------------------------------------------------------------- Swinging Grappling Hook Mod v1.4 for Quake2 12/09/98 Compiled with v3.20 Quake2 source code ------------------------------------------------------------- What's new ---------- Just recompiled it with the sorely needed v3.20 Quake2 source code just released. Features -------- - unprecedented use of true to life swinging physics - ability to climb up or drop down the chain - ability to push opponent(i.e. in lava) or inflict damage from hook impact - undisturbed use of weapons during hook use Description ----------- Grappling hook is a rotating iron shaft with claws, thrown by a chain and used for grasping, drawing and holding. Can be used for getting out of tight spots, getting to unreachable places, and even stabbing your enemy, inflicting great pain. Make your self a hard target to hit by swinging from the hook while taking shots at the poor saps bellow. The grappling hook does not use any ammunition. Installation ------------ Unzip all the contents of this archive(preserving the directory structure) into the Quake2 directory. To start the game, run the Q2hook.bat from the Quake2 directory. Extra parameters can be added to the Q2hook.bat just like so: Q2hook.bat +map mapname Usage ----- The default keys for using the hook are: SHIFT = for launching or releasing the hook (if held down while launching, player gets pulled until release) R = for pulling or climbing the chain W = for sliding down or giving slack to the chain As you are hanging use the movement keys to amplify your swing into the desired direction. Note that these are just the keys that happen to fit well with my key configuration. You could change any of the default keys to ones of your choice by editing the hook.cfg found in the ..\quake2\hook directory with a text editor. To map different keys, replace SHIFT, R, and W with keys of your choice and save. Server console variables ------------------------ Edit some of the hook attributes to your liking through the following server console variables either by typing them directly into the console while in the game or inserting them in the hook.cfg to be loaded at the start: hook_speed Useful values:500-2200; Default:1000 Speed the hook is launched hook_min_len Useful values:0-100; Default:40 Minimum length chain can be reeled in hook_max_len Useful values:500-1850; Default:1000 Maximum length chain can be reeled out hook_rpf Useful values:20-110; Default:40 Rate(reel in/reel out) per frame hook_no_pred Valid values:0/non-0; Default:0 A non-0 value disables prediction while suspended in air by hook Reduces swinging jerkiness on slow connections Incorporating this patch with another ------------------------------------- The source code for this mod in found in the /hook/src/ directory. Open the p_hook.c file with a text editor and look at the top commented section. There you will find an outline of the exact changes that were done to the original Quake2 source files. To add this patch to another simply apply those changes to the source code of the other patch, add the p_hook.c to the project, and recompile. The most frequently asked question ---------------------------------- Q: The grappling hook works fine in single player mode but why doesn't it work when I play on the Internet? A: Quake2 not unlike Quake is one of the first games to run on a true client server model. The server runs the gamex86.dll (the compiled game logic C code) not the client. This means that only the server can be patched with a game logic modification. In a single player situation, you local machine runs both the server and the client, so the patch is being used by your local server. When playing Quake or Quake2 on the Internet you are playing on somebody else's server. In this situation your computer is only running the client and you have no control over what game logic you play with. All the client does is loads resources(skins, models, sounds, maps, etc.) ordered by the server's game logic, renders/plays those resources also controlled by the server's game logic, and sends back input data to the server to update its virtual world data. So, the only way to play my hook patch(or any other patch for that mater) over the Internet, is to connect to a server that has it installed or urge the operator of that server to run that mod. This design prevents players from having unfair advantages on net games and empowers the server operator with total control over rules and behavior of the game. Credits ------- Code by: Perecli Manole Battle nick: Bort If you need help or have any comments or suggestions regarding this mod, my email is: Perecli@ix.netcom.com Visit http://www.thegrid.net/chaotic78/hooked/ for updates