| 1 | = Abuse FAQ = |
| 2 | |
| 3 | Current version 1.1.0. |
| 4 | |
| 5 | Copyright (C) September 11th, 1995 Mike Perry |
| 6 | |
| 7 | == Construction Note == |
| 8 | |
| 9 | The construction of this FAQ is currently in progress. If you find any |
| 10 | glaring errors or information that is incorrect, please mail me at the |
| 11 | address at the top of the FAQ. |
| 12 | |
| 13 | == Introduction == |
| 14 | |
| 15 | This FAQ contains answers to (f)requently (a)sked (q)uestions about the |
| 16 | computer game Abuse. In actuality most of the questions are not actual |
| 17 | questions that have been presented to me but are questions that, if I were |
| 18 | totally new to the game, would want to have answers to. I have |
| 19 | tried to provide answers to questions that would be asked by newcomers, |
| 20 | intermediate and advanced players alike. |
| 21 | |
| 22 | If you feel that there is a question or feature of the game that has not been |
| 23 | properly addressed, please e-mail me so that I can review your question for |
| 24 | possible inclusion into the FAQ. If you already have the answers (or a good |
| 25 | description of the feature you want to have included) please mail those also. |
| 26 | Include your name and e-mail address so that I can give you proper credit. |
| 27 | If you happen to create a document pertaining to Abuse let me know and I will |
| 28 | add it to a list of supplementary documentation in the FAQ. And now prepare |
| 29 | to be abused. |
| 30 | |
| 31 | == Overview of Contents == |
| 32 | |
| 33 | * Construction Note |
| 34 | * Introduction |
| 35 | * Overview of Contents |
| 36 | I. What is Abuse? |
| 37 | A. General Information |
| 38 | B. What is the Plot? |
| 39 | C. Who Wrote Abuse? |
| 40 | D. What Kind of Game is Abuse? |
| 41 | E. Was Abuse Written Entirely in Lisp? |
| 42 | F. How Long Did it Take to Develop Abuse? |
| 43 | II. Can You Tell Me a Little Bit More About Crack Dot Com? |
| 44 | III. Who and What Are the Main Characters/Objects in the Game? |
| 45 | A. Weapons and Ammo |
| 46 | B. Power-Ups |
| 47 | C. Health Boosters |
| 48 | D. Nick Vrenna |
| 49 | E. Enemies |
| 50 | F. Tricks, Traps, Harmful Objects and Other Interactive Objects |
| 51 | G. Scenery |
| 52 | IV. What are the Main Components That Comprise a Level? |
| 53 | V. Which Dialect of Lisp Does the Lisp Interpreter Implement? |
| 54 | VI. What Constructs are Missing From the Lisp Interpreter? |
| 55 | VII. What Add-Ons are Available for Abuse? |
| 56 | VIII. Where Can I Learn More About Level Editing and Game Alteration? |
| 57 | VIIII. What Channels Exist on IRC for Discussing Abuse? |
| 58 | X. What Newsgroups Exist for Discussing Abuse? |
| 59 | XI. What Mailing Lists Exist for Discussing Abuse? |
| 60 | XII. Where Can I Get Abuse? |
| 61 | XIII. Where Can I Get Satan Paint? |
| 62 | XIIII. FAQ Change History |
| 63 | XV. Credits |
| 64 | * Copyright Recognition |
| 65 | * Disclaimer |
| 66 | |
| 67 | == I. What is Abuse? == |
| 68 | |
| 69 | === A. General Information === |
| 70 | |
| 71 | Abuse is the first game to be released by the budding new computer |
| 72 | game company Crack Dot Com. Abuse is an action game that pits you -- |
| 73 | assuming the role of Nick Vrenna, resistance fighter -- against ruthless |
| 74 | alien killers, called ants, that have taken control over humanity. The game |
| 75 | an engine that allows modification to the stock game through such means |
| 76 | as a built-in lisp interpreter, external game-object lisp code, a windowing |
| 77 | system, multiplayer support through IPX or TCP/IP protocols and network |
| 78 | file support. |
| 79 | |
| 80 | === B. What is the Plot? === |
| 81 | |
| 82 | Here is the plot from the finger info at help@crack.com: |
| 83 | |
| 84 | The Ants were fearless, efficient killers. The Unified Underground's |
| 85 | only opening was that the Ant defense systems were designed by engineers |
| 86 | too arrogant to consider the threat of an individual. It was enough to |
| 87 | justify the covert Abuse Missions. |
| 88 | |
| 89 | On August 31, 2021, eight bytes were zeroed in a computer, and Nick |
| 90 | Vrenna's identity was erased. A suit of armor cradling a smoking auto |
| 91 | rifle stood in shadows appreciating the stench coming from the first |
| 92 | retired Ant of the day. The armored soul feared the effort would end up |
| 93 | as pathetic as the Terran Surrender Terms, but humanity had nothing |
| 94 | else. |
| 95 | |
| 96 | === C. Who Wrote Abuse? === |
| 97 | |
| 98 | Abuse is engineered by the game company Crack Dot Com. The programmer behind |
| 99 | the game is Jonathan Clark. The artwork was created by Doung Dai Nguyen and |
| 100 | Murray Macmillan. Rounding up the cast is Bobby Prince (sound effects) who |
| 101 | also designed the music and sound effects for Doom, and Dave Taylor |
| 102 | (funding and beating), programmer at iD software -- creators of Doom and the |
| 103 | upcoming Quake. |
| 104 | |
| 105 | === D. What Kind of Game is Abuse? === |
| 106 | |
| 107 | Abuse is an 2D side-scrolling shoot-em up action/puzzle game. Although the |
| 108 | game borrows features from many genres of games it best fits under the |
| 109 | platform category. The Abuse game engine boasts many features with a |
| 110 | built-in Lisp interpreter (for modification and extension of the game world) |
| 111 | most likely being the most promising and exciting feature. |
| 112 | |
| 113 | Here are the features of the game engine that are listed in the finger |
| 114 | information at help@crack.com: |
| 115 | |
| 116 | This is THE game to see. |
| 117 | |
| 118 | - Beautiful shaped, point-source lighting |
| 119 | - Engine has built-in Lisp Interpreter. You can |
| 120 | add code into the game, or create a whole new |
| 121 | game which is instantly ported to many platforms, |
| 122 | has lighting, sound, mouse/joystick, network, |
| 123 | hi-rez and window support. You will be able to |
| 124 | licence copies of the engine to sell as your own. |
| 125 | - Multi-player. IPX and TCPIP [*] |
| 126 | - Server/client. Start your game as a server and people can |
| 127 | join in/leave later, automatically downloading the current |
| 128 | level and state of game. [*] |
| 129 | - Built in Network File System abilities. |
| 130 | When you start up net games, just connect to the server and |
| 131 | access files like they were on your computer. Connect to |
| 132 | a "pacman" server and automatically download art, sfx, and |
| 133 | lisp code. Game compiles and starts running. [*] |
| 134 | - Color matching system ensures you will see perfect graphics |
| 135 | even if your moniter is miscalibrated. |
| 136 | - Animation rendered with in-house vector animation CAD (VCAD). |
| 137 | - Explosions and special effects rendered with in-house PART (particle |
| 138 | animation rendering tool). |
| 139 | - Artwork is editable by users with Satan Paint (free with CDROM |
| 140 | version). (beta available now at npc.ece.utexas.edu:/pub/satan_paint) |
| 141 | - Weapons, weapons, weapons. |
| 142 | - Hi-rez support with VESA drivers |
| 143 | - Ports for DOS, Linux Console, Linux X11; *(348,486,Pentium Linux) |
| 144 | SGI has graciously given us a Indgo II to port abuse |
| 145 | other ports to be announced. |
| 146 | |
| 147 | [*] Not in initial release (we didn't have time to finish & test it as well, |
| 148 | as it should be). Look for a patch shortly after release. |
| 149 | |
| 150 | === E. Was Abuse Written Entirely in Lisp? === |
| 151 | |
| 152 | This has the unfortunate possibilty of becoming a well spread misconception. |
| 153 | While the external entity code that you will write for modifications and |
| 154 | additions (or total reconstruction) of the game will be in Lisp, the game |
| 155 | engine was written in C++. There is also a small amount of 80x86 assembly |
| 156 | in the DOS version. |
| 157 | |
| 158 | Here is the wc (word count) output on the source code. |
| 159 | |
| 160 | {{{ |
| 161 | Lisp code: 5374 16377 142220 total |
| 162 | C++ code: 67904 185889 1717174 total |
| 163 | Asm code: (negligible) |
| 164 | }}} |
| 165 | |
| 166 | Approximately seven percent of the game engine and Abuse combined is |
| 167 | Lisp code. The rest is C++. There 5044 lines of Lisp code distributed in |
| 168 | the 0.3.2 version of the Linux version, so you are seeing _all_ of the Lisp |
| 169 | code (the difference is likely due to some lisp net Abuse code that hasn't |
| 170 | been finished yet). |
| 171 | |
| 172 | === F. How Long Did it Take to Develop Abuse? === |
| 173 | |
| 174 | After the game engine was completed the development of Abuse took approximately |
| 175 | four months. |
| 176 | |
| 177 | == II. Can You Tell Me a Little Bit More About Crack Dot Com? == |
| 178 | |
| 179 | Crack Dot Com is a budding new computer game company owned by programmers |
| 180 | Dave Taylor (of iD software) and Jonathan Clark. |
| 181 | |
| 182 | Abuse will be Crack Dot Com's first published game but it is was not the first |
| 183 | game that they worked on. |
| 184 | |
| 185 | == III. Who and What are the Main Characters and Objects in the Game? == |
| 186 | |
| 187 | === A. Weapons and Ammo === |
| 188 | |
| 189 | Laser Rifle |
| 190 | |
| 191 | The laser rifle is the most basic weapon in the game. It shoots red |
| 192 | laser pulses (ala Star Wars) in the direction in which you point the rifle. |
| 193 | You can use the laser rifle even without the proper ammunition because if |
| 194 | you couldn't shoot, as JC puts it, that would suck. Having ammunition for |
| 195 | the laser rifle is still a crucial item to have as a loaded laser rifle |
| 196 | fires considerably faster than an unloaded laser rifle. The laser rifle |
| 197 | does not care whether the rifle ammo count is 1 or 1000 -- it will still |
| 198 | fire at the same rate. |
| 199 | |
| 200 | Grenade Launcher |
| 201 | |
| 202 | This weapon launches grenades in a realistic parabolic arc. Realistic that |
| 203 | is if you ignore the fact that the game world would have to be a vacuum in |
| 204 | order for the trajectory of the grenade to be that perfect. You will |
| 205 | probably be too busy watching the pretty explosions inflict your opponents |
| 206 | with massive damage to notice anyway. |
| 207 | |
| 208 | Guided Missle Launcher |
| 209 | |
| 210 | The guided missle launcher is Abuse's version of the second most popular |
| 211 | weapon in Doom (the shotgun is almost unarguably the favorite weapon of |
| 212 | Doomaholics everywhere). The highly manueverable missles that this weapon |
| 213 | launches will follow your opponent to the ends of the Earth. That is, if |
| 214 | you don't overshoot. |
| 215 | |
| 216 | Firebomb Rifle |
| 217 | |
| 218 | You might have a hard time distinguishing this weapon from a flamethrower. |
| 219 | However, this weapon is projectile based an produces a trail of flaming |
| 220 | particles that follow each other like the cars of a train. Since the |
| 221 | weapon is particle based, the projectiles _are_ affected by gravity and |
| 222 | you do not have to fire straight at an opponent in order to hit them. |
| 223 | |
| 224 | Plasma Gun |
| 225 | |
| 226 | Another weapon found in Doom, this plasma gun produces a burst of plasma |
| 227 | that looks more like the maximum energy burst that you can shoot in the |
| 228 | game R-Type. This weapon is available only in the commercial release of |
| 229 | Abuse. |
| 230 | |
| 231 | Death Frizbee |
| 232 | |
| 233 | This weapon is available only in the commercial release of Abuse. Maybe |
| 234 | someone will design some Tron modifications to Abuse. |
| 235 | |
| 236 | Laser Saber |
| 237 | |
| 238 | You've always wanted one and now you have it. The Star Wars weapon is |
| 239 | a reality in Abuse. This weapon is available only in the commercial |
| 240 | release of Abuse. |
| 241 | |
| 242 | Death Ray |
| 243 | |
| 244 | Expectation is what sometimes makes the unknown or unseen even more |
| 245 | alluring than the known fact. This weapon fits this mold pretty well... |
| 246 | its not even written yet! The death ray is available only in the |
| 247 | commercial release of Abuse. |
| 248 | |
| 249 | === B. Power-Ups === |
| 250 | |
| 251 | Fast Power-Up |
| 252 | |
| 253 | This power up looks like a giant IC emblazoned with a lightning bolt. |
| 254 | When you run over this power-up you gain robotic legs that allow you to |
| 255 | run twice as fast as normal, jump higher and climb ladders much more |
| 256 | quickly than normal. |
| 257 | |
| 258 | Fly Power-Up |
| 259 | |
| 260 | This power-up gives you the the ability to fly. It is only available in |
| 261 | the commercial version of Abuse. |
| 262 | |
| 263 | Health Power-Up |
| 264 | |
| 265 | This power-up ups the players health maximum from 100 to 200. It is |
| 266 | available only in the commercial version of Abuse. |
| 267 | |
| 268 | Sneaky Power-Up |
| 269 | |
| 270 | This power-up allows the player to become partially invisible. It is |
| 271 | available only in the commercial version of Abuse. |
| 272 | |
| 273 | Visor Power-Up |
| 274 | |
| 275 | I swear that I caught mention of this somewhere. I would guess that it |
| 276 | turns off lighting effects or provides the user with a high beam headlight. |
| 277 | It is available only in the commercial version of Abuse if at all :) |
| 278 | |
| 279 | === C. Health Boosters === |
| 280 | |
| 281 | Health boosters increase your characters health as the name would imply. They |
| 282 | take the form of miniature hearts and when you move over them your health is |
| 283 | raised by a variable number of points depending on the difficulty level. |
| 284 | |
| 285 | === D. Nick Vrenna === |
| 286 | |
| 287 | This is your character. Its Nick's job to exterminate the Ants and free |
| 288 | humanity from certain slaughter. |
| 289 | |
| 290 | === E. Enemies === |
| 291 | |
| 292 | Ants |
| 293 | |
| 294 | The ant is the enemy that you will meet most frequently. Much more deadly |
| 295 | than the insect variety, these ants will _REALLY_ spoil your picnic. |
| 296 | Straight out of _Alien_ these creatures will gnash, claw and shoot their |
| 297 | way to a chance to dine on your tender flesh. Ants are somewhat |
| 298 | intelligent predators in that they will use their ability to walk on |
| 299 | ceilings in order to avoid your attempts to destroy them. Beware: ants |
| 300 | often travel in packs. |
| 301 | |
| 302 | There are seven varieties of ants in the commercial release of Abuse and |
| 303 | four varieties in the shareware release. Each type of ant is a different |
| 304 | color and fires one of the eight (or four) weapons provided in the game. |
| 305 | |
| 306 | Juggernauts |
| 307 | |
| 308 | These giant robots have in their possesion an unlimited number of grenades |
| 309 | and they aren't exactly conservative with their supply. Some models of this |
| 310 | robot are immobile while later models will walk towards your character in |
| 311 | order to get a better shot. Juggernauts are quite tough and can take a lot |
| 312 | of direct hits before they shatter to pieces but unfortunately you usually |
| 313 | aren't given a choice to run away. |
| 314 | |
| 315 | Flyers |
| 316 | |
| 317 | These agile robots have the ability of flight. Flyers never stand still |
| 318 | so they are often difficult to target however a steady stream of laser |
| 319 | pulses or guided missles usually do the trick |
| 320 | |
| 321 | === F. Tricks, Traps, Harmful Objects and Other Interactive Objects === |
| 322 | |
| 323 | Bombs |
| 324 | |
| 325 | Bombs are explosive devices which can kill a player if they are within |
| 326 | the blast radius. |
| 327 | |
| 328 | Blocks |
| 329 | |
| 330 | Blocks are destroyable objects which impede the players movement. |
| 331 | |
| 332 | Boulders |
| 333 | |
| 334 | Boulders are gigantic spiked metal spheres. They are affected by gravity |
| 335 | and will fall when if in the air. When they hit the ground they will |
| 336 | bounce. |
| 337 | |
| 338 | A boulder will cause damage to a player when it collides with them. |
| 339 | Boulders can also damage aliens and other objects that can be hurt. |
| 340 | When a boulder is dealt enough damage it will break up into smaller |
| 341 | boulders which will then explode on contact with the floor. |
| 342 | |
| 343 | Concussion Mines |
| 344 | |
| 345 | These small mines will cause damage to the player upon contact. They can |
| 346 | be found in the air as well as on the ground. Sometimes they even move. |
| 347 | |
| 348 | Doors |
| 349 | |
| 350 | Doors block entrances to rooms. Two varieties of doors exist: sensor |
| 351 | activated doors and switch activated doors. |
| 352 | |
| 353 | Force Fields |
| 354 | |
| 355 | Force fields are walls of energy which prevent the user from moving |
| 356 | through them. Force fields may be as high as one screen. |
| 357 | |
| 358 | Hidden Tiles |
| 359 | |
| 360 | Secret areas are hidden behind these tiles. Hidden tiles look like |
| 361 | ordinary tiles except that they will break up when dealt enough damage. |
| 362 | When the tiles have been destroyed completely they will explode and cause |
| 363 | damage to any near-by aliens. |
| 364 | |
| 365 | Ladders |
| 366 | |
| 367 | Use these to climb up and down to different levels. |
| 368 | |
| 369 | Lava |
| 370 | |
| 371 | Lava tiles will do constant damage to a player while they are in contact |
| 372 | with the lava. |
| 373 | |
| 374 | Shock Pulses |
| 375 | |
| 376 | These objects intermittently shoot out pulses of electricity which deal |
| 377 | a healthy amount of damage to the player. |
| 378 | |
| 379 | Spray Guns |
| 380 | |
| 381 | Spray guns are turret-like guns which will rotate in a left-right-left |
| 382 | fashion shooting out sprays of shots. Spray guns may fire any type of |
| 383 | weapon. |
| 384 | |
| 385 | Tunnel Robots |
| 386 | |
| 387 | This large robot can chase a player down a hall, forcing the player to |
| 388 | either destroy it or to die a horrible death within the robot's spinning |
| 389 | blades. |
| 390 | |
| 391 | Track Guns |
| 392 | |
| 393 | Track guns are similar to spray guns except that track guns will track |
| 394 | the motion of a player. |
| 395 | |
| 396 | Trap Doors |
| 397 | |
| 398 | Trap doors on the floor can be activated by sensors and switches. Watch |
| 399 | where you chose to take a breather when playing net Abuse. |
| 400 | |
| 401 | Doors |
| 402 | |
| 403 | Abuse contains both switch activated and sensor activated doors. |
| 404 | |
| 405 | Springs |
| 406 | |
| 407 | Springs provide a player with an upward boost when they player comes in |
| 408 | contact with one. |
| 409 | |
| 410 | Switches |
| 411 | |
| 412 | These state changing devices will hopefully activate something beneficial |
| 413 | to your player like a trap door with more ammo. If you aren't so lucky |
| 414 | you might unleash a pack of ants. |
| 415 | |
| 416 | Abuse contains both select-activated switches and shot-activated switches. |
| 417 | |
| 418 | Platforms |
| 419 | |
| 420 | Platforms are moving tiles that can lift and move you to different floors |
| 421 | and sections of a level. |
| 422 | |
| 423 | Pushers |
| 424 | |
| 425 | Pushers are objects that will give your player a push in the direction of |
| 426 | the arrows on the pusher. Pushers have varying strengths so it may or |
| 427 | not be a futile attempt to avoid going with the flow. |
| 428 | |
| 429 | === G. Scenery and Graphics === |
| 430 | |
| 431 | Foreground |
| 432 | |
| 433 | The foreground scenery is made up of the floor, ceiling, wall textures and |
| 434 | other graphics components that your character interacts with. Foreground is |
| 435 | created using combinations of tiles that you choose from a foreground |
| 436 | palette. When you place an object in the screen it is placed in the |
| 437 | foreground as well although it can be moved and manipulated as a seperate |
| 438 | entity. |
| 439 | |
| 440 | Abuse comes with a large palette of predefined foreground tiles that include |
| 441 | floor tiles, walls, ceilings, ramps, cavern textures, forest textures, |
| 442 | ladders, pipes and more |
| 443 | |
| 444 | Background |
| 445 | |
| 446 | The game engine that Abuse is based on allows for two levels of parallax |
| 447 | scrolling. Using the background palette one can make a background which |
| 448 | can be set to scroll at a defined rate in order to add the feeling of |
| 449 | depth to the level. |
| 450 | |
| 451 | Abuse has background tiles that can be used to construct a city skyscape, |
| 452 | forest backgrounds and cavern backgrounds. |
| 453 | |
| 454 | == IV. What are the Main Components That Comprise a Complete Level? == |
| 455 | |
| 456 | === A. What are Objects? === |
| 457 | |
| 458 | The two main components of any level are (disregarding foreground and |
| 459 | background graphics) objects and links. |
| 460 | |
| 461 | Every entity in the game that interacts with the player is an object |
| 462 | an object. All objects have corresponding Lisp source files that |
| 463 | determines how they behave. The Lisp code can be arbitrarily complex. |
| 464 | |
| 465 | Objects are not always required to have links. In general, if an object |
| 466 | contains has no links (that is, if no links _originate_ from that object) |
| 467 | then that object will start off in the active state. |
| 468 | |
| 469 | === B. What are Links? === |
| 470 | |
| 471 | Links provide the means to let objects modify each other. Links also |
| 472 | act as the graphical method of specifying the parameters for the Lisp |
| 473 | code of the linking object. |
| 474 | |
| 475 | Every link requres two objects. The link is originated at the object that |
| 476 | is to do processing (thinking). It is then attached to another object which |
| 477 | will act as the stimulus that determines whether or not the originating |
| 478 | object is active or it will act as a parameter for some type of object |
| 479 | manipulation. |
| 480 | |
| 481 | Links are stored in a list inside the level format such that an object may |
| 482 | have multiple links and the order of the links is important. Facilities |
| 483 | exist in the editor for deleting the first or last link beloning to an |
| 484 | object. If the first link from an object is deleted then the remaining |
| 485 | 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 |
| 486 | old third link becomes the new second link. |
| 487 | |
| 488 | === C. What Predefined Objects Come with Abuse? === |
| 489 | |
| 490 | Ammunition |
| 491 | |
| 492 | These objects increase the ammunition count of the weapons. All ammunition is |
| 493 | invisible, untouchable and unaffected by gravity until activated. |
| 494 | |
| 495 | DFRIS_ICON10, DFRIS_ICON4 |
| 496 | |
| 497 | Adds ten or four to the death frizbee count. |
| 498 | |
| 499 | FBOMB_ICON5, FBOMB_ICON1 |
| 500 | |
| 501 | Adds five or one to the fire bomb rifle count. |
| 502 | |
| 503 | GRENADE_ICON10, GRENADE_ICON2 |
| 504 | |
| 505 | Adds ten or two to the grenade launcher count. |
| 506 | |
| 507 | LSABER_ICON50, LASER_ICON10 |
| 508 | |
| 509 | Adds fifty or ten to the laser saber count. |
| 510 | |
| 511 | MBULLET_ICON10, MBULLET_ICON5 |
| 512 | |
| 513 | Adds ten or five to the laser rifle count. |
| 514 | |
| 515 | PLASMA_ICON50, PLASMA_ICON10 |
| 516 | |
| 517 | Adds fifty or ten to the plasma gun count. |
| 518 | |
| 519 | ROCKET_ICON5, ROCKET_ICON2 |
| 520 | |
| 521 | Adds five or two to the guided missle count. |
| 522 | |
| 523 | Enemies |
| 524 | |
| 525 | All of these objects are entities that are bent on destroying the player. |
| 526 | |
| 527 | ANT_CRACK |
| 528 | |
| 529 | This crack will spit out a variable number of ants when it is activated. |
| 530 | The ant type may be changed so that the ants may fire one of eight weapons. |
| 531 | |
| 532 | ANT_ROOF |
| 533 | |
| 534 | This is an ant whose normal state is an invulnerable cocoon. It will |
| 535 | activate when the player comes within range underneath it. |
| 536 | |
| 537 | FLYER |
| 538 | |
| 539 | This is a flying robot that can fire any of the eight weapon types. |
| 540 | |
| 541 | GREEN_FLYER |
| 542 | |
| 543 | A green flying robot that can fire any of the eight weapon types. |
| 544 | |
| 545 | HIDDEN_ANT |
| 546 | |
| 547 | This ant is like an ANT_ROOF except that it is invisible in its normal state. |
| 548 | |
| 549 | JUGGER |
| 550 | |
| 551 | A giant robot which tosses grenades at a definable angle and can walk or |
| 552 | stay immobile. |
| 553 | |
| 554 | WHO |
| 555 | |
| 556 | This is another flying robot with the same attributes as the FLYER. |
| 557 | |
| 558 | Lighting objects |
| 559 | |
| 560 | Besides the light source objects that are used to create the point source |
| 561 | lighting, two special objects may be used to allow any object to act as a |
| 562 | light source and to dynamically change the shape of a light. |
| 563 | |
| 564 | LIGHTHOLD |
| 565 | |
| 566 | The LIGHTHOLD object glues a light source to another object. |
| 567 | |
| 568 | SWITCH_DIMMER |
| 569 | |
| 570 | The SWITCH_DIMMER causes a light source to shrink or grow when the dimmer |
| 571 | is activated. |
| 572 | |
| 573 | Sensors |
| 574 | |
| 575 | The SENSOR object is a switch which turns on when the player enters the ON |
| 576 | box of the sensor and will turn off when the player leaves the OFF box. |
| 577 | |
| 578 | The DEATH_SENSOR object is a switch which turns on when all of the objects |
| 579 | linked to it are destroyed or deleted. |
| 580 | |
| 581 | Switches |
| 582 | |
| 583 | SWITCH |
| 584 | |
| 585 | This is a switch object that can be turned off and on. |
| 586 | |
| 587 | SWITCH_ONCE |
| 588 | |
| 589 | This is a switch that can be toggled only once. |
| 590 | |
| 591 | SWITCH_DELAY |
| 592 | |
| 593 | This is a switch that, once toggled, will revert back to its default |
| 594 | state after a user definable delay. |
| 595 | |
| 596 | Logic Gates |
| 597 | |
| 598 | Logic gates can be used to create sophisticated triggering devices for |
| 599 | objects. They work in the same way that real logic gates work. |
| 600 | The available gates are: |
| 601 | |
| 602 | GATE_AND : will be in the ON state when all of its links are ON |
| 603 | GATE_DELAY : reflects the state of its link with a definable delay |
| 604 | GATE_NOT : outputs the opposite state of its link (ie NOT ON <=> OFF) |
| 605 | GATE_OR : will be in the ON state when any of its links are on |
| 606 | GATE_PULSE : when on will switch between on and off states w/ delay |
| 607 | GATE_XOR : will be in the ON state when an odd number of links are ON |
| 608 | |
| 609 | Respawners |
| 610 | |
| 611 | Respawners are used to place objects at locations at specified times. |
| 612 | There are two types of respawners, the death respawner and the object |
| 613 | respawner. |
| 614 | |
| 615 | The DEATH_RESPAWNER lets you spawn an object at another objects place |
| 616 | when it dies. The first link to the death respawner is the object that |
| 617 | is to be spawned. Any number of links may be added after the first and |
| 618 | will cause the spawning object to appear when all of the secondary link |
| 619 | objects are dead or destroyed. If the first link to the death respawner |
| 620 | dies then the second link becomes the new first link. |
| 621 | |
| 622 | The RESPAWNER is a simplified death respawner that takes only one link |
| 623 | which is the object to be respawned. The respawner will respawn an object |
| 624 | after a specified amount of time provided that the object has been deleted |
| 625 | since the first time it has been respawned. The RESPAWNER is primarily |
| 626 | used in network games where ammunition and health is used up rapidly. |
| 627 | |
| 628 | ** NOTE: The respawner currently only works with HEALTH objects and |
| 629 | should not be used until the network patch is released ** |
| 630 | |
| 631 | Generic Object Manipulators |
| 632 | |
| 633 | The OBJECT_MOVER moves an object to a specified endpoint at a user |
| 634 | defined speed. The object movers may be linked together (ie, using |
| 635 | another OBJECT_MOVER as an endpoint) in order to move an object in |
| 636 | an arbitarily shaped path. |
| 637 | |
| 638 | The OBJ_HOLDER object allows any object to hold another. A third link |
| 639 | to the OBJ_HOLDER can act as a switch to control when this behavior |
| 640 | will take place. |
| 641 | |
| 642 | The SWITCH_MOVER object will move an object to the current position |
| 643 | of a second object when the state of the second object is in the ON |
| 644 | state. Once the movement of the first object is executed the switch |
| 645 | mover is deleted. |
| 646 | |
| 647 | Force Fields |
| 648 | |
| 649 | When these objects are activated they will prohibit a player from |
| 650 | crossing them. They can be up to one screen in height. They are |
| 651 | useful for forcing a player to move in a certain direction. |
| 652 | |
| 653 | Doors and Trap Doors |
| 654 | |
| 655 | The SWITCH_DOOR object is a switch activated door that is closed when |
| 656 | its link is inactive and open when its link is active. |
| 657 | |
| 658 | The TRAP_DOOR2 and TRAP_DOOR3 objects are placed on the floor and behave |
| 659 | in the same way as the SWITCH_DOOR object. |
| 660 | |
| 661 | Platforms and Steps |
| 662 | |
| 663 | The SMART_PLAT_BIG, SMART_PLAT_RED, and SMART_PLAT_SMALL objects are |
| 664 | platforms which can be used as elevators or moving floors. |
| 665 | |
| 666 | The STEP is a platform-like object which has no features other than the |
| 667 | ability to be walked upon. |
| 668 | |
| 669 | Teleporters |
| 670 | |
| 671 | The TELE2 object will transport the player to the position of the object |
| 672 | that it is linked to. |
| 673 | |
| 674 | The TP_DOOR object will transport the player to another TP_DOOR that is |
| 675 | linked to it. |
| 676 | |
| 677 | Markers and Indicators |
| 678 | |
| 679 | Markers |
| 680 | |
| 681 | MARKER objects serve no purpose other than to hold links for other |
| 682 | objects that require links. Markers can also be used to mark features |
| 683 | of a level for editing purposes without requiring a visual cue that will |
| 684 | be visible when the level is played. |
| 685 | |
| 686 | Indicators |
| 687 | |
| 688 | The INDICATOR object changes color from red (when its link is active) |
| 689 | to green (when its link is inactive). This object is used to give |
| 690 | the player a visual clue as to the state of an object. |
| 691 | |
| 692 | The POINTER object is a golden arrow that is used for guiding the |
| 693 | player's attention to some feature of a level. |
| 694 | |
| 695 | Start, Restart Position and Next Level Objects |
| 696 | |
| 697 | The START object determines where the user will start when the level is |
| 698 | started. |
| 699 | |
| 700 | The RESTART_POSITION object is a player-activated save game position. |
| 701 | Currently the number of health points that a player has is not stored |
| 702 | when the position is saved. |
| 703 | |
| 704 | The NEXT_LEVEL object takes the player to the next level when activated. |
| 705 | The NEXT_LEVEL_TOP object is the top part of the next level transporter. |
| 706 | Each of the next level objects should be linked to each other for future |
| 707 | expansion. In other words the NEXT_LEVEL object should originate a link |
| 708 | to the NEXT_LEVEL_TOP object and vice versa. |
| 709 | |
| 710 | Training Messages |
| 711 | |
| 712 | TRAIN_MSG objects can display a message on the screen when activated. |
| 713 | The messages are defined externally in a .lsp file. |
| 714 | |
| 715 | == V. Which Dialect of Lisp Does the Lisp Interpreter Implement? == |
| 716 | |
| 717 | Common Lisp is the dialect of Lisp that is understood by the built-in |
| 718 | Lisp interpreter. |
| 719 | |
| 720 | == VI. Which Constructs are Not Supported by the Lisp Interpreter? == |
| 721 | |
| 722 | Structures and Objects are the two main Lisp constructs that are not |
| 723 | implemented by the built-in Lisp interpreter. |
| 724 | |
| 725 | == VII. What Add-Ons are Available for Abuse? == |
| 726 | |
| 727 | Single Player Levels |
| 728 | |
| 729 | No new single player levels have been widely publicized yet but many |
| 730 | denziens of #abuse are working very dilligently to be the first to be the |
| 731 | authors that release the first levels. |
| 732 | |
| 733 | Multiplayer Levels |
| 734 | |
| 735 | Because the net code has not been released to the public yet there are |
| 736 | probably few people that are working on multiplayer levels at this time. |
| 737 | |
| 738 | Commercial Add-Ons and Level Compilations |
| 739 | |
| 740 | Currently no commercial products involving Abuse are available however Crack |
| 741 | Dot Com is releasing a CD-ROM in November chock full of new levels, add-ons |
| 742 | and new game games based on the Abuse game engine. Add-on authors can even |
| 743 | get their levels and add-ons included on the CD and will earn royalties |
| 744 | based on the quality of their product. Check out www.crack.com for more |
| 745 | details. |
| 746 | |
| 747 | == VIII. Where Can I Learn More About Level Editing? == |
| 748 | |
| 749 | === A. General Level Editing Information and Guidelines === |
| 750 | |
| 751 | Duong Nyugen's documentation of the built-in level editor is the best place to |
| 752 | start if you are totally new to the editor. It is not a tutorial, regardless |
| 753 | of the title (Tutorial Number One), but it does document the features of the |
| 754 | built-in editor and lists all of the objects available an describes their |
| 755 | purpose and usage thoroughly. |
| 756 | |
| 757 | The author of Abuse has put out a small example distributed as example.zip |
| 758 | which shows how to create a small lisp file so that the main startup.lsp |
| 759 | file does not need patching when you add new graphics and wish to start |
| 760 | your homebrew level as the first level. |
| 761 | |
| 762 | === B. Level Editor Documentation === |
| 763 | |
| 764 | Currently the only documentation on the supplied level editor is the abuse.doc |
| 765 | file that comes with the beta version of Abuse. |
| 766 | |
| 767 | === C. Lisp documentation and tutorials === |
| 768 | |
| 769 | Guy Steele's definitive description of the Common Lisp language, _Common Lisp |
| 770 | the Language_, second edition, can be accessed through the World Wide Web. |
| 771 | The address is www.supelec.fr/docs/cltl/cltl2.html. From this web page |
| 772 | you can access the online html version of the book as well as obtain a .tgz |
| 773 | archive of a postscript or html version. |
| 774 | |
| 775 | Please note that CLtL2 will probably be of the most benefit if you already |
| 776 | know a high level language other than BASIC such as C++ or Pascal. |
| 777 | |
| 778 | A brief tutorial that covers some of the basics of the language is available |
| 779 | as the tutorial packaged with the Linux version of CLisp ( possibly |
| 780 | obtainable elsewhere ). |
| 781 | |
| 782 | A Lisp FAQ and other messages pertaining to Lisp can be found on the Lisp |
| 783 | newsgroup comp.lang.lisp. |
| 784 | |
| 785 | == VIIII. What Channels Exist on IRC for Discussing Abuse? == |
| 786 | |
| 787 | #Abuse, the official Abuse discussion channel, will be the main IRC channel |
| 788 | for discussing the game. You will probably be able to strike up a |
| 789 | conversation about Abuse on #doom as well. Dave Taylor (of iD Software and |
| 790 | Crack Dot Com) makes appearances quasi-frequently on #doom and has been |
| 791 | frequenting #abuse virtually every day along with Jonathan Clark. |
| 792 | |
| 793 | == X. What Newsgroups Exist for Discussing Abuse? == |
| 794 | |
| 795 | Currently there are none but comp.sys.ibm.pc.games.action often has |
| 796 | posts concerning Abuse although they are mostly messages asking when the |
| 797 | game will be released. |
| 798 | |
| 799 | == XI. What Mailing Lists Exist for Discussing Abuse? == |
| 800 | |
| 801 | There are no mailing lists as of yet. Firehawk of #abuse is looking into |
| 802 | starting one, however. |
| 803 | |
| 804 | == XII. Where Can I Get Abuse? == |
| 805 | |
| 806 | Fingering help@crack.com will provide you with a list of the latest binary |
| 807 | revisions and their respective FTP sites. If you can't remember the FTP |
| 808 | sites or cannot find the files you are looking for you can get Abuse and |
| 809 | Satan Paint from my FTP site at par0511.urh.uiuc.edu. |
| 810 | |
| 811 | I will carry the latest versions of Abuse and Satan Paint for the various |
| 812 | platforms as well as this FAQ, documentation, tutorials and the best of the |
| 813 | best modifications and levels to please the masses but please do not |
| 814 | consider my system as a primary FTP site for these files. Try to find the |
| 815 | files elsewhere before consulting my site. |
| 816 | |
| 817 | Please be aware that my site may not always be up. |
| 818 | |
| 819 | As for the commercial release of Abuse you can get information on ordering |
| 820 | from Crack Dot Com by fingering abuse@crack.com or by checking out Crack Dot |
| 821 | Com's web page at www.crack.com. The game will also be carried in stores but |
| 822 | most likely won't include the t-shirt that comes with the orders from Crack |
| 823 | Dot Com. |
| 824 | |
| 825 | == XIII. Where Can I Get Satan Paint? == |
| 826 | |
| 827 | The latest version of Satan Paint (v1.4) is available from the following |
| 828 | FTP site: |
| 829 | |
| 830 | par0511.urh.uiuc.edu (my site) |
| 831 | |
| 832 | The DOS version is available there but the Linux and SGI releases are not. |
| 833 | Satan Paint has vanished on ftp.island.net so I would be very grateful if |
| 834 | someone could transfer it to the incoming directory on my site. |
| 835 | |
| 836 | Again, please use my site only after all else fails. |
| 837 | |
| 838 | == XIIII. FAQ Change History == |
| 839 | |
| 840 | * Version 1.1.0: Added death ray to weapons list. Added my ftp site to |
| 841 | the list of sites to obtain Abuse (which is now summarized |
| 842 | neatly in the phrase "finger help@crack.com." |
| 843 | |
| 844 | * Version 1.0.0: Finished object descriptions. Added information on where to |
| 845 | download the shareware release of Abuse and where to get |
| 846 | Satan Paint. |
| 847 | |
| 848 | * Version 0.2.0: Added credits section. Fixed minor errors. Finished |
| 849 | descriptions of scenery components and tricks/traps/objects. |
| 850 | |
| 851 | * Version 0.1.1: Fixed misspellings of Crack Dot Com employees. Added |
| 852 | FAQ Change History list. Updated revision number (which |
| 853 | was labeled incorrectly in the header). |
| 854 | |
| 855 | * Version 0.1.0: First public release of incomplete FAQ. Sections involving |
| 856 | level entities and objects incomplete. Made available |
| 857 | on August 31st, 1995, the DOS Beta release date. |
| 858 | |
| 859 | == XV. Credits == |
| 860 | |
| 861 | Thanks go to: |
| 862 | |
| 863 | * Jonathan Clark, author of Abuse, for providing me with detailed |
| 864 | information on the exact amount of Lisp code in the game in respect |
| 865 | to the size of all of the code in the game and information and for |
| 866 | stopping by #abuse on the eve of the DOS shareware release and answering |
| 867 | a barrage of questions from Hank Leukart and myself. |
| 868 | |
| 869 | * Duong Nguyen, Abuse artist, for providing the editor tutorial from which |
| 870 | the object descriptions in the FAQ were based. |
| 871 | |
| 872 | * Dave Taylor, John Romero and Shawn Green, again, for stopping by #abuse |
| 873 | on the day of the DOS shareware release which generated a lot of activity |
| 874 | in the channel. |
| 875 | |
| 876 | * The crew at Crack Dot Com for giving us such a great looking game that |
| 877 | plays so smoothly. |
| 878 | |
| 879 | == Copyright Recognition == |
| 880 | |
| 881 | * _Abuse_ is a registered trademark of Crack Dot Com. |
| 882 | * _Doom_ and _Quake_ are registered trademarks of iD Software. |
| 883 | * _Star Wars_ is a registered trademark of Lucasfilms. |
| 884 | * _Tron_ is a registered trademark of the Walt Disney Company. |
| 885 | |
| 886 | This FAQ is the intellectual property of the author, Mike Perry. |
| 887 | |
| 888 | I cannot keep anyone from copying this FAQ and editing it for |
| 889 | redistribution nor can I lay claim to any of the underlying |
| 890 | information on this page other than its wording. There is no |
| 891 | copyright on this FAQ registered with the copyright office however |
| 892 | I have placed a copyright notice at the bottom of the FAQ for dating |
| 893 | purposes. |
| 894 | |
| 895 | You are free to distribute this FAQ in any form as long as the contents |
| 896 | are not changed in any way (realistically speaking... I am not going to |
| 897 | butcher you if you correct a spelling error or two). Please make sure |
| 898 | to distribute only the most recent revision of the FAQ. The most recent |
| 899 | revision will always be available from my FTP site (in the pub/abuse |
| 900 | directory) mentioned earlier in the FAQ. |
| 901 | |
| 902 | == Disclaimer == |
| 903 | |
| 904 | The information and ideas conveyed in this FAQ are not guaranteed to be fact. |
| 905 | The author of the FAQ dismisses all responsibilty for any financial loss and |
| 906 | for any physical or emotional damages caused by any placement of faith upon |
| 907 | the ideas and answers contained this document. It is up to the reader to decide |
| 908 | what he or she contends is fact. Should the support of any product, software |
| 909 | package or add-on mentioned in this document cease or if an upcoming software |
| 910 | release becomes vaporware, the author must not be held responsible for that |
| 911 | outcome. |