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quake/articles/1996/art-667



Path: mantis!not-for-mail


From: dtebben@alumnae.caltech.edu (Dirk Tebben)


Newsgroups: rec.games.computer.quake.announce


Subject: Jetpack v1.0


Date: 23 Oct 1996 13:17:31 +0100


Organization: Caltech Alumni Association


Lines: 125


Sender: tony@mantis.co.uk


Approved: quake@mantis.co.uk


Message-ID: <54eua3$914@gap.cco.caltech.edu>




A new QuakeC mod by Harlequin (3 this week and counting!). Get it at


ftp.cdrom.com or alt.binaries.games.quake.




Jetpack v1.0


by


Harlequin (dtebben@alumni.caltech.edu)




Operating Systems Supported


---------------------------


Anything that can run Quake.




How It Works


------------


It's a new powerup, a jetpack a la Duke3D. Jetpacks can be placed on


maps as items in their own right, or they can replace biosuits on


existing maps. Jetpacks let you fly (obviously) and have a neat hover


mode so you can rain death on unsuspecting ground-pounders. Intuitive


interface (I don't know what Duke's is like, never played it).




How To Use It


-------------


First you need to compile the mod using QCC. Get a version suitable


for your OS from ftp.cdrom.com or http://www.stomped.com. If you want,


you can also get the latest QuakeC code, version 1.06, from


ftp.idsoftware.com/pub/unsup (or something like that) -- this patch was


created using v1.06 code, but should run just fine under 1.01. 1.06 has


lots of bugfixes and I recommend getting it. After you install QCC, copy


all the files your QuakeC directory (/qcc/v101qc if you're using 1.01)


into a new, empty subdir named "jetpack" off of your Quake directory. Now


unzip jetpack.zip into the jetpack subdirectory, answering "yes" to


any queries about overwriting files. Run QCC in that directory and


it will generate a file called progs.dat. To use the mod, run Quake


with the command-line argument "-game jetpack".



After picking up a jetpack (they'll be in places where biosuits used to


be), you can fly by pressing and holding down jump after you're already in


the air. The simplest way to do this is to double-jump. You'll fly at


approximately running speed in the direction you're facing. Hover mode,


which is always on, means that you cannot sink while thrusting with the


jetpack. This allows you to aim downwards or sideways without leaving


the air, so you can shoot people below you. If you want to drop, let go


of the jump button.




Documentation & Notes


---------------------


By default, jetpacks replace all biosuits. You can assign a random


chance of replacing biosuits with jetpacks in the jetpack.qh file. If


you make a map and want to put jetpacks on it, give them the classname


"item_jetpack". Then you may want to assign the probability of replacing


biosuits to zero, in case you want jetpacks and biosuits on the same map.



While flying, flames shoot out from behind your character. I didn't


want to force players to use any special .mdl files, so I couldn't really


put a jetpack on the player model, but this is almost as good.



Fuel is consumed only when actually firing the jetpack. There's enough


fuel for about 15 seconds of burn, and you are warned a few seconds


before your fuel runs out.



Jetpacks respawn every 60 seconds in deathmatch mode.



The jetpack automatically corrects for sv_gravity, but there is a slight


margin of error. I suspect it may vary based on system performance.



If you die while carrying a jetpack, it and any remaining fuel will be


recovered by whoever picks up your backpack. Picking up additional


jetpacks (or backpacks containing fuel) adds to your fuel store.




Including Jetpack In Another Mod Package


----------------------------------------


This should be very easy. Include jetpack.qh and jetpack.qc in your


progs.src (right below defs.qc), and read the file changes.txt so you


can cut & paste the few minor changes I made to id's code. If you can


code, you can change the biosuit to replace whatever item you want (it


just involves cutting a few lines out of item_artifact_envirosuit and


pasting them into another spawn function).




Known Bugs


----------


None.




Copyright and Distribution Information


--------------------------------------


This program is free software; you can redistribute it and/or modify it


under the terms of the GNU General Public License as published by the Free


Software Foundation; either version 2 of the License, or (at your option)


any later version.



This program is distributed in the hope that it will be useful, but


WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY


or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License


for more details.



For a copy of the GNU General Public License, write to the Free Software


Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.




Additional Credits


------------------


id Software, for making Quake so user-hackable. As always, they're on


the cutting edge.




Author Info


-----------


I've also written AntiCamper and DemoCam. More patches are in the works.


All are available at ftp.cdrom.com.



Email me with questions/comments/ideas/bug reports at:


dtebben@alumni.caltech.edu.


--


[ "Don't be misled! Look directly! What is this?" --Bassui ]


[ "I'm not a cat. I'm a little psycho kitten." --Mioawara Shiro ]


[ Here Lies One Whose Name Was Writ in Water --John Keats' Epitaph ]


[ Dirk Tebben Disclaimer: I have no one else's opinion to use. ]