NOTE: all these files are intended for use on a computer. No utilities exist for the Xbox 360 version of Prey. The demo of Prey for Xbox 360 can be downloaded through the Xbox Live Marketplace. The full version of Prey for Xbox 360 can be purchased through the Xbox Live Marketplace.
Description: Full version of Prey for Linux, released on February 19, 2009 (NOTE: executable only, does not include game assets) Format: BIN Size: 44383 KB
To install, set the downloaded file to be executable and run it with the following two commands: chmod a+rx ./prey-installer-02192009.bin
You will need the PC version: either the 3 CD set, the single DVD Collector's Edition, or a normal installed copy of the game, such as you'd download via Steam. You will need a valid and unique CD key in any case. The Mac version's install disc has not been tested, and the XBox 360 version will not work.
To install the Linux version using datafiles downloaded through Steam, run the installer like this (assuming the Windows partition is mounted at "/mnt/ntfsdisk"): ./prey-installer-02192009.bin --from-install --media '/mnt/ntfsdisk/Program Files/Steam/steamapps/common/prey/base'
Description: Linux dedicated server binaries Format: BZ2 Size: 39616 KB
If you're looking to run a dedicated Linux server for Prey, you will need two things. One is the file provided here, and two are some files from your registered game CD. Details on this are in the readme inside the bzip2 download.
Description: Tutorial maps, to learn how portals, gravity and wallwalks work Format: ZIP Size: 388 KB
Repackaged archive with recompiled maps. Unlike the original version from the 3DRealms FTP, this one includes .proc files for the grav?.map files, so they can be run immediately without compiling them first.
Description: Prey Software Development Kit (SDK) Format: ZIP Size: 3940 KB
If you're looking to develop mods for Prey, you're going to want the SDK. Aimed at more serious fans of the game, the Prey SDK includes all of the game code (for building your own Game DLL), as well as some code examples/tutorials which will explain a few of the basic things you should know before diving into the code-base.
This is the second release, dated October 13, 2006. The first release, dated October 9, 2006, was almost identical to the second, but it (mistakenly?) included actual source code for the collision model and can be downloaded here.
Neither of the two versions include Maya binaries or sample assets, because the ones used in the Doom3 SDK can also be used for Prey reference. The Doom 3 SDK can be downloaded here, or locally, here.
This code is meant to be compiled with Visual C++ 2005 Express Edition. The package can be downloaded here or here.
Registering Visual C++ 2005 Express Edition has been impossible for years. Without registration, you would normally be able to use it for 30 days only, but you prevent it from expiring, by following the guide here.
Description: Portal Wrench, by SnoopJeDi and deltaphc Format: ZIP Size: 2 KB
The first of two items Scott Miller wanted to have in Prey (actually, he wanted a portal gun), but Human Head could not implement because it would have required six more months of work. Of course, the real problem was not the item itself, which was obtained with a simple script modification, but modifying the levels in order to accommodate it.
Locate your Prey executable
Open the base subdirectory
There, create a script subdirectory and open it (or just open it, if it already exists)
Unzip the archive into that directory.
To use the Portal Wrench in game:
Select the wrench from the weapons
Click the right mouse button once to mark the point where the first portal will appear
Move to where you want the second portal to appear and click the right mouse button again. Both portals will open at the same time
To close the portals, click the right mouse button a third time
Description: Gravity Gun, by Dafama2k7 Format: ZIP Size: 17607 KB
The other item Scott Miller wanted to have in Prey, but which only received a partial implementation as the tractor beam in the shuttle. This can be used together with the Portal Wrench, but if you want to reach the wrench while this mod is active, you'll need to press 1 on your keyboard (as opposed to using the mouse wheel).
Repackaged archive (the original used to change the language and the keyboard layout, this one does not).
Locate your Prey executable
Unzip the archive into that directory.
To use the Gravity Gun in game:
In the main menu screen, click on Mods and load gravitygun_prey
In game, activate the console (left Ctrl + left Alt + tilde)
Enter the command: give all and press Return
Use the mouse wheel to scroll past the launcher or before the rifle
Aim the Gravity Gun with the mouse, left click to grab the desired object
Description: Panorama Viewer, by Devil Master - a program to view any panoramic image in .JPG, .PNG or .BMP format. Released in case the full-size 360 degrees screenshots are ever found again. Released under the BY-NC-ND Creative Commons License. Format: ZIP Size: 2393 KB
The archive includes the thumbnails and batch files to view them.
Configure either from Panorama Viewer GUI.exe directly, or with the included config.exe program.
To view a panoramic picture, either use Panorama Viewer GUI.exe directly, or use panoramaviewer.exe from command prompt or from a batch file, with the following command: panoramaviewer <imagename>
Description: ReHook, by Devil Master - a GUI to tweak stereoscopy parameters as defined in the SuperDepth3D.fx shader for ReShade. Includes ReShade's opengl32.dll library (by Crosire) and the SuperDepth3D.fx shader (by BlueSkyKnight). Released under the BY-NC-ND Creative Commons License. Format: ZIP Size: 8392 KB
In order to display Prey in stereoscopy with ReShade, your display must be compatible with at least one of the following modes:
- line interlaced
Unzip into the same directory as your Prey.exe file
Modify the parameters as needed
Click on the Save Settings button
If you haven't done it already, disable glow from the game options (Options -> Video -> Use Glow -> No)
Description: Quake 1 map by John Anderson, released by 3DRealms Format: ZIP Size: 1159 KB
In 1997 and 1998, 3DRealms solicited aspiring Prey mappers to send them Quake 1 maps to prove their skills in making real 3D levels. This is the map which gained John Anderson a position in the Prey team, released by 3DRealms on August 9, 1997.
Locate the directory that contains your Quake directory
Unzip the archive there
Launch the game with the command: quake -game JACastle +map JACastle
NOTE: when the game starts, you will be stuck inside the collision cylinder of a tree. To get out of it, use noclip.