it bleeds, and much, much more!

                                                                                                                                                • "Heavy" and "Light" weapons - the blaster, single-barreled shotgun, machinegun and grenade launcher are all "light" weapons, while the double-barreled shotgun, chaingun, rocket launcher, hyperblaster, railgun and BFG are all "heavy" weapons.

                                                                                                                                                • Encumberance - All items now have mass; the more you carry, the slower you move.

                                                                                                                                                • Internal Magazine - both shotguns, the grenade launcher, the rocket launcher and the railgun have an internal magazine which must be reloaded. Bind a key to "reload".

                                                                                                                                                • Limited Pickup - You can only carry a maximum of four weapons (five if you have a backpack), only one of which may be a heavy weapon. Likewise, you can only carry one "wearable" at a time - a "wearable" being any kind of armor, power armor, bandolier or backpack.

                                                                                                                                                • Limited Resources - whatever weapons and ammo start on the map, is what you get. NOTHING respawns, and players spawn carrying NOTHING. The Blaster now uses one cell per shot, so there are NO ammo-free weapons (I may add a melee weapon soon, to keep people from being a TOTAL target). Each spawnpoint contains one blaster, and one cellpack, which is picked up by the first person who spawns there, or the first person to run over the spawnpoint. All Powerups have been removed - the Body Armor now takes the place of the Envirosuit and Rebreather, and gives you unlimited oxygen, and the Quad and Invulnerability have both been replaced by the grappling hook. Once the last piece of ammo is picked up, the game goes into "sudden death" mode - if no kills are scored within a 30 second timespan, and no ammo is left on the map, the server switches to a new map. To prevent spawnkills, an unarmed opponent is worth zero frags.

                                                                                                                                                • Guns Akimbo - All light weapons can be weilded single-handed, allowing you to use two of of the same type of weapon if you hold more than one.

                                                                                                                                                • Realistic Damage - Damage is positional, and getting hit with non-energy weapons will cause you to begin bleeding to death. You must pick up and use a health item to staunch the bloodflow. Likewise, explosion damage has been seperated into three effects: an instantaneous "flash" damage (T_RadiusDamage), which will also temporarily blind anyone who happens to be staring at the explosion point, a concussion blast which rebounds off walls at Mach 1 (great for tight corridors), and shrapnel particles which will also rebound off walls and cause damage and bleeding. Leg hits don't hurt as much, but will begin restricting your movement, and chest and head hits can be QUITE lethal. Team damage protection is gone - you can kill your teammates as easily as your enemies, and will lose points for doing so.

                                                                                                                                                Those who are wondering where I've been all this time (yeah right) are free to check the personal page. Incidentally, anyone who knows of a good job in the gaming industry (one that pays at least $2000/month; I don't want to be rich, but damnit, I want to eat), PLEASE email me at hentai@edgemail.com.

                                                                                                                                                Latest News (9/07/98)

                                                                                                                                                        The download links have now been updated to use Telefragged's spiffy mirroring script. If you get Javascript errors going to the page, it's not my fault. :)

                                                                                                                                                        Latest News (9/04/98)

                                                                                                                                                                Gah. Okay. I normally try to be rational about this sort of thing, but it seems as if the #quake2 channels are filled with morons for ops lately. The whole point of the channel seems to be to talk smack and abuse the user-base, rather than offer anything constructive to the community. What the hell happened?

                                                                                                                                                                I came into #quake2 on Undernet (my usual hangout on Eris Freenet seems to have been hacked and taken over), asking about a framerate problem with my new computer. They responded by kicking me for "bragging about my box" and "being argumentative". In reality, I was merely asking why they felt "live with it" was an acceptable answer to "what causes a frame slowdown when explosions are rendered?". There *IS* such a thing as civility, people, and just because you're in charge doesn't excuse you from acting civil.

                                                                                                                                                                Latest News (8/30/98)

                                                                                                                                                                        Oops. Okay, all broken links SHOULD be finished. I'm working right now on figuring out Telefragged's FTP mirroring, so downloading should be easier soon.

                                                                                                                                                                        Latest News (8/24/98)

                                                                                                                                                                                Jesus Christ, it's been awhile since I've updated this thing. Okay, here's what I've been working on:

                                                                                                                                                                                • 3.15 Vwep source - This is based on 1.02CTF source, but shows precisely how to do the 3.15 and higher VWep precaching. Also included is my improved chasecam.

                                                                                                                                                                                • Bouncy CTF - Extremely silly. Makes all the weapon shots bounce around the level. The railgun becomes insane and dangerous to use. A simple diversion with source code included (the grenade code, in particular, would make a very nice fragmentation grenade effect for realistic mods).

                                                                                                                                                                                • New VWep models - Updated the downloads page with lots of new stuff.

                                                                                                                                                                                Hey, is it just me, or does CTF1.09beta still not do VWep? Somebody let me know if you've got it to work (please DON'T let me know if you HAVEN'T got it to work, as it tells me nothing useful). Thanks again for everyone's overwhelming support of this mod, I'm well past the 'awed' stage and fear that I might be getting cocky. [If you see me on IRC as HentaiDI and I bitch about lack of respect, just remind me that I'm supposed to be humble and mild-mannered, k?]

                                                                                                                                                                                Latest News (5/29/98)- CHECK THIS OUT! -

                                                                                                                                                                                              Quake 2 v3.15 is out, WITH VWEP! Now every server in the world supports VWep transparently, and if your computer doesn't have it or some PPM out there doesn't support it, it works just like non-VWep Quake! Thanks everyone who supported me on this, and especially thanks to Zoid! In celebration, I have completely re-done the VWep pakfile for 3.15, improving the hand grenade animations muchly, and in general making things look just a little cooler. Anyone who already has VWep doesn't HAVE to download the new version, but you really should anyway. :) It's also now a self-extracting archive, so problems with installing it should be solved now. Get it here. All the old files have been deleted, since they're no longer necessary.

                                                                                                                                                                                              Latest News (4/10/98)

                                                                                                                                                                                                      Well, I finally heard last week's QuakeCast, and I must say, "El Niņo Quake Extensions" does sound rather snappy. Thanks, Blue!

                                                                                                                                                                                                      Anyone who might have been confused over the fact that there are *TWO* teams named "Tsunami" out there, be confused no more. We are now officially El Niņo Quake Extensions, and the Tsunami Tech team can be found here. I'm still waiting for e-mail back from QuakeGod, but I intend on moving the site to http://www.telefragged.com/vwep. The links have already been updated to point here (even though it doesn't exist yet), so if you're having trouble downloading, just go to the actual download page (which won't be updated until I move).

                                                                                                                                                                                                      Sorry about the lack of updates, but I've been really busy on something really important related to VWep. Those of you in the know, shut up. Those of you not in the know, don't worry; all will be revealed. Lots of really, really cool news on the horizon. Check back here over the next week.

                                                                                                                                                                                                      Latest News (3/27/98)

                                                                                                                                                                                                              I was interviewed by Online Gaming Review today. Also, the Total Entertainment Network is adopting VWep on their Quake2 game servers. Now, if only I could get VWep into an official id release (say, 3.15, or even better: 3.14159265), my life would be complete. Once I've made damn sure VWep doesn't have any more bugs in it, I'll e-mail John Cash and see if we can get this included in an official id software release.

                                                                                                                                                                                                              Latest News (3/26/98)

                                                                                                                                                                                                                      Thanks to Chris Locas, we now have a site logo. This prompted me to create the new site look. Sorry about the blank screen last night, but I forgot a </FRAMESET> and it screwed everything up.

                                                                                                                                                                                                                      While I was updating the page, I also revamped the info page. People with tech support problems with VWep should read this page first, and read it THOROUGHLY, as I will no longer answer questions of the ilk "I installed VWep and nothing happened, what do I do?". If something legitimately bizzare is happening, please let me know. But first, before you do, make sure the following things are happening:
                                                                                                                                                                                                                      1. You have downloaded pak2.pak, and have placed it in your \quake2\baseq2\ directory. If you haven't, or have the pak2.pak file somewhere else, please put it in your baseq2 directory and try again.
                                                                                                                                                                                                                      2. You have connected to a VWep-capable server. I thought this was obvious, but I suppose it has to be stated: VWep will only work on servers which support it! If you connect to a non-VWep Quake2 server, everyone will be holding the regular Shotgun. I'm working on a Gamespy Tab for VWep 3.14v4, which should be available for download here soon.
                                                                                                                                                                                                                      3. You aren't using the Eraser bot. The Eraser bot has had SEVERAL problems with its VWep implementation, and I'm tired of tech-supporting them. It's not my fault, honest!
                                                                                                                                                                                                                      4. The people you're looking at are actually the male/female/cyborg/crakhor models. Funky PPM's don't have VWep support, and they'll be empy handed (or will sometimes have the "white diaper" effect). For the crakhor, you need an additional set of files put into the players/crakhor directory. They're kinda like skins; if you don't have them, you can't see them. And just like Quake2 replaces skins with the default male model if you don't have them, Quake2 replaces weapons with a funky-ass white cube if you don't have VWep. It's something id did, I have no control over it.

                                                                                                                                                                                                                      Thank you all for your amazing support of VWep, and it was a true pleasure to have provided this to the Quake community. You're all great, and I really don't want to sound bitchy, but some of the less thought-out tech support questions were getting tiring. Please, please think things through before you e-mail me complaining that it doesn't work. I realize that it wasn't well documented before, but you no longer have that excuse. :)

                                                                                                                                                                                                                      Latest News (3/25/98)

                                                                                                                                                                                                                              Deathmatch DLL has been updated. Get it.
                                                                                                                                                                                                                              Source code is available for all you code warriors out there.
                                                                                                                                                                                                                              The DM fix involved a single line of code.

                                                                                                                                                                                                                              Also, you might want to re-download the CTF DLL to get rid of the dprintf I accidentally left in the hitloc damage code, AGAIN. Gah.

                                                                                                                                                                                                                              Latest News (3/22/98)

                                                                                                                                                                                                                                      YES!!! Bugkill! That goddamn fucking piece of shit (excuse my language) lastframe bug is DEAD DEAD DEAD! WOOHOO!!
                                                                                                                                                                                                                                      Get the CTF binary (for Win95/NT) here, or the CTF sourcecode here. Hitloc-based damage is included in the binary, but not in the source, and it's disablable. Including it in the source is simple (just look at the g_combat.c example below), and disabling it is simple as well (it's disabled by default). Also included is an actual 'gameversion' string, with the word "VWep" in it, so it is now possible to make a VWep Gamespy tab. (Really, I'm not *TOTALLY* asleep / braindead / moronic). To enable hitloc-based damage, just set aimbonus (it's a server-side cvar) to something greater than 1. How it works: if you set aimbonus to 1.0 or less, then it doesn't compute hitloc damage. If you set it to, say, 2.5, then the maximum damage multiplier you'll get is 250% of normal damage (for dead-on head hits), and the minimum damage multiplier will be 1 / 2.5, or 40%. Setting it to 3.0 will give you a damage range of 300% to 33%, and so on. I'm not sure if the code will work for extreme values (like 10.0 or something silly like that), but feel free to try it and tell me what happens. Mod authors who want to get rid of those damn lastframe errors should re-download the source and take a look at it, there's only like three additions, all in p_weapon.c, and all involving checking for ent->s.modelindex == 255 or ent->s.modelindex != 255. What was happening was, if somebody gibbed while throwing a grenade, it tried to make their severed skull finish the hand-toss motion. Extremely silly.

                                                                                                                                                                                                                                      Lots of new VWep-supported mods, I *WILL* get around to making a links page for them soon, I promise!
                                                                                                                                                                                                                                      I'm now working on a new project ("Vwep Plus" has gotten a little big, so I've got to rename it. Heh.) The new project will most likely pick up the old "Tsunami" name, and will include most of what Tsunami for Quake 1 had, including lots of new cool stuff (like anime-style power suits / mobile armor, probably a few cool new guns, and melee weapons). This should kick ass.

                                                                                                                                                                                                                                      Also, ErrorInc and I are working on another project (he's the map guy, I'm the coder and originator), that should be KILLER when it's done. I can't say much about it, since we're trying to win PC Gamer's $2000 contest, but suffice it to say it's teamplay, it's nutty, it's Quake with a twist of lemon.

                                                                                                                                                                                                                                      Latest NewsLatest News (3/18/98)

                                                                                                                                                                                                                                              Thanks to Sergey Astashonok, we now have linux ports of the DM and CTF VWep mods! These are the bare mods, without the damage multiplier code, and are *EXACTLY* id's/Zoid's code, but with the weapon models / animations added. Thanks, Sergey!

                                                                                                                                                                                                                                              Battle of the Sexes now has full VWep support.

                                                                                                                                                                                                                                              The Lithium Mod now has VWep support, as well.

                                                                                                                                                                                                                                              The CRBot Now has VWep support, as well. I should have a subpage up pretty soon here that will list all mods (and all servers) that are VWep-compliant.



                                                                                                                                                                                                                                              By popular demand, the super-spiffy quake2.kern.com DLL, henceforth known as "VWep Plus", is available for download. The source should be available soon. VWep Plus is Zoid's CTF 1.02, with VWep support, hitloc-based damaged (head hits take off 2x health, while leg hits only take off 0.6x to 0.3x), and enhanced tech powerups.

                                                                                                                                                                                                                                              I'd like to thank Blue's News for issuing their apology, I completely understand how jumpy people can get about the whole "cheater" thing. It's good to know the Quake2 news sites try so hard to get down to the truth of the matter, and post corrections to misleading stories so quickly. Now if only CNN would do that. ;)

                                                                                                                                                                                                                                              Latest News (3/16/98)

                                                                                                                                                                                                                                                      *sigh* Ok. Because of several *DIFFERENT* rumors going around as to what my hidden code snippets did, and because of several requests to put said "easter eggs" *BACK* in the code, I guess I'd better at least explain what they all do. Most of them are up and running on my personal "test" server (quake2.kern.com), and so far I haven't heard any complaints about them. Just to clarify:
                                                                                                                                                                                                                                                      • They aren't for cheating.
                                                                                                                                                                                                                                                      • They aren't in any way malicious.
                                                                                                                                                                                                                                                      • I knew about the "damage multiplier", but I had no idea that the time accel 'enhancement' had got out into the source/DLL release.


                                                                                                                                                                                                                                                      That having been said, here's what they do: 1. Damage multiplier
                                                                                                                                                                                                                                                        This is in g_combat.c, and has nothing to do with making weapons visible. What it *DOES* is recalculate damage based on where you hit. Hits to the head do up to double "normal" damage, while leg hits do only half damage, with hits to the arms/chest/etc. doing somewhere in between. This encourages better aiming and more realistic combat damage, and besides - it's fun.

                                                                                                                                                                                                                                                      2. Time accel
                                                                                                                                                                                                                                                        This is, in fact, part of a *SET* of enhancements I've been working on, that once again have nothing to do with VWep. I was experimenting with adjusting the player's running speed based on various factors, including how much you're carrying. The first iteration of this was included in the Time Acceleration powerup for testing purposes. So many people liked it on my personal server that I decided to make a *SERIES* of enhancements to the tech powerups, for my own server. Again, this wasn't supposed to be in the released DLL. Sorry people.


                                                                                                                                                                                                                                                      Latest News (3/15/98)

                                                                                                                                                                                                                                                              The source and binaries have been updated to remove a few easter-eggs I had included in the code. Anyone who is running a VWep server needs to download the new CTF or DM/Coop files. The source codes have also been updated. Anyone complaining about "damage multipliers" or "running too fast with time accel" should re-download.

                                                                                                                                                                                                                                                              Latest News (3/13/98)

                                                                                                                                                                                                                                                                      The VWep binary has now been compiled for Solaris! get the SPARC binary here.

                                                                                                                                                                                                                                                                      The Eraser Bot now has VWep support!

                                                                                                                                                                                                                                                                      Loki's Minions CTF now supports VWep! Check it out!

                                                                                                                                                                                                                                                                      Latest News (3/12/98)

                                                                                                                                                                                                                                                                              We've moved to Telefragged!

                                                                                                                                                                                                                                                                              Our new URL is:http://www.telefragged.com/vwep

                                                                                                                                                                                                                                                                              Latest News (3/11/98)

                                                                                                                                                                                                                                                                                      The Crackwhore Model now has *FULL* VWep support. Just unzip this file into your /quake2/baseq2/players/crakhor directory. It actually shows the different weapons, *AND* includes CTF skins.

                                                                                                                                                                                                                                                                                      Latest News (3/10/98)

                                                                                                                                                                                                                                                                                              The Faerie Model now has VWep support (sort of). Just unzip this file into your /quake2/baseq2/players/faerie directory. It doesn't actually show different weapons, but it makes her wand show up in VWep servers, *AND* includes CTF skins for the Faerie.

                                                                                                                                                                                                                                                                                              The Battroid Model now has full VWep support, too! Just unzip this file into your /quake2/baseq2/players/battroid directory. It doesn't actually show different weapons, but it makes the GU-XX gun show up in VWep servers, *AND* includes CTF skins.

                                                                                                                                                                                                                                                                                              Orange 2 has included VWep in version 2.4f of their mod. Their homepage indicates that you should extract the pakfile to the ctf directory, but if you extract it to your baseq2 directory, you can connect to *any* VWep-equipped server (including Orange *AND* Viking) without the need to re-download another pakfile.

                                                                                                                                                                                                                                                                                              The Viking Mod has been released, with full VWep support. Any other mod authors that plan on including VWep support, please feel free to email me and let me know, I'll put a link to your mod on my homepage. Just remember to let everyone know that it's VWep-compatible, so they only need to download the pak2.pak file once.

                                                                                                                                                                                                                                                                                              Latest News (3/9/98)

                                                                                                                                                                                                                                                                                                      Sorry about the vitriol below, but I was [understandably] upset at the events of this morning. Thanks to NetGuy and Quake2.com for being so understanding about all this, and for updating their newspage so quickly.

                                                                                                                                                                                                                                                                                                      Thanks, also, to quake2.stomped.com for clearing this up this afternoon (Monday).

                                                                                                                                                                                                                                                                                                      Latest News (3/8/98)

                                                                                                                                                                                                                                                                                                              The webpage got all jacked last night, I shared my Quake2 directory to my local area network, so I could transfer the source to VWep to a backup machine, and the MicroSloth Personal Web Servoid decided to replace this URL with my personal Quake2 install directory.

                                                                                                                                                                                                                                                                                                              Not only does this suck for its own reasons [nobody could download VWep], but someone saw fit to e-mail quake2.com and stomped.com with the information that I was distributing registered software [presumably, Quake2 itself, as well as the "crack" file for it].

                                                                                                                                                                                                                                                                                                              Now, folks, I just wanna say a few things here:
                                                                                                                                                                                                                                                                                                              • Next time something like this happens, instead of getting a hair up your butt, EMAIL ME. My email is hentai@intelegenesis.com, and I get so little e-mail already, I'd LOVE to hear from you guys. ;)

                                                                                                                                                                                                                                                                                                              • I don't believe in Warez. I'm a computer programmer myself, I work for a company called Intelegenesis, which has created some really cool products. Warez robs from everybody. I would NEVER willingly distribute copyrighted information over the internet.

                                                                                                                                                                                                                                                                                                              • That having been said, the Quake2 community is fucking PARANOID about Warez. Yeah, they suck, yeah, they're evil, but GET OVER IT! Just because I have some fucking "CD crack" doesn't make me a Warez D00d. It just makes me a guy with a large CD collection that happens to want to play his October Rust CD [Type O Negative rocks!] while playing Q2 Coop.

                                                                                                                                                                                                                                                                                                              • In general, this could all be summed up with the following sentiment: Before you jump to conclusions or accusations, PLEASE try and get your facts together, people!