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cujo14.txt
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ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
º Title : CUJO º
ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
Filename : CUJO14.ZIP
Version : 1.4
Date : 2/12/97
Author : Jonathan E. Wright
Web Page : http://www.trailerpark.com/phase1/nelno/
http://www.planetquake.com/zeus
Check here for the latest updates to Cujo.
Email : nelno@resurrection.com
Credits : Micheal Polucha (TM Bot),
Tim Polucha (TM Bot), and
Nathaniel Gorham (DM Bot)
ID Software for designing Quake with Quake C!
ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
º Type of Mod º
ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
Quake C : yes
Sound : yes
MDL : yes
ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
º Format of Quake C º
ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
unified diff : no
context diff : no
.qc files : yes
progs.dat : yes
See the included file PROGS.SRC for a list of which files have been
modified and which were added.
ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
º Description of the Modification º
ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
This mod creates a personal attack dog which will follow the
player and attack his enemies.
There are three new weapons in the mod: a laser blaster, selectable by
selecting the shotgun twice, the blaze gun which replaces the normal nailgun,
and the BFG, selectable by selecting the Thunderbolt twice. Picking up
a Thunderbolt automatically gives the player the BFG along with the
Thunderbolt. For more info about these weapons, especially the BFG-9000,
see the separate text files BLAZEGUN.TXT and BFG-9000.TXT.
ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
º How to use Modification º
ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
Impulse 100 Activates and Deactivates the dog
Impulse 101 Pretty cool but you really shouldn't use it as Quake would get
really boring really fast. I put it in to make Cujo debugging
easier. Just try it.
Impulse 102 Tell Cujo to stay or follow. When staying, Cujo will stand
where he is until he sights an enemy or he is told to follow.
If Cujo sights an enemy, he will automatically leave stay mode
and return to the player after killing all targets (if he can).
Thanks to NAME HERE for suggesting this!
Impulse 103 This toggles your screen between the player's viewpoint and Cujo's
viewpoint. This looks a bit odd at first, because Cujo's yaw
(turn) rate is very high (normally in 30 degree increments). I
turned this down to 20 degrees and it looks pretty decent, but
it's still not as smooth as the player view. When you use this
view, your player is still vulnerable, so don't get distracted
for too long.
Impulse 104 Teleport the dog to your location.
Impulse 105 Turns on Cujo's collar lamp. Great for dark places.
Impulse 106 Reports on Cujo's status. If Cujo is not visible to the player
then his status cannot be determined.
Impulse 107 Toggles Cujo between attack and non-attack modes.
Impulse 200 Cujo skin down
Impulse 201 Cujo skin up
Bind these impulses to keys to make commanding Cujo easy. For example, to
make the Q key activate and deactivate Cujo put this line in your
config.cfg file (or type it in the Quake console):
BIND Q "IMPULSE 100"
Now, every time you press Q Cujo will be toggled between his active and
inactive state. You can bind the other two impulses in a similar manner.
ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
º How to Install the Modification º
ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
Cujo no longer comes with it's own installation batch file. To install
Cujo 1.3, make a directory in your Quake directory called CUJO. Unzip
CUJO13.ZIP into that directory using PKUNZIP's -d option. For instance:
PKUNZIP -d C:\DOWNLOAD\CUJO13.ZIP
If you do not use the -d option the mod will not work correctly, if at all.
If you are using WinZip, it is normally set to do this automatically.
To start Quake using the Cujo mod, go to your quake directory and type:
QUAKE -GAME CUJO
where CUJO is the directory where you unzipped the CUJO13.ZIP archive. See
the above section about impulses and binding keys to learn how to control
Cujo once you're playing Quake.
If you are interested in seeing how Cujo was made, you can manually
unzip the file SOURCE.ZIP which was contained inside CUJO13.ZIP
and look at the modified source. If you would like to make your
own Quake C mods, get QCC.ZIP and read the instructions contained
within it. Also, find one of the many web pages with info about
Quake modifications to learn more.
ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
º Technical Details º
ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
Features:
New features in version 1.4:
þ Multiple skin support for Cujo. There are no new skins available in Cujo
1.4 however, so you'll have to add your own.
þ Cujo now follows from level to level. If he is active when you leave
a level, he will respawn automatically when you enter the next level.
þ Cujo's attack and pain frames are twice as fast, making him less
vulernable to attack, and a lot meaner.
þ Cujo's turn rate is 4 1/2 times faster, umm... makeing him less
vulnerable to attack, and a lot meaner.
þ All weapons are now in the cycle command.
þ Regular nailgun is back due to popular demand.
þ Cujo is much faster and uses the movement code from the Zeus bot 2.x.
This means he can just cruise over broken ground without a hitch.
þ Cujo can swim and follow the player into water.
þ In deathmatch, Cujo spawns automatically when an armor is picked up.
þ In deathmatch, the type of armor that spawns Cujo is the poorest
armor type available on the current level. If there is green
armor on the level, Cujo will spawn only when the green armor is
picked up. If there is yellow armor, but no green armor, Cujo will
spawn when the yellow armor is picked up. If there is green armor
and red armor, but no yellow armor, Cujo will spawn when the green
armor is picked up. Get it? Good.
þ Lots of deathmatch fixes for the blaze gun.
þ In Cujo Server: clients no longer need to be running the Cujo
patch. Everything in Cujo Server uses standard files from the
*registered* version of Quake.
þ Also in Cujo Server: bodies are not solid, but will still gib by burning
if they are on fire when they die.
New features in version 1.3:
þ The grappling hook is available (only by selecting the axe twice - no
separate impulse).
þ Cujo can now be hit by all of his owner's weapons fire, including the axe.
So, for Cujo's sake, aim carefully.
þ Cujo can activate and use platforms.
þ Cujo can follow the player by jumping across water and from ledge to ledge.
He gets lost a _lot_ less now.
þ Cujo can follow the player into water.
þ Cujo will jump into water if he becomes engulfed in flames.
þ Cujo can now be activated in and under water.
þ Cujo knows when to jump across water or gaps to attack an enemy.
þ Both player corpses and Cujo corpses are solid and gibbable.
þ A BFG-9000 that works *just like* (see BFG-9000.TXT) the original big-daddy
in Doom.
þ The Blaze Gun which can light enemies and bodies on fire.
þ Fire that can spread from one enemy to another -- don't get too close to
that burning body, or you might be next!
þ An enforcer's blaster.
Features carried over from version 1.2c:
þ Cujo can draw enemy fire, lessening the amount of damage the player takes.
þ Seeks out monsters or other players and attacks them.
þ Will continue to attack as long as an enemy target is visible.
þ Will not attack teammates under Teamplay rules.
þ Cujo can follow the player through portals.
þ Cujo will not activate trigger fields (such as light triggers and traps)
þ Cujo is trained *not* to attack zombies, allowing you to toss a grenade
in there without blowing up your dog in the process. (But he will
sometimes lick their gibs when your done - hey, dogs will be dogs!)
þ Cujo is a special, genetically enhanced breed of Rottweiler with 8 times
the endurance of other dogs his size. He can cause up to twice as much
damage per attack as his piddly cousins, too. And to top it all off,
Cujo is wearing a special suit of armor designed specifically with him
in mind. Cujo is one *bad* dog.
þ Cujo is equipped with a special device based on slipgate technology.
Should he become separated from you, you can teleport him to your own
location instantly. Cujo is even smart enough to activate this device
on his own when the distance becomes very great.
þ Cujo does not need to be fed. He takes care of this himself.
þ Cujo just loves to tackle big Shamblers while you put the nails to 'em!
þ This is not Sea Quest, so no amount of technology will allow you to talk
to an animal. He just growls and barks like animals do.
Bugs:
þ None so far (yeah, right).
þ Please email about any bugs you find!
ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
º Future Enhancements º
ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
þ Cujo currently can jump across (over) and down, but not up to a higher
ledge. This should be fixed in the next minor update, I just didn't
get around to it. (heh, still didn't get around to it)
þ Make Cujo go after a teleporter that his owner just went through.
Currently he handles teleporters okay, but doesn't knowingly try to
follow his owner through them.
ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
º Revision History º
ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
New features in version 1.4:
þ When on fire Cujo will now search 360 degrees around himself for
water and jump into any he finds.
þ All weapons are now in the cycle command.
þ Regular nailgun is back due to popular demand.
þ Cujo is much faster and uses the movement code from the Zeus bot.
This means he can just cruise over broken ground without a hitch.
þ Cujo can swim and follow the player into and out of water.
þ In deathmatch, Cujo spawns automatically when an armor is picked up.
þ In deathmatch, the type of armor that spawns Cujo is the poorest
armor type available on the current level. If there is green
armor on the level, Cujo will spawn only when the green armor is
picked up. If there is yellow armor, but no green armor, Cujo will
spawn when the yellow armor is picked up. If there is green armor
and red armor, but no yellow armor, Cujo will spawn when the green
armor is picked up. Get it? Good.
þ Lots of deathmatch fixes for the blaze gun.
þ In Cujo Server: clients no longer need to be running the Cujo
patch. Everything in Cujo Server uses standard files from the
*registered* version of Quake.
þ Also in Cujo Server: bodies are not solid, but will still gib by burning
if they are on fire when they die.
Changes in version 1.3
þ Major following/attacking AI enhancements.
þ Streamlined target acquisition code, now twice as fast.
þ Fixed lots and lots of minor bugs:
Cujo no longer teleports to the owner during the intermission view.
Cujo always goes after the closest enemy/food in his view. If another
was closer but not visible to Cujo, he still goes after the one he saw
first.
Fixed "tried to sprint to a non-client" message.
Cujo no longer eats gibs during deathmatches unless he is hurt.
Cujo no longer tries to eat "phantom-gibs". This problem has been
ruthlessly tracked down and crushed :)
Cujo's body was not always being removed correctly.
Probably a lot more than these that I can remember.
Cujo doesn't "stand up" for a frame after dying, as he would sometimes
do before.
þ Cujo's body is now copied to the bodyque (yeah, I know, it's queue) along
with the player bodies.
þ Lots of other stuff I forgot to write down.
Changes in version 1.2c
þ Fixed some bugs with Cujo in deathmatch:
Cujo was not being removed when his owner died.
If the owner died while in Cujo's view he was stuck.
KILLing oneself did not remove Cujo (this bug was not actually related
to being killed).
þ Fixed INSTALL.BAT and CUJO12B.BAT. CUJO12B.BAT would actually try to run
from the directory QUAKE\CUJO12A, causing an error if version 1.2a was not
installed, and running the older version if it was installed, thus it might
appear that there were no changes.
Changes in version 1.2b
þ Fixed the bug which was screwing up the players vectors and causing some
of the weapons to malfunction -- most notably the lightning gun would
not follow the player when he turned!
þ Fixed bug that allowed weapon changing while seeing from Cujo's point of
view. This was reseting the weapon model and making it look as if Cujo
was carrying a weapon. You can change weapons and even shoot while seeing
from Cujo's viewpoint, but the weapon model will not be displayed as if
Cujo were holding it.
Changes in version 1.2a
þ Impulse 103 - toggle to and from Cujo's viewpoint is now working correctly
(it was purposely disabled in version 1.2).
þ Cujo runs a bit smoother because he is updated more frequently and his yaw
rate is 20 degrees instead of 30 (which is the turn rate of normal dogs).
Changes in version 1.2
þ Cujo will eat gibs and heads for health. Eating either will heal him 15
points. If there are no enemies around and Cujo's health is 90% or less
he will eat any gibs he sees. If Cujo's health is 25% or less he will
go after any visible gibs even if enemies are visible to him. Cujo will
not go after gibs if he has been told not to attack. Thanks to Gary
Mcmillin" <psyhe@hitech.net.au> for this idea!
þ New rules for Cujo in a deathmatch:
1) You must pick up a yellow armor to get Cujo. You will still get the
yellow armor, but Cujo will be made available to you for ONE USE. If
you don't need the armor because yours is better or the same IT STILL
GETS PICKED UP. This is to prevent the Cujo powerup from staying around
for other people to pick up. If your armor is better, you will still
keep the better armor, but the armor powerup will disappear.
2) You can only spawn one Cujo at a time.
3) You can only keep one Cujo powerup at a time. You CAN spawn a Cujo
and then pick up another Cujo powerup, but if you pick up a second
powerup, you will still only have one other use. There is no counter
for how many Cujo powerups you can have. You either have one or you
don't!
4) Instead of 200 health and 200 red armor, Cujo gets 100 health and
150 yellow armor in deathmatch.
þ Cujo has a a refined skin, thanks to Ed Oviedo <joviedo@gibson.com>, who
smoothed it out with Photoshop. Thanks, Ed.
þ Cujo no longer teleports away when he is killed. Either he get's gibbed,
or his body remains where it falls. Much cooler. The bodies stay around
for a few minutes. Don't ask me to make all bodies solid. I tried this
and it sucks. They just get in the way.
þ You can find out Cujo's health and armor status as long as he is in view
of the player.
þ You can tell Cujo to stay or follow. If Cujo is staying he will still
attack enemies, but he will not follow the player. Thanks to Betty Hardy
<bhardy@idcnet.com> for giving me the idea.
Changes in version 1.1
þ Cujo now *looks* like a Saint Bernard! Okay, he looks like a white
rottweiler with brown spots. The dog skin doesn't seem to map quite
as regularly as the player skin (the dog skin is drawn at a weird angle)
so a 3 of the triangles that make up the dog were mapping wierdly and
I couldn't seem to change them completely. Also, St. Bernards have
floppy ears and long tails, but Cujo doesn't, cause he's still made
from a rottweiler model. If you think the new skin sucks, let me know,
because I'm not completely satisfied with it. Your feedback will be
appreciated.
þ fixed the absence of \n's (returns) after some of Cujo's barks and
growls
þ Cujo now spawns to the right of the player if possible and will not
activate at all if there is no room around the player
þ Cujo can now be told to break off an attack, or not to attack at all.
This makes it a lot easier to avoid killing him when you want to
punch a rocket into what he's attacking.
þ Messages concerning Cujo's activation, deactivation and death now
all appear in the center of the screen, while Cujo's comments appear
at the top left. (Cujo also whines when he want's to attack and you
won't let him...)
Changes in version 1.0
þ What changes? This was the first one.
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º Copyright and Distribution Permissions º
ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
Authors MAY use these modifications as a basis for other publically
available, not-for-profit work, provided they inform the author of any
modifications which are made.
You may distribute this Quake modification in any electronic
format as long as this description file remains intact and unmodified,
is retained along with all of the files in the archive and the
author's name and email address are never removed from the code and
message of the day (MOTD), despite other modifications which might be made.
The above permissions do not apply to Actura Software, who may not do
anything, in any form, in any way, by any means with these files,
including, but not limited to, sale and redistribution of the software.
If anyone else would like to include this modification in a collection
of Quake modifications, whether for sale or otherwise, you must contact me
and let me know about it.