KRYN KONVERSION version 0.09 author - Athos Konkoran Kryn email - athoskryn@aol.com okay...just another conversion you say...with lots of extra weapons... well yes, but not implemented the way you think...all the extra weapons are there own weapon entirely, they can be placed into levels by themselves and be picked from backpacks, etc. 10:14:2189::1300 -now logging into "colonialmilitary.transmit.communication" User : well, what the frag are they? Athos : glad you asked, i will make a list -now recieving data transmission from *****encrypted****** -now loading data file "weapons.specs.list" = unarmed weapons = axe - original = throwing axe - ability to throw axes with a maximum of 5 for carrying = shotgun shell based weapons = shotgun - original = double-barrelled shotgun - original = repeater - an automatic rifle capable of firing vast bursts of shotgun shells at a time...great for crowds ---- weapon_auto ---- = nail based weapons = nailgun - original = perforator - original = pulverizer - a variant on the perforator developed by CryoCore Technologies. CryoCore inside informants say that the pulverizer can fire long bursts of nails like the perforator, but it fire them in vollies, firing five at a time to be more precise ---- weapon_spread ---- = rocket based weapons = grenade launcher - original = rocket launcher - original = missile pak - a large Colonial Military field weapon. the missile pak was developed by the Colonial Military for small infantry assaults against large groups of BioWar devices and their like. packing a mean amount of recoil, but with a huge punch...three missiles at a time ---- weapon_three ---- = cell based weapons = laser cannon - common field weapon carried by the Colonial Military. fires a burst of focused light ---- weapon_laser ---- = thunderbolt - original = burning plasma - a heavy duty weapon developed by Nanotechnologies Inc. burning plasma fires super heated molecules of matter, the matter heated is usually the air surrounding the inport vents near the rear of the gun. rumors of a new variant being developed by CryoCore Tech. are abound, supposively this new variant can super heat any matter fed into the gun, doing vasts amounts of damage ---- weapon_plasma ---- -now closing data file "weapons.specs.list" User : okay, what gives...what else does this 'conversion' involve? Athos : hold on... -now recieving data transmission from *****encrypted****** -now loading data file "skills.specs.list" = basic skills = throw backpack - you can throw your current weapon and half of its ammo into a bag and toss it to a fellow merc. in addition the ammo you have for weapons you do not have goes in there too. = detonate - most mercs in your division have been retrofitted with one of the craziest last-ditch weapons available twenty pounds of endo/bio explosive...in your chest cavity. once detonated tons of damage and most of your body are riddled amongst any near by targets. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ -impending page break -now logging off "colonialmilitary.transmit.communication" well i hope that gives you an idea of whats in this conversion...so far... as future versions get out i will release more information about it ============================================================================== credit where credit is due okay here we go ID SOFTWARE - for making quake...and the supernailgun mdl from qtest Ronald E. Mercer - teleporting items Iikka "Fingers" Ker„nen - burning plasma mdl files and code Wedge and Choryoth of quake command - throwing axe code and mdl files Steve Bond - eject mdl files and code Charlie Zimmerman - nail ricochet code Jeff Epler - for the awesome chasecam coding with multiskinpro and laser sight and spotlight...the whole enchilada that came with his source files...oh yeah and the solid monster coding too...all very cool stuff Stefan Schwoon - backpack throw coding ( well at least the base for it...i REALLY tweaked it to handle all of my new coding ) Dave Weiden - coding for the extra "pull chainsaw" frames for ogre...i added an actual sound... Bill Turner - coding for xsoldier...a VERY awesome idea...i tweaked it just a little Jacob Fenwick and Robin Ball - coding for drone and the mdl's my conversion can support maps with "monster_drone"'s in it Patrick Martin - coding for the extended hell knight with the extra frames and what-not...i tweaked this a little too n-tropy - coding for the laser gun Psycho Prisoner - coding for the exit messages in deathmatch says different things depending on how many frags you leave with...i changed the messages though Chris ( no last name given ) - coding for falls...i made it a bit more fair though with the damage... Werner Spahl - for his coding to allow enemies to take damage from falls/lava/slime and drown...i had to tweak it a bit so that they did not make the player hurt sound when they fell OKAY...i THINK that is it, if for some reason you see your modification in my patch..PLEASE email me and tell me...i will credit you in the next release, with an apology too =) bugs?....what bugs....well i know of two 1. the monsters suddenly lost there roving ability when i added the new ai and combat qc files and fooled with them 2. when you pick up ammo or backpacks with just ammo...your weapon switches to your absolute best weapon.. 3. i think i know one more but i forgot it... anyway here is the impulse list impulse 1 - 14 selects the specific weapon 1 axe 2 throwing axe 3 shotgun etc... impulse 15 cycles forward impulse 16 cycle backward impulse 30 toggles the chasecam impulse 31 toggles laser sight/spot light/both off impulse 32 changes cam view down impulse 33 changes cam view up impulse 34 changes cam view toward impulse 35 changes cam view away impulse 100 detonates yourself impulse 101 throws a backpack...rules? see above documentation impulse 200 multiskin up impulse 201 multiskin down impulse 252 server flags command impulse 253 all keys impulse 254 all weapons and ammo impulse 255 quad cheat finally the end...i hope i did not forget anything PLEASE email any bugs/comments/suggestions/flames(!) to athoskryn@aol.com it would be most appreciated plans for the future... four power armors...new mdl's get rid of multiskin...add change skin depending on armor worn four types of bombs...each uses a different type of ammunition -fragmentation mine /10 shells -proximity shrapnel mine /10 nails -pipe bomb /1 rockets -shock wave bomb /1 or more cells new mdl's for each of these i have mdl's for the new weapons...but they are really bad so i have not put them in this release for now...except for the pulverizer...but this is not all that good either... it is still real early in development.. wish list... a life ( wait one damn min..) some mdl files maps that incorporate my new weapons the names of them..just look in the above data transmission...