Stealth Quake v1.2 - Darkplaces Engine Version ---------------------------------------------- Darkplaces Quake Engine can be obtained at: http://icculus.org/twilight/darkplaces/ Title : Stealth Quake (Darkplaces Version) Filename : StealthDP.zip / StealthWQ.zip (Darkplaces / WinQuake) Author : Jeremy 'RenegadeC' / 'Tyne' Sneep Email : jsnipez@hotmail.com Credit : Chillo - v_scare model help, play testing, new pistol/bullet model Akuma - Dynamic music mod Monster - Lustmord sound tracks for scary ambience, play testing Speeds - Chase / spotted music Canadian*Sniper - Suggestions, play testing Phenom - Suggestions, play testing Headfirst Productions - Sounds Dresk - Sounds leileilol - Play testing Capcom - Music scar3crow - Suggestions, play testing Zwiffle - Play testing [TACO] - Play testing Lustmord - Music Kell - Modified skybox (olos) Galbraith Games - Pistol model and camera (heavily modified) Dr. Shadowborg - Bullet model idea daemon - Helped fixed camera going into the walls id Software - For making Quake Type of QC Mod ----------- Bot : No. Compilation : No. Deathmatch : No. Coop : Yes! Teamplay : Yes. Monster : No Skin : No. Sound : Yes. Weapon : Yes. Utilities : No. Models : Yes. Format of QuakeC ---------------- .qc files : Yes. progs.dat : Yes. Construction ---------------- Build Time : Approximately a week for base release, half a week for v1.2. Editor(s) used : qME, QC v 106, Metapad, Paint Shop Pro, FrikQCC, Cool Edit 2k. Impulses : Impulse 15 toggles Stealth/Sneaking on and off, auto binded : to left shift. Description of the Modification ------------------------------- Stealth Quake is a retelling of Quake if it were a stealth survival horror game, therefore the same story of Quake still applies here. A few things to note: 1. Axe swinging is done automatically, just get near the target and you'll swing. You can whistle with your axe weapon selected to lure enemies in strategic places, or throw rocks to gain distance to sneak by. 2. Stealth killing is performed by sneaking up on your target from behind, never attack straight on - you WILL die as monsters do quad damage. If spotted by a monster run away out of their vision and go back into sneak mode, chances are you will not be spotted again. 3. Enemies cannot see far when sneaking; stay stealthy, stay hidden, stay in the shadows and especially away from wall torches! Press against walls to see around corners as well as hiding yourself even further than sneaking, press jump to get out. 4. You have 10 lives to make it through a level, if you lose all 10 you'll be put in Observer mode if other players are still alive, otherwise the level restarts. Highly recommended you play with no more than 4 people. 5. Any sound you make, from landing from a fall, to gasping for air, screaming in pain will have nearby monsters investigate. Opening doors or using lifts doesn't count as well as heavy breathing. 6. Avoid Shamblers at all costs! They cannot be killed by conventional methods. 7. Try to coordinate with team mates in a cooperative game, other players may be higly beneficial or spell certain disaster. 8. As you become more afraid your aim with the pistol will dramatically reduce, your vision will swim as well as other effects. Calm yourself down by hiding where monsters aren't close by. 9. Try not to directly look at the lovecraftian Quake monster lineup unless going in for the kill, you'll become afraid quicker as you stare at them. 10. Rocks and bullets respawn while pistols on the map do not, *except* in end level episodes that require it; if you die you'll lose your pistol unless you brought it through to the next level. How to Install the Modification ------------------------------- Extract the .rar into your Quake directory with paths on so the data files appear in /Quake/Stealth/, run it with: QuakeEngine.exe -game stealth Author Information ------------------ Just email me if you have any suggestions or find any bugs / exploits. Copyright and Distribution Permissions -------------------------------------- I don't copyright anything, it's a Quake mod. However ethics justifies that if you use code/sounds/music etc, you should give credit where credit is due. Please don't sell either, give it out freely and let others have fun with it as much as you did. VERSION 1.2 CHANGES ------------------- - Image flashes no longer occur on non-lovecraftian creatures - Updated findradius(); to searchradius(); in several instances allowing the WinQuake and Darkplaces version to behave more alike - Jump button no longer respawns player, only fire as told in death description - Self-talk only occurs during idle time - Proper death animation is now played when rock is selected - Additional sound ques properly cleared on death - More frags now indicate who died the most, or betrayed the team most (team kills) - Sneaking speed is less framerate dependant - Fixed restarting of a level even if a player is still alive - Players entering a game with 0 lives left are now made observers instead of players - Rare instance of player allowed to throw rocks / shoot the pistol while in camera mode fixed - Camera is improved - Players who are targetted by an enemy can no longer stealth kill that monster, yet another player still can (thus allowing another player to save a friend) this also mean you're not able to perform a running stealth kill (considered a minor exploit) - Stealth kill 'vision' widened, you must hit their back a bit more accurately now - Brand new roaming AI, based on some of The Ascension of Vigil code as well as general AI improvements - More sounds added to help the atmosphere - Balance tweaks that help prevent speed running, as well as making more logical gameplay sense - Fixed FOV not being reset when falling out of a Shamblers vision in certain circumstances - The death music track now plays for observers - Observers can now restart the round by pressing fire when everyone is dead and out of lives - Wall tucking properly narrows a monsters vision cone making it even more effective than sneaking - Fixed a bug where if a monster killed a player, they'd always move towards the player unless distracted - Kill command works, doesn't take away from the lives pool - Crosshair turns off when walltucking and renables when not - Upgraded models for the pistol and bullets - If the player is killed by certain attacks they're now gibbed - DP Only: Client side prediction is turned on when not sneaking, helps running away / lag VERSION 1.1 CHANGES ------------------- NOTE: * Only difference in source code between the DP & WinQuake version is music.qc (.ogg to .wav) and the centerprint version located in client.qc - Version is now displayed at start up - Chthon is harder - Balance tweaks - Pistols do not remove in E2M6 and E4M7, fixes incompletion bug - Minor bug fixes - Updated Readme file - Intermission fixes - Fixed collision for Winquake and find() for AI point markers - Fix LightAffect flag not disabling at times allowing monsters to see you even though you're hidden - Fix cycleweapon commands, mainly concerns console Quake playersM