wiki:doc/faq

Abuse FAQ

Current version 1.1.0.

Copyright (C) September 11th, 1995 Mike Perry

Construction Note

The construction of this FAQ is currently in progress. If you find any glaring errors or information that is incorrect, please mail me at the address at the top of the FAQ.

Introduction

This FAQ contains answers to (f)requently (a)sked (q)uestions about the computer game Abuse. In actuality most of the questions are not actual questions that have been presented to me but are questions that, if I were totally new to the game, would want to have answers to. I have tried to provide answers to questions that would be asked by newcomers, intermediate and advanced players alike.

If you feel that there is a question or feature of the game that has not been properly addressed, please e-mail me so that I can review your question for possible inclusion into the FAQ. If you already have the answers (or a good description of the feature you want to have included) please mail those also. Include your name and e-mail address so that I can give you proper credit. If you happen to create a document pertaining to Abuse let me know and I will add it to a list of supplementary documentation in the FAQ. And now prepare to be abused.

Overview of Contents

  • Construction Note
  • Introduction
  • Overview of Contents
  1. What is Abuse?
    1. General Information
    2. What is the Plot?
    3. Who Wrote Abuse?
    4. What Kind of Game is Abuse?
    5. Was Abuse Written Entirely in Lisp?
    6. How Long Did it Take to Develop Abuse?
  2. Can You Tell Me a Little Bit More About Crack Dot Com?
  3. Who and What Are the Main Characters/Objects? in the Game?
    1. Weapons and Ammo
    2. Power-Ups
    3. Health Boosters
    4. Nick Vrenna
    5. Enemies
    6. Tricks, Traps, Harmful Objects and Other Interactive Objects
    7. Scenery
  4. What are the Main Components That Comprise a Level?
  5. Which Dialect of Lisp Does the Lisp Interpreter Implement?
  6. What Constructs are Missing From the Lisp Interpreter?
  7. What Add-Ons are Available for Abuse?
  8. Where Can I Learn More About Level Editing and Game Alteration?
  9. What Channels Exist on IRC for Discussing Abuse?
  10. What Newsgroups Exist for Discussing Abuse?
  11. What Mailing Lists Exist for Discussing Abuse?
  12. Where Can I Get Abuse?
  13. Where Can I Get Satan Paint?
  14. FAQ Change History
  15. Credits
  • Copyright Recognition
  • Disclaimer

I. What is Abuse?

A. General Information

Abuse is the first game to be released by the budding new computer game company Crack Dot Com. Abuse is an action game that pits you -- assuming the role of Nick Vrenna, resistance fighter -- against ruthless alien killers, called ants, that have taken control over humanity. The game an engine that allows modification to the stock game through such means as a built-in lisp interpreter, external game-object lisp code, a windowing system, multiplayer support through IPX or TCP/IP protocols and network file support.

B. What is the Plot?

Here is the plot from the finger info at help@crack.com:

The Ants were fearless, efficient killers. The Unified Underground's only opening was that the Ant defense systems were designed by engineers too arrogant to consider the threat of an individual. It was enough to justify the covert Abuse Missions.

On August 31, 2021, eight bytes were zeroed in a computer, and Nick Vrenna's identity was erased. A suit of armor cradling a smoking auto rifle stood in shadows appreciating the stench coming from the first retired Ant of the day. The armored soul feared the effort would end up as pathetic as the Terran Surrender Terms, but humanity had nothing else.

C. Who Wrote Abuse?

Abuse is engineered by the game company Crack Dot Com. The programmer behind the game is Jonathan Clark. The artwork was created by Doung Dai Nguyen and Murray Macmillan. Rounding up the cast is Bobby Prince (sound effects) who also designed the music and sound effects for Doom, and Dave Taylor (funding and beating), programmer at iD software -- creators of Doom and the upcoming Quake.

D. What Kind of Game is Abuse?

Abuse is an 2D side-scrolling shoot-em up action/puzzle game. Although the game borrows features from many genres of games it best fits under the platform category. The Abuse game engine boasts many features with a built-in Lisp interpreter (for modification and extension of the game world) most likely being the most promising and exciting feature.

Here are the features of the game engine that are listed in the finger information at help@crack.com:

This is THE game to see.

  • Beautiful shaped, point-source lighting
  • Engine has built-in Lisp Interpreter. You can add code into the game, or create a whole new game which is instantly ported to many platforms, has lighting, sound, mouse/joystick, network, hi-rez and window support. You will be able to licence copies of the engine to sell as your own.
  • Multi-player. IPX and TCPIP [*]
  • Server/client. Start your game as a server and people can join in/leave later, automatically downloading the current level and state of game. [*]
  • Built in Network File System abilities. When you start up net games, just connect to the server and access files like they were on your computer. Connect to a "pacman" server and automatically download art, sfx, and lisp code. Game compiles and starts running. [*]
  • Color matching system ensures you will see perfect graphics even if your moniter is miscalibrated.
  • Animation rendered with in-house vector animation CAD (VCAD).
  • Explosions and special effects rendered with in-house PART (particle animation rendering tool).
  • Artwork is editable by users with Satan Paint (free with CDROM version). (beta available now at npc.ece.utexas.edu:/pub/satan_paint)
  • Weapons, weapons, weapons.
  • Hi-rez support with VESA drivers
  • Ports for DOS, Linux Console, Linux X11; *(348,486,Pentium Linux) SGI has graciously given us a Indgo II to port abuse other ports to be announced.

[*] Not in initial release (we didn't have time to finish & test it as well,

as it should be). Look for a patch shortly after release.

E. Was Abuse Written Entirely in Lisp?

This has the unfortunate possibilty of becoming a well spread misconception. While the external entity code that you will write for modifications and additions (or total reconstruction) of the game will be in Lisp, the game engine was written in C++. There is also a small amount of 80x86 assembly in the DOS version.

Here is the wc (word count) output on the source code.

Lisp code:   5374     16377    142220 total
 C++ code:  67904    185889   1717174 total
 Asm code: (negligible)

Approximately seven percent of the game engine and Abuse combined is Lisp code. The rest is C++. There 5044 lines of Lisp code distributed in the 0.3.2 version of the Linux version, so you are seeing _all_ of the Lisp code (the difference is likely due to some lisp net Abuse code that hasn't been finished yet).

F. How Long Did it Take to Develop Abuse?

After the game engine was completed the development of Abuse took approximately four months.

II. Can You Tell Me a Little Bit More About Crack Dot Com?

Crack Dot Com is a budding new computer game company owned by programmers Dave Taylor (of iD software) and Jonathan Clark.

Abuse will be Crack Dot Com's first published game but it is was not the first game that they worked on.

III. Who and What are the Main Characters and Objects in the Game?

A. Weapons and Ammo

Laser Rifle

The laser rifle is the most basic weapon in the game. It shoots red laser pulses (ala Star Wars) in the direction in which you point the rifle. You can use the laser rifle even without the proper ammunition because if you couldn't shoot, as JC puts it, that would suck. Having ammunition for the laser rifle is still a crucial item to have as a loaded laser rifle fires considerably faster than an unloaded laser rifle. The laser rifle does not care whether the rifle ammo count is 1 or 1000 -- it will still fire at the same rate.

Grenade Launcher

This weapon launches grenades in a realistic parabolic arc. Realistic that is if you ignore the fact that the game world would have to be a vacuum in order for the trajectory of the grenade to be that perfect. You will probably be too busy watching the pretty explosions inflict your opponents with massive damage to notice anyway.

Guided Missle Launcher

The guided missle launcher is Abuse's version of the second most popular weapon in Doom (the shotgun is almost unarguably the favorite weapon of Doomaholics everywhere). The highly manueverable missles that this weapon launches will follow your opponent to the ends of the Earth. That is, if you don't overshoot.

Firebomb Rifle

You might have a hard time distinguishing this weapon from a flamethrower. However, this weapon is projectile based an produces a trail of flaming particles that follow each other like the cars of a train. Since the weapon is particle based, the projectiles _are_ affected by gravity and you do not have to fire straight at an opponent in order to hit them.

Plasma Gun

Another weapon found in Doom, this plasma gun produces a burst of plasma that looks more like the maximum energy burst that you can shoot in the game R-Type. This weapon is available only in the commercial release of Abuse.

Death Frizbee

This weapon is available only in the commercial release of Abuse. Maybe someone will design some Tron modifications to Abuse.

Laser Saber

You've always wanted one and now you have it. The Star Wars weapon is a reality in Abuse. This weapon is available only in the commercial release of Abuse.

Death Ray

Expectation is what sometimes makes the unknown or unseen even more alluring than the known fact. This weapon fits this mold pretty well... its not even written yet! The death ray is available only in the commercial release of Abuse.

B. Power-Ups

Fast Power-Up

This power up looks like a giant IC emblazoned with a lightning bolt. When you run over this power-up you gain robotic legs that allow you to run twice as fast as normal, jump higher and climb ladders much more quickly than normal.

Fly Power-Up

This power-up gives you the the ability to fly. It is only available in the commercial version of Abuse.

Health Power-Up

This power-up ups the players health maximum from 100 to 200. It is available only in the commercial version of Abuse.

Sneaky Power-Up

This power-up allows the player to become partially invisible. It is available only in the commercial version of Abuse.

Visor Power-Up

I swear that I caught mention of this somewhere. I would guess that it turns off lighting effects or provides the user with a high beam headlight. It is available only in the commercial version of Abuse if at all :)

C. Health Boosters

Health boosters increase your characters health as the name would imply. They take the form of miniature hearts and when you move over them your health is raised by a variable number of points depending on the difficulty level.

D. Nick Vrenna

This is your character. Its Nick's job to exterminate the Ants and free humanity from certain slaughter.

E. Enemies

Ants

The ant is the enemy that you will meet most frequently. Much more deadly than the insect variety, these ants will _REALLY_ spoil your picnic. Straight out of _Alien_ these creatures will gnash, claw and shoot their way to a chance to dine on your tender flesh. Ants are somewhat intelligent predators in that they will use their ability to walk on ceilings in order to avoid your attempts to destroy them. Beware: ants often travel in packs.

There are seven varieties of ants in the commercial release of Abuse and four varieties in the shareware release. Each type of ant is a different color and fires one of the eight (or four) weapons provided in the game.

Juggernauts

These giant robots have in their possesion an unlimited number of grenades and they aren't exactly conservative with their supply. Some models of this robot are immobile while later models will walk towards your character in order to get a better shot. Juggernauts are quite tough and can take a lot of direct hits before they shatter to pieces but unfortunately you usually aren't given a choice to run away.

Flyers

These agile robots have the ability of flight. Flyers never stand still so they are often difficult to target however a steady stream of laser pulses or guided missles usually do the trick

F. Tricks, Traps, Harmful Objects and Other Interactive Objects

Bombs

Bombs are explosive devices which can kill a player if they are within the blast radius.

Blocks

Blocks are destroyable objects which impede the players movement.

Boulders

Boulders are gigantic spiked metal spheres. They are affected by gravity and will fall when if in the air. When they hit the ground they will bounce.

A boulder will cause damage to a player when it collides with them. Boulders can also damage aliens and other objects that can be hurt. When a boulder is dealt enough damage it will break up into smaller boulders which will then explode on contact with the floor.

Concussion Mines

These small mines will cause damage to the player upon contact. They can be found in the air as well as on the ground. Sometimes they even move.

Doors

Doors block entrances to rooms. Two varieties of doors exist: sensor activated doors and switch activated doors.

Force Fields

Force fields are walls of energy which prevent the user from moving through them. Force fields may be as high as one screen.

Hidden Tiles

Secret areas are hidden behind these tiles. Hidden tiles look like ordinary tiles except that they will break up when dealt enough damage. When the tiles have been destroyed completely they will explode and cause damage to any near-by aliens.

Ladders

Use these to climb up and down to different levels.

Lava

Lava tiles will do constant damage to a player while they are in contact with the lava.

Shock Pulses

These objects intermittently shoot out pulses of electricity which deal a healthy amount of damage to the player.

Spray Guns

Spray guns are turret-like guns which will rotate in a left-right-left fashion shooting out sprays of shots. Spray guns may fire any type of weapon.

Tunnel Robots

This large robot can chase a player down a hall, forcing the player to either destroy it or to die a horrible death within the robot's spinning blades.

Track Guns

Track guns are similar to spray guns except that track guns will track the motion of a player.

Trap Doors

Trap doors on the floor can be activated by sensors and switches. Watch where you chose to take a breather when playing net Abuse.

Doors

Abuse contains both switch activated and sensor activated doors.

Springs

Springs provide a player with an upward boost when they player comes in contact with one.

Switches

These state changing devices will hopefully activate something beneficial to your player like a trap door with more ammo. If you aren't so lucky you might unleash a pack of ants.

Abuse contains both select-activated switches and shot-activated switches.

Platforms

Platforms are moving tiles that can lift and move you to different floors and sections of a level.

Pushers

Pushers are objects that will give your player a push in the direction of the arrows on the pusher. Pushers have varying strengths so it may or not be a futile attempt to avoid going with the flow.

G. Scenery and Graphics

Foreground

The foreground scenery is made up of the floor, ceiling, wall textures and other graphics components that your character interacts with. Foreground is created using combinations of tiles that you choose from a foreground palette. When you place an object in the screen it is placed in the foreground as well although it can be moved and manipulated as a seperate entity.

Abuse comes with a large palette of predefined foreground tiles that include floor tiles, walls, ceilings, ramps, cavern textures, forest textures, ladders, pipes and more

Background

The game engine that Abuse is based on allows for two levels of parallax scrolling. Using the background palette one can make a background which can be set to scroll at a defined rate in order to add the feeling of depth to the level.

Abuse has background tiles that can be used to construct a city skyscape, forest backgrounds and cavern backgrounds.

IV. What are the Main Components That Comprise a Complete Level?

A. What are Objects?

The two main components of any level are (disregarding foreground and background graphics) objects and links.

Every entity in the game that interacts with the player is an object an object. All objects have corresponding Lisp source files that determines how they behave. The Lisp code can be arbitrarily complex.

Objects are not always required to have links. In general, if an object contains has no links (that is, if no links _originate_ from that object) then that object will start off in the active state.

Links provide the means to let objects modify each other. Links also act as the graphical method of specifying the parameters for the Lisp code of the linking object.

Every link requres two objects. The link is originated at the object that is to do processing (thinking). It is then attached to another object which will act as the stimulus that determines whether or not the originating object is active or it will act as a parameter for some type of object manipulation.

Links are stored in a list inside the level format such that an object may have multiple links and the order of the links is important. Facilities exist in the editor for deleting the first or last link beloning to an object. If the first link from an object is deleted then the remaining links shift up by one. That is, if an object has three links and the first is deleted then the old second link becomes the new first link and the old third link becomes the new second link.

C. What Predefined Objects Come with Abuse?

Ammunition

These objects increase the ammunition count of the weapons. All ammunition is invisible, untouchable and unaffected by gravity until activated.

DFRIS_ICON10, DFRIS_ICON4

Adds ten or four to the death frizbee count.

FBOMB_ICON5, FBOMB_ICON1

Adds five or one to the fire bomb rifle count.

GRENADE_ICON10, GRENADE_ICON2

Adds ten or two to the grenade launcher count.

LSABER_ICON50, LASER_ICON10

Adds fifty or ten to the laser saber count.

MBULLET_ICON10, MBULLET_ICON5

Adds ten or five to the laser rifle count.

PLASMA_ICON50, PLASMA_ICON10

Adds fifty or ten to the plasma gun count.

ROCKET_ICON5, ROCKET_ICON2

Adds five or two to the guided missle count.

Enemies

All of these objects are entities that are bent on destroying the player.

ANT_CRACK

This crack will spit out a variable number of ants when it is activated. The ant type may be changed so that the ants may fire one of eight weapons.

ANT_ROOF

This is an ant whose normal state is an invulnerable cocoon. It will activate when the player comes within range underneath it.

FLYER

This is a flying robot that can fire any of the eight weapon types.

GREEN_FLYER

A green flying robot that can fire any of the eight weapon types.

HIDDEN_ANT

This ant is like an ANT_ROOF except that it is invisible in its normal state.

JUGGER

A giant robot which tosses grenades at a definable angle and can walk or stay immobile.

WHO

This is another flying robot with the same attributes as the FLYER.

Lighting objects

Besides the light source objects that are used to create the point source lighting, two special objects may be used to allow any object to act as a light source and to dynamically change the shape of a light.

LIGHTHOLD

The LIGHTHOLD object glues a light source to another object.

SWITCH_DIMMER

The SWITCH_DIMMER causes a light source to shrink or grow when the dimmer is activated.

Sensors

The SENSOR object is a switch which turns on when the player enters the ON box of the sensor and will turn off when the player leaves the OFF box.

The DEATH_SENSOR object is a switch which turns on when all of the objects linked to it are destroyed or deleted.

Switches

SWITCH

This is a switch object that can be turned off and on.

SWITCH_ONCE

This is a switch that can be toggled only once.

SWITCH_DELAY

This is a switch that, once toggled, will revert back to its default state after a user definable delay.

Logic Gates

Logic gates can be used to create sophisticated triggering devices for objects. They work in the same way that real logic gates work. The available gates are:

GATE_AND : will be in the ON state when all of its links are ON GATE_DELAY : reflects the state of its link with a definable delay GATE_NOT : outputs the opposite state of its link (ie NOT ON <=> OFF) GATE_OR : will be in the ON state when any of its links are on GATE_PULSE : when on will switch between on and off states w/ delay GATE_XOR : will be in the ON state when an odd number of links are ON

Respawners

Respawners are used to place objects at locations at specified times. There are two types of respawners, the death respawner and the object respawner.

The DEATH_RESPAWNER lets you spawn an object at another objects place when it dies. The first link to the death respawner is the object that is to be spawned. Any number of links may be added after the first and will cause the spawning object to appear when all of the secondary link objects are dead or destroyed. If the first link to the death respawner dies then the second link becomes the new first link.

The RESPAWNER is a simplified death respawner that takes only one link which is the object to be respawned. The respawner will respawn an object after a specified amount of time provided that the object has been deleted since the first time it has been respawned. The RESPAWNER is primarily used in network games where ammunition and health is used up rapidly.

NOTE: The respawner currently only works with HEALTH objects and

should not be used until the network patch is released

Generic Object Manipulators

The OBJECT_MOVER moves an object to a specified endpoint at a user defined speed. The object movers may be linked together (ie, using another OBJECT_MOVER as an endpoint) in order to move an object in an arbitarily shaped path.

The OBJ_HOLDER object allows any object to hold another. A third link to the OBJ_HOLDER can act as a switch to control when this behavior will take place.

The SWITCH_MOVER object will move an object to the current position of a second object when the state of the second object is in the ON state. Once the movement of the first object is executed the switch mover is deleted.

Force Fields

When these objects are activated they will prohibit a player from crossing them. They can be up to one screen in height. They are useful for forcing a player to move in a certain direction.

Doors and Trap Doors

The SWITCH_DOOR object is a switch activated door that is closed when its link is inactive and open when its link is active.

The TRAP_DOOR2 and TRAP_DOOR3 objects are placed on the floor and behave in the same way as the SWITCH_DOOR object.

Platforms and Steps

The SMART_PLAT_BIG, SMART_PLAT_RED, and SMART_PLAT_SMALL objects are platforms which can be used as elevators or moving floors.

The STEP is a platform-like object which has no features other than the ability to be walked upon.

Teleporters

The TELE2 object will transport the player to the position of the object that it is linked to.

The TP_DOOR object will transport the player to another TP_DOOR that is linked to it.

Markers and Indicators

Markers

MARKER objects serve no purpose other than to hold links for other objects that require links. Markers can also be used to mark features of a level for editing purposes without requiring a visual cue that will be visible when the level is played.

Indicators

The INDICATOR object changes color from red (when its link is active) to green (when its link is inactive). This object is used to give the player a visual clue as to the state of an object.

The POINTER object is a golden arrow that is used for guiding the player's attention to some feature of a level.

Start, Restart Position and Next Level Objects

The START object determines where the user will start when the level is started.

The RESTART_POSITION object is a player-activated save game position. Currently the number of health points that a player has is not stored when the position is saved.

The NEXT_LEVEL object takes the player to the next level when activated. The NEXT_LEVEL_TOP object is the top part of the next level transporter. Each of the next level objects should be linked to each other for future expansion. In other words the NEXT_LEVEL object should originate a link to the NEXT_LEVEL_TOP object and vice versa.

Training Messages

TRAIN_MSG objects can display a message on the screen when activated. The messages are defined externally in a .lsp file.

V. Which Dialect of Lisp Does the Lisp Interpreter Implement?

Common Lisp is the dialect of Lisp that is understood by the built-in Lisp interpreter.

VI. Which Constructs are Not Supported by the Lisp Interpreter?

Structures and Objects are the two main Lisp constructs that are not implemented by the built-in Lisp interpreter.

VII. What Add-Ons are Available for Abuse?

Single Player Levels

No new single player levels have been widely publicized yet but many denziens of #abuse are working very dilligently to be the first to be the authors that release the first levels.

Multiplayer Levels

Because the net code has not been released to the public yet there are probably few people that are working on multiplayer levels at this time.

Commercial Add-Ons and Level Compilations

Currently no commercial products involving Abuse are available however Crack Dot Com is releasing a CD-ROM in November chock full of new levels, add-ons and new game games based on the Abuse game engine. Add-on authors can even get their levels and add-ons included on the CD and will earn royalties based on the quality of their product. Check out www.crack.com for more details.

VIII. Where Can I Learn More About Level Editing?

A. General Level Editing Information and Guidelines

Duong Nyugen's documentation of the built-in level editor is the best place to start if you are totally new to the editor. It is not a tutorial, regardless of the title (Tutorial Number One), but it does document the features of the built-in editor and lists all of the objects available an describes their purpose and usage thoroughly.

The author of Abuse has put out a small example distributed as example.zip which shows how to create a small lisp file so that the main startup.lsp file does not need patching when you add new graphics and wish to start your homebrew level as the first level.

B. Level Editor Documentation

Currently the only documentation on the supplied level editor is the abuse.doc file that comes with the beta version of Abuse.

C. Lisp documentation and tutorials

Guy Steele's definitive description of the Common Lisp language, _Common Lisp the Language_, second edition, can be accessed through the World Wide Web. The address is www.supelec.fr/docs/cltl/cltl2.html. From this web page you can access the online html version of the book as well as obtain a .tgz archive of a postscript or html version.

Please note that CLtL2 will probably be of the most benefit if you already know a high level language other than BASIC such as C++ or Pascal.

A brief tutorial that covers some of the basics of the language is available as the tutorial packaged with the Linux version of CLisp ( possibly obtainable elsewhere ).

A Lisp FAQ and other messages pertaining to Lisp can be found on the Lisp newsgroup comp.lang.lisp.

VIIII. What Channels Exist on IRC for Discussing Abuse?

#Abuse, the official Abuse discussion channel, will be the main IRC channel for discussing the game. You will probably be able to strike up a conversation about Abuse on #doom as well. Dave Taylor (of iD Software and Crack Dot Com) makes appearances quasi-frequently on #doom and has been frequenting #abuse virtually every day along with Jonathan Clark.

X. What Newsgroups Exist for Discussing Abuse?

Currently there are none but comp.sys.ibm.pc.games.action often has posts concerning Abuse although they are mostly messages asking when the game will be released.

XI. What Mailing Lists Exist for Discussing Abuse?

There are no mailing lists as of yet. Firehawk of #abuse is looking into starting one, however.

XII. Where Can I Get Abuse?

Fingering help@crack.com will provide you with a list of the latest binary revisions and their respective FTP sites. If you can't remember the FTP sites or cannot find the files you are looking for you can get Abuse and Satan Paint from my FTP site at par0511.urh.uiuc.edu.

I will carry the latest versions of Abuse and Satan Paint for the various platforms as well as this FAQ, documentation, tutorials and the best of the best modifications and levels to please the masses but please do not consider my system as a primary FTP site for these files. Try to find the files elsewhere before consulting my site.

Please be aware that my site may not always be up.

As for the commercial release of Abuse you can get information on ordering from Crack Dot Com by fingering abuse@crack.com or by checking out Crack Dot Com's web page at www.crack.com. The game will also be carried in stores but most likely won't include the t-shirt that comes with the orders from Crack Dot Com.

XIII. Where Can I Get Satan Paint?

The latest version of Satan Paint (v1.4) is available from the following FTP site:

par0511.urh.uiuc.edu (my site)

The DOS version is available there but the Linux and SGI releases are not. Satan Paint has vanished on ftp.island.net so I would be very grateful if someone could transfer it to the incoming directory on my site.

Again, please use my site only after all else fails.

XIIII. FAQ Change History

  • Version 1.1.0: Added death ray to weapons list. Added my ftp site to the list of sites to obtain Abuse (which is now summarized neatly in the phrase "finger help@crack.com."
  • Version 1.0.0: Finished object descriptions. Added information on where to download the shareware release of Abuse and where to get Satan Paint.
  • Version 0.2.0: Added credits section. Fixed minor errors. Finished descriptions of scenery components and tricks/traps/objects.
  • Version 0.1.1: Fixed misspellings of Crack Dot Com employees. Added FAQ Change History list. Updated revision number (which was labeled incorrectly in the header).
  • Version 0.1.0: First public release of incomplete FAQ. Sections involving level entities and objects incomplete. Made available on August 31st, 1995, the DOS Beta release date.

XV. Credits

Thanks go to:

  • Jonathan Clark, author of Abuse, for providing me with detailed information on the exact amount of Lisp code in the game in respect to the size of all of the code in the game and information and for stopping by #abuse on the eve of the DOS shareware release and answering a barrage of questions from Hank Leukart and myself.
  • Duong Nguyen, Abuse artist, for providing the editor tutorial from which the object descriptions in the FAQ were based.
  • Dave Taylor, John Romero and Shawn Green, again, for stopping by #abuse on the day of the DOS shareware release which generated a lot of activity in the channel.
  • The crew at Crack Dot Com for giving us such a great looking game that plays so smoothly.

Copyright Recognition

  • _Abuse_ is a registered trademark of Crack Dot Com.
  • _Doom_ and _Quake_ are registered trademarks of iD Software.
  • _Star Wars_ is a registered trademark of Lucasfilms.
  • _Tron_ is a registered trademark of the Walt Disney Company.

This FAQ is the intellectual property of the author, Mike Perry.

I cannot keep anyone from copying this FAQ and editing it for redistribution nor can I lay claim to any of the underlying information on this page other than its wording. There is no copyright on this FAQ registered with the copyright office however I have placed a copyright notice at the bottom of the FAQ for dating purposes.

You are free to distribute this FAQ in any form as long as the contents are not changed in any way (realistically speaking... I am not going to butcher you if you correct a spelling error or two). Please make sure to distribute only the most recent revision of the FAQ. The most recent revision will always be available from my FTP site (in the pub/abuse directory) mentioned earlier in the FAQ.

Disclaimer

The information and ideas conveyed in this FAQ are not guaranteed to be fact. The author of the FAQ dismisses all responsibilty for any financial loss and for any physical or emotional damages caused by any placement of faith upon the ideas and answers contained this document. It is up to the reader to decide what he or she contends is fact. Should the support of any product, software package or add-on mentioned in this document cease or if an upcoming software release becomes vaporware, the author must not be held responsible for that outcome.

Last modified 14 years ago Last modified on 04/19/2011 01:25:11 PM