Bondo's SuperDuper Quake 3.0 featuring Homer J. Simpson

This is a pretty awesome Quake compilation mod. I like it because it so much funnier than others
out there, mostly because of Homer. He's like this homicidal psycho-maniac who takes MUCH
pleasure in gore, dismemberment, and decapitation. This mod is good to get aggressions OUT
of the system. 

Thanks to: 
A lot of guys at Inside3D. I didn't even keep track of all the tutorials I used. They include
however, smarter grunts and enforcers, explosive shells, and teleporting projectiles
Whoever made the QuakeBot for the human gibs
Rob Albin for his chasecam
Nick "Singe" Bousman for his runes, rocket pods, proton storm and positron beam, and
Glenn "Griphis" Saaiman for his work on the proton storm and positron beam.
Michael Gargiulo for his Human Launcher - exploding gibs added!
Iikka "Fingers" Keränen for his plasma gun - cell cost reduced!
James "Drywall" Layman for his flare code 
Gatling gun model by James 'Tritian' Lazarus and skin by Christopher Bolin 
Perecli Manole and Brian Rumschlag for the holoplayer - explodes when too close
Perecli Manole and Mike for the grappling hook - flies faster and farther
Mackey for his lightsaber models and sounds
Patrick Martin for his flame thrower flame - dual flamethrower, faster
Brendan McArdle (brendan.mcardle@clear.net.nz) for his Blender nails, Vortex, Point
Defense System, Cataclysm Device, and Firewall from Dark Majick 2.0 - made nuke and guided nuke
Justin Milligan for his drunk missiles - slower now, so you can appreciate the flight pattern.
Tom Murphy for his force field and railgun
n-tropy for his Proximity Mine - limits have been placed on total number of mines and mines
cannot be placed in vicinity of each other
per-kr for his Devastator, elephant rifle, submachine gun, heavy chaingun, and robot
Ben Ricketts for his VX gas models - vx gas now works
Howard Roy for his four barrel shotgun model
Werner Spahl for his flame thrower sound and burning code 
Dave Weiden for his Chthon stuff
Jonathan E. Wright for his Blaze gun, and realistic death velocities - blaze flies like nails now
Dr. Shadowborg mininuke code and model

--New Stuff-- 
More health -- health increases to 200 with regular health boxes, and 300 with megahealth 
All armor is 200
Cheat does not give keys. There is a separate key cheat
Grappling Hook: now travels farther and faster 
Holoplayer: One key on/off. Explodes when something gets too close
Flares for those moments
The lightsaber has a longer range then the regular axe
Eat gibs for health when you are under 100 
Taunts, death, gib, eating and pain sounds from Homer J. Simpson 
Chthon dies with normal weapons 
Hit the corresponding number to cycle through the weapons. I.e., if you're not using the
chaingun, hit 5 once to access the chaingun, again to get the flamethrower and so on 
Message telling you what your skin is
No cheats in nightmare skill
Impulse 13 to change weapon type
Impulse 30 activates chasecam
Impulse 31 activates laser sight
Impulse 87 gives you keys
Impulse 89 cycles through skins. 19 extra skins!
Impulse 92 turns on/off exploding holoquake
Impulse 93/94 launches/releases grappling hook. Bind a key to "+hook"
Impulse 95 gives a message from Homer
Impulse 96 fires a flare
Impulse 253 spawns a robot in singleplayer mode
impulse 252 is superduper cheat

Weapon Lowdown: (some of these are outdated)
1) Light saber: Very powerful, as it should be. Did you see Phantom Menace?
throwing axe
2) Shotgun 
Shotgun: normal power. Very little spread. reloads after 6 shots
Chaingun
Armor Piercing rifle: shoots through four grunts/dogs at once
Triple barrel shotgun chain mode: just for looks
Triple barrel shotgun: fire all three barrels at once. Hit fire to load, fire again to fire
3) Super Shotgun 
Super shotgun: after 8 shots it reloads
rocket shotgun
Elephant rifle: single and double barreled modes
Railgun: fire through walls and carries enemies
cobra assault cannon from robocop
4) Nailgun 
Blazegun: Shoots blaze like nails, not falling fireballs. Bigger flame 
Lasergun: Enforcer's lasergun 
Nailgun: regular nails 
5) Super Nailgun 
Heavy Chaingun from per-kr
Super Flamethrower: I snaked Werner Spahl's sound and code when something burns, and Patrick Martin's flame 
super blazegun
Super Nailgun 
superduper explosive shell heavy chaingun
smartgun
6) Grenade Launcher 
Double Grenades 
Double VX Gas: Seen "The Rock"? These things will gib a grip of grunts inside of a second 
Devastator: Throwback to Duke 3D 
Human Launcher: Launch a man! First explosion is big, then come five exploding gibs 
point defense system
nuke
superduper nuke
superduper death blossom
Proximity Mine 
7) Rocket launcher 
Dual rockets: Try to rocket jump with these 
rocket pods
drunk rockets
Heads: Launch a man and he attaches to a wall and launches exploding heads in all directions.
Then he explodes into exploding gibs! 
Rain of fire: rains explosives fireballs down from God
nuke launcher
superduper nuke launcher
fire of destruction
Rocket Launcher 
8) Lightning Gun 
Plasma Cannon: From Doom 
Positron Beam: When it hits, a deadly sphere blooms 
Proton Storm: Excellent stuff, this one 
Lightning Gun 

Tools used: 
WinPack by Antony Barratt 
ProQcc v1.60 by Lee Smith for compiling/decompiling. Yes, I decompiled. I got permission from Singe,
who was the only person I know who was opposed to this. Sorry if this offends anyone. 

Monster Changes:
Soldiers use shotgun, nailgun, railgun, and rocket launcher
Enforcers use plasma cannon and lasers
shamblers fire explosive fireballs
enemies respawn in skill 3 and 4
added scourge from Scourge of Armagon and Mega Enforcers from Zerstorer

Notes:
Beware during deathmatch--lots of lag with the more powerful weapons.
deathmatch 1: only light weapons available
deathmatch 2: all weapons available
deathmatch 3: proton storm deathmatch
deathmatch 4: lightsaber deathmatch. this one is buggy. HAH. This mod locks up a lot in LAN play. so be warned.

coop 2: same as deathmatch 3, except frikbots won't attack you
coop 3: same as deathmatch 4
i tried to keep this readme up to date, but it probably isn't. you may have to check out weapons.qc
for all the impulses, or just read the autoexec.cfg. sorry

SuperDuper DMSP2: NEW!
You'll have to compile the code and place the progs.dat in the main quake\bondo directory. Also
place pak1.pak in the main directory. Changes from SDQ:
No eating gibs: gibs and heads last < 2 seconds to reduce "PACKET OVERFLOW"'s. There's no need anyway since health respawns faster (+5 per second)
You start with lightsaber, shotgun, nailgun, and more ammo for each.


Copyright/Distribution Info:
I do ask that if anyone uses this mod as the basis of anything that they include this
text file along with their patch file(s), and that they make their derivative mod/source
freely available to edit/distribute. I took artistic liberty with a lot of the stuff. I hope
the authors don't mind. 

How to use: Unzip this to \quake\bondo directory and do "quake.exe -game bondo" to use it 

Edit the file, replacing the maps there with maps you like. You have to enter each map twice,
you'll figure it out if you've gotten this far. Compile, enter any map, then turn on fraglimit
or timelimit and you'll cycle through all of them.

Autoexec.cfg
INS	Grappling hook
H	Hologram
T	Taunt
F	Flare
G	God mode
E	Cheat
S	Skins
Plus some other GLQuake related stuff, mouselook on, and an alias for a rocketjump.

Alejandro "HondoBondo" Gonzaga
hondobondo@yahoo.com
http://members.tripod.com/~hondobondo/quake/index.html

Frik Impulses
200 add enemy bot
201 and friend bot
202 kick bot
203 bot cam
204 bot waypointing

SuperDuper DMSP2
SuperDuper Enforcer
shoots rockets/plasma
tougher

SuperDuper Shambler
tougher
additional explosive attack

shalrath
