             
--------Skullhunter's "55-gallon Drum O' Whup-Ass" Mods for Quake-----------
 
Filename  : skulmds9.zip
Version   : 0.9

Date      : 8/17/97

Author    : John Bianco

Email     : sqzq01c@prodigy.com or find me on ICQ at 2654087

Web Page  : http://www.geocities.com/Area51/Lair/4498

Credits   : My wife Melanie for keeping me sane while was was working on this
thing, the great Bruce Campbell; without whom the new Ash's Remote Ridicule system
 would not be possible, or nearly as funny, Pete Wickis for the Chainsaw 0.9, 
the guys at MOD(http://www.planetquake.com/qlen) for the Gatling Gun model 
that I used in here, the Multiskin guys, and lots of other people that I've 
forgotten; but if you see something in here that you made, and you want credit for it, please 
e-mail me and let me know, 'cause chances are you deserve it, and I'll fix the
text file to include you.

ͻ
  Type of Mod  
ͼ

Quake C  : no (but if you want source, let me know)
Progs.dat: no
pak0.pak : yes! (woohoo!)          
Sound    : yes          
MDL      : yes 
Graphics : yes, just one         

===========================================================================

QuakeC Code : Various sources and me, Skullhunter
New MDLs    : Various sources and me, Skullhunter
MDL Skins   : Various sources and me, Skullhunter(see a theme here?)
New Graphic : Just me baby, just me.        

===========================================================================

   Well, whether you wanted it or not, here it is. A big ol' mess (and I do mean
MESS) of modifications that I thought you all might like. New guns and gear are 
covered below, plus you've got the player footstep sound (try sneaking up on 
someone now), ejecting shotgun shells, solid, gibable corpses, edible gibs and
lots of other little tweaks to the game here and there. Just watch, I'm sure 
you'll find 'em...

===========================================================================

Weapons:
#1:AXE/CHAINSAW- both work REAL nice on zombies, plus handy for butchering 
critters when you're low on health (mmmmmmm, Ogre slaw...).

#2:SK-12 12.5mm MACHINEPISTOL/HK S.O.C.O.M Pistol - High capacity, high rate of fire, pinpoint 
accuracy and serious stopping power. Now even if you can't grab the guns as
fast as everyone else, you can make them pay for their greed :) Uses shotgun
shells./ Also packaged with the SK-12 is the Heckler and Koch S.O.C.O.M. Special 
Ops pistol. That's right, while gun collectors are shelling out $2,000 a gun for
the non-suppressed civilian version, you can have the standard issue one for 
free. You're welcome. :)

#3:SK-15 Semi-auto Twin Barrel Shotgun/SK-20k APOCALYPSE GATLING SHOTGUN-
I brought back the old double barrel shotgun, but with new grab and view models
and a new fire routine that (hopefully) simulates two barrels firing, one after
the other. Uses Shotgun shells./ Yes,you're right, most people do look like 
they've been dropped into a food processor after getting shot by this one.
Better them than you. Uses shotgun shells.

#4: SMI Incinerator Flamethrower/Rhino Machinepistol - Nothing 
beats a good barbecue, and this is the way to burn, baby. Just don't get 
too close to the flames, or you might find yourself on the menu. Uses nails./
One nasty little buzz-gun, the Rhino is basically a super cut-down custom 
version of the M-16 assault rifle. Guaranteed to chew most folks to bits in 
seconds flat. Uses shells.

#5: SMI Phased Plasma Rifle/Barrett .50 caliber Sniper Rifle - 
Now you're cooking with directed energy. Watch the pretty lights, hear the 
enemy get zapped repeatedly. Fun for the whole family. Uses cells./So, you 
found yourself a nice high spot on the level to grapple to, but now what?
Send 'em a .50 caliber postcard to let 'em know you WON'T miss 'em. Just 
watch the recoil on this piece, it is a bit on the savage side...

#6: Grenade Launcher/MetalSwarm(new!)/Tactical Nuclear Weapon(new!) -
The old, tired workhorse grenade launcher gets a new lease on life with two new 
modes of fire. The MetalSwarm is a devastaing cyber-biological weapon that can
be as dangerous to the user as it is to everyone else. When fired, it launches 
out a cannister that will burst open seconds later, releasing a hungry swarm of
cybernetic insects that will instatly home in on the nearest living target and, 
well, it gets kind ugly from there. You really don't want to be in the room when
one of these suckers goes off, as the swarm will continue to attack ANYTHING
living in their line of sight, even after all ready killing someone or something
else. The Tactical Nuke is pretty much what it sounds like. Fire, then get your
ass out of the area before you go boom too.

#7: Rocket Launcher/BALLISTA FIBER OPTIC GUIDED MISSILE SYSTEM- Pressing 7 after 
selecting the regular missile launcher brings the latest in low-yield tactical 
nuclear weapons into your sweaty little hands. After launch, the missile can be
guided using the mouse and arrow keys. However, you will remain motionless until
the missile detonates, either after hitting something, or being remote detonated
by hitting your JUMP key. Also, you glow REAL brightly while the missile is in
flight, but hey, it's gotta even out somewhere. Just try not to be around when 
one of these goes off, or you're chunked for sure.

#8: Back to the Thunderbolt until I can work up something better.

#9: (?) Yes there's a weapon bound to the 9 key, but I'm not going to tell you
what it is, you'll just have to find out for yourselves. Yeah, Impulse 9 will
give you the new weapon, but if you want to really earn it, you'll have to play
a game of HeadHunters, because this weapon does not exist as a gettable item 
at all, period.

PIPE BOMBS: Blast and damage of standard grenades, but command detonated. Throw
pipe bombs with Impulse 61, detonate with Impulse 62. Uses rockets.

SELF-DESTRUCT: Why go alone when you can take someone with you? If you're down to 
about 5% health or so, and have a few rockets left, just run over to someone and
hit Impulse 69. Revenge is a dish best served on fire :)

PROXIMITY MINES: Another great gift for that camper on your list. Just toss one 
of these suckers in that camper's favorite dark corner using Impulse 22, and then
wait for the surprise. Just don't get too close once it arms, or the joke's on
you, Clyde. Uses rockets.

HOLOGRAM: If you can't convince 'em, confuse 'em. Drop one of these neat little
3-d gizmos using Impulse 16, and presto! There's another you, same skin and 
everything, it even turns when you do, but stays in one place. The other 
difference between it and you, is that you don't explode after using Impulse 21, 
it does. :) 

New Gear:
Flare Launcher- Flares are launched by hitting Impulse 20, unlimited ammo.

Grappling Hook- Throw by hitting Shift, retract by holding P, extend by holding L.

Identification: Friend or Foe System- Toggle on and off with Impulse 25. Placing
the little dot on someone will tell you their netname, plus what weapon they currently
have selected. Handy for knowing when it's time to attack, or time to run for your
life.

Lasersight- Toggle on and off with Impulse 45. The little red crosshair turns blue when
it is on a valid target, even secret doors that have to be shot.

Multiskin- Just a few skins in this one, all ones I found or made. Impulse 200 cycles 
forwards through the six skins available, Impulse 201 cycles back. A big thanks to the 
Multiskin boys for this one. 

Ash's Remote Ridicule System(reworked!)- Taunt your friends and annoy your enemies 
with sound AND text, all from the acidic wit of our personal favorite gun-slinging,
chainsaw-wielding inverterate wiseass, Ash, A.K.A. Bruce Campbell, star of the
Evil Dead series of films. F1 through F10 are rigged to help you express yourself
to your friends properly.

HeadHunters/Team HeadHunters for netgames- This server mod just had to
be in here. If you're running a server, just type 'deathmatch 4' at the console,
and then type the name of the map you want to use (example: map e1m4). Standard
deathmatch levels don't work too well with this mods, so use one of the regular
ones. Included with this file is the official HeadHunters text file, which explains 
both regular and Teamplay HeadHunters better than I can.

Known Problems:
---------------
-Sometimes the game glitches when you fire a guided missile through a teleporter.
-You now start out with the chainsaw, but it allowed me to put the Pentagram of
Protection back in the game, so most of you will think it's a new feature. It's not,
it's another goddamn bug.

Installation/Use:
-----------------
Make a directory off of your quake directory called 'skulmods'

Unzip this archive into the skulmods directory using the -d parameter (Winzip will 
create the needed directories automatically).

type 'quake -game skulmods to begin. I reccomend you use the -winmem command with at 
least 10 megs or more to make sure it runs smoothly.


Well, hope you enjoy it, please report any additional bugs to me at SQZQ01C@prodigy.com,
or if you have an idea or suggestion, please let me know.

Skullhunter - http://www.geocities.com/Area51/Lair/4498

Changes since skulmods 0.5:
-added MetalSwarm and TacNuke modes to the grenade launcher
-put the Pentagram of Protection back in the game
-removed the Heavy Plasma Cannon because it just completely sucked
-added Ash's Remote Ridicule System
-fixed the packet overflow problem with the Apocalypse (I think)
-new Client Obituary messages for new weapons, plus a Client Obituary sound!
(don't worry, you'll find out what it is eventually)
-added a mystery weapon, bound to #9, that you can only get by cheating, or in
a game of HeadHunters
-added the snazzy new "Skullhunter QUAKE" logo to the startup
Changes since skulmods 0.1:
-added S.O.C.O.M. pistol, New Super Shotgun, Flamethrower, Rhino Machinepistol,
Phased Plasma Rifle, Barrett .50 cal Sniper Rifle, Heavy Plasma Cannon and
Proximity Mines. 
-added Remote Ridicule and Headhunters/Team Headhunters support for netgames.
-now has three different types of ejected shells
