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The Wazat patch

Author:  Danny Hale -Wazat-
c21@lingthng.com or Wazat@Konnections.com

http://www.geocities.com/TimesSquare/Labyrinth/2011/index.html
or
http://www.henry-net.com/~boogarr/wazat.htm

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Installation:

If you have an older version, and are updating, just re-install it(replace all the files)

unzip all files into a folder called WAZAT under your quake folder:
C:\QUAKE\WAZAT\
DO NOT REPLACE THE PAK0.PAK FILE IN THE ID1 FOLDER, IF YOU DO, YOU'LL HAVE TO RE-INSTALL QUAKE!
Then start quake by typing 
QUAKE -GAME WAZAT
with the optional parameter:
-winmem 12   (to make it run faster, only if you have enough ram, though)
If you have GLQuake, add these commands:
+gl_flashblend 0
You will also need to somehow make it show sprites again(like the bubble and explosion), or you won't even be able to see the pulsegun, flamethrower, and large missile explosion!  I don't know the command for it, tho.


Note:  if you start quake and don't have any new weapons, you installed wrong. Copy the files into the correct folder and try again.  If you still can't get it to work, e-mail me.

To play an internet game type
Q95 -GAME WAZAT
with the optional parameters:
-dedicated or -listen
+maxplayers <#>
etc...

Note:  To use these weapons in an internet game, the server must be using them.  In other words, you can't just join a game and use these weapons on everyone.  If you start your own net game, you can use them, and anyone who joins you can use them.

If you want the source code (918 KB), e-mail me.  My e-mail address is at the top and bottom of this file, so no excuses.

If you have ideas for weapons, e-mail me.

If you have ideas for monsters, items, etc., e-mail me.

If you have a web page and want to put this patch on it, e-mail me
(You should usually ask me before putting this patch on a web page.)


---Selecting weapons:

type "impulse 100" or "next"	go to next weapon (button n)
*pressing 6 or 7 twice does the same thing a impulse 100
type "impulse 101" or "back"	go to previous weapon (button b)
type "impulse 50" or "stay"	tell pet to stay (button s)
type "impulse 51" or "follow"	tell pet to follow you (button f)
type "impulse 52" or "go"	tell a pet to get out of your face (button g)
type "impulse 53" or "playdead" tell a dog to play dead
type "impulse 13" or "tag"	detonate radio tag bombs (button r)
type "impulse 113" or "dispell"	dispell black holes (button L)
type "impulse 14" or "jetpack"	turn on Jetpack (button j)
type "impulse 15" or "jforward" Move forward with jetpack (button home)
type "impulse 16" or "jback"	move backward with jetpack (button end)
type "impulse 17" or "jleft"	move left with jetpack (button delete)
type "impulse 18" or "jright"   move right with jetpack (button pgdown)
(impulse 15-18 work better when tapped rappidly instead of held)
type "impulse 19" or "laser"	toggles laser targeting
type "impulse 97" or "cheatson" toggles ability to use cheats on or off
type "impulse 12" instead of impulse 9 for the cheat code

centerview has been moved to the pageup button (to make way for jetpack buttons)

there are 3 cheatcodes that work in deathmatch, can you find them?


---The Weapons:
What they do, and who made them.  I need help finding the owner of the Probes (they're from the grenade patch, but I lost the textfile, and can't find the patch on the internet anymore).
Notice that you can select the old weapons by pressing the number key twice.  I did this because some people prefer the SuperNailgun over the RicochetNailgun because it doesn't bounce back and kill them, and because some of the weapon's ammo have changed.  There could be a machinegun and a bunch of nail ammo boxes, but the machinegun takes shells.  So, you're stuck with 50 nails, and the machinegun, and can't use either.  To use the old weapon that the ammo was put there for, push the # key twice.  That will select the nailgun instead of the machinegun.

Grappling hook:  Mike _(I guess he was never given a last name (: ) E-mail: "Mike" <amichael@asu.alasu.edu>
Press 1 twice if you have the Grappling Hook to select it.  You must find the grappling hook in the level or use the cheat command before you can select it.  Fire it and it will pull you to the surface it hits and hang you there, and if it hits a monster it will do a small amount of damage.  To drop, release the button.  It is near useless as a weapon, but it can be used to snag an enemy and pull them to you, or to hang from a wall and then shoot from there.  You can fire weapons with the grappling hook deployed, just select the weapon while hanging.  You have to select the grappling hook before you can let go of the wall, tho.

Harpoon:  My variation of the grappling hook
Press 1 three times (or select the grappling hook and press 1 one more time) if you have the Grappling Hook to select it.  You must find the grappling hook in the level or use the cheat command before you can select it.  Fire it and if it hits a monster it will pull you to them.  Like the grappling hook, it is near useless as a weapon, but it can be used in conjunction with other weapons.  To use weapons with the harpoon deployed, fire the harpoon and snag an enemy.  While holding the fire button select the weapon.  Now it will still hold the monster by you while you attack, doing damage while you shoot it with another weapon.  You have to select the grappling hook before you can let go of the wall, tho.

Magic axe: done by me
Sometimes hard to aim with in Single Player.  This weapon looks better in deathmatch and is easy to aim with.  It does 3 times the damage of the old axe, making a good emergency weapon.

Pulse gun:  I made this.
Replaces the shotgun.  Doesn't do too much damage, but it freezes a monster as long as you are shooting it, and it throws a players vision and freezes their fingers, makes it so that they cannot shoot.

Double-Barrel Explosive-Shell Shotgun: done by me
Powerful, but takes 10 shells per shot.  This baby can take on a shambler with no problem, but it's a waste to shoot smaller monsters with.  It's better at long-distance than the SuperShotgun.

Machine gun: I made this
Replaces the Nailgun.  The bullets just go faster, and have less accuracy, but are more powerful.  Takes 2 shells per shot.

Ricoche-Nailgun: done by me
Replaces the Super-Nailgun.  Nails bounce off walls, and can hurt their owner, so beware.  It's probably best to fire this weapon from around a corner so you don't get hit by it.

Chain Lightning:  Done by Chris Burke.
Replaces the Lightning gun. The more cells you have the more powerful it is, and the more cells it uses. It uses a minimum of 10 cells, and a max of 50 cells. Reflects from enemy to enemy. I changed it a little but it was origonally Chris's.

Chaingun: Done by me
This weapon takes time to start spinning, and shoots bullets at a rapid pace.  Powerful enough, and only takes 1 shell per shot. Press 9 to select. 50% of the time replaces lightning bolt, so can be picked up.

Auto Launcher 1000: Done by me
Fires 2 explosive-bullets and an occasional rocket simultaniously. Very powerful, but very inefficient. It saps you ammo down in seconds. Must gain rotational speed before firing. Takes 4 shells and 3 rockets for each shot. Push 9 twice, or select chaingun twice, to select the Autolauncher.

***note:  The following weapons are fired from either the grenade or rocket launcher

Homing Missile:  Done by me
This is your classic Homing missile.  It changes targets constantly, but won't tell you what it's targeting.

Alarm: Done by Chris Burke (www.planetquake.com/archmage. It is one killer mod!)
Set it down, monster touches it, it tells you.  Using another spell you can teleport to your alarms.  These things are more useful than they sound.

Bouncing Cluster Bombs:
Author:		John Spickes jspickes@eng.umd.edu {JDS}
		Josh Spickes spickesj@wam.umd.edu
		Allen Seger
Splits into 5 grenades that jump towards their target.

Teleport Behind Enemy:  Done by me.
You must be facing a monster or player, and it brings you behind the sucker and faces you towards them.

Black hole: Kevin R. Barrett  Email : barretk@okstate.edu
Pulls enemies in and hurts them.  Use "impulse 113" to dispell your black holes if you get pulled in and stuck.  If you find that it is pulling in a certain thing (like flames, respawn spots, etc) that it shouldn't be pulling in, tell me, I'll fix it.

BackPack Bombs: Jan-AAge Johnsen (IC) & Gjermund Jensvoll (SirLiam)
Drops a fake backpack and makes a fake death sound to lure enemies in.

Darkness:  done by me.
Plummets the world into thick darkness.  Can only be used in deathmatch. I did this one, though Chris's is better.

Decoy:  done by me.
Never in my life have I seen a working decoy for Quake, so I made this one.  This one actually fools monsters.

Escape: done by me
Takes you anywhere in the level.  Doesn't work perfectly, YET.  Can only be used in Deathmatch, for obvious reasons.

FlameBomb:  Done by me
<Currently disabled, sorry>  Sets the whole room on fire.  Caused huge overflows and caused quake to bomb.

Flame Thrower:  Done by me
Sets people, walls, etc on fire.  Water should put out flames, and a flame goes out after 30 seconds.

Guardian:  Done by Chris Burke.  
Zaps enemies with lightning.  I changed it so that if there are other guardians, it sends a lightning bolt to them, making their next attack sooner and more powerful!

Kinetic Energy:  Done by me
This is as close to invulnerability as it gets without actually having it.  Deflects missiles, nails, pulses, grenades, monsters, teachers, parents, uh...  The things it cannot protect you from are lava, slime, drowning, bullets (they travel too fast), a woman's wrath, and lightning.  Because it takes a lot of force to stop something and throw it back in the opposite direction, bullets and other extremely fast moving objects sometimes pass right through the protective field.  This powerup only lasts 5 seconds, but 5 cells is a small price to pay.

Laser gun: ---
Simply taken from the enforcer, but you can fire rapidly, it is more powerful, it takes nails instead of cells (cus nails are more common), and the enforcer now has the pulse gun instead, so he won't complain.

Leapfrogs:  Done by me
Think of them as a homing missile that jumps.  If there is no target, they simply wait, hopping about to their heart's content.  There is also a Leapfrog monster, which there is no lack of in the world, but keep your distance and they won't bother you.  The Leapfrog grenades, on the other hand, will go after you no matter how far you are away, and don't switch targets as easly.

Port-A-platform:  Done by me
Sometimes hard to work with, this platform will dissapear when it gets to the ceiling.  Also makes a good trap, cus it looks like a health box.  When someone goes to get health, they step on it and get squished on the ceiling. 

Motion sensors:  done by me
These things can sense almost any movement!  There are three kinds: Missile motion sensor, Nail motion sensor, and Rapid fire motion sensor.  The missile motion sensor fires 1 missile for everything moving, while the Nail motion sensor fires 1 nail for every thing it sees, with pinpoint accuracy.  The Rapid Fire locks onto 1 target and fires continuously, but with less power and accuracy. They are fired disguised as a dead monster until they are ready to fight.  These were once the MG Point Defense (made by I donno who), but I made it into 3 different classes, and into motion sensors.

Nail launcher:  Robin Walker, John Cook and Ian Caughley
Lifts up from the ground and fires nails all around it.

Probes:  Donno who it was done by origionally
Someone else did this, but I split it into Nail Probes, Missile Probes, and Grenade probes, gave them each different behaviors, made them rotate around their enemy when they're close, and made them tell you their target's health as they kill it.  I also made the nail probe have terrible aim but a fast firing rate.  When a probe is near an enemy it will circle around it so it doesn't blow itself up, and it makes it hard to hit as well.

Proximity mine:  I made this, I think.
When it is fired, it hovers in the air and is armed, and explodes when something goes near it.

Earthquake:  I made this.
Only used in deathmatch.  Like Darkness, it doesn't do any damage or pain, but it makes it hard to walk and aim.  It doesn't quake the entire level, though, only in a large radius.

Mark and Recall:  by Chris Burke.
Mark marks a spot, and Recall teleports you to that spot. Deathmatch only.

Shotbomb:  I made this.
Raises up into the air and fires gunshots in every direction, and then explodes.

Storm:  Origionally done by Chris Burke, but I added meteors.
Covers a large area.  Lightning strikes the ground below, and often anything else living down there.  Also drops meteors.  Very powerful in small rooms.

Small Storm Cloud: done by me.
Smaller-scale version of storm, with no meteors.  It actually has a cloud, and it also drops rain.  Very powerful.

Stupid missiles:  done by me.
Yup, stupid.  They make a good homing missile but are easy to escape cus they are so slow.  I created this from the genious missiles(he, he), but I don't know who made them.

Suicide Bomb:  I made this (if that's a good thing)
Useless in Single player for obvious reasons, this weapon surrounds you in a shell of grenades.  When 1 goes off, they all go off--Only for desperate men. You should try to take out more than 1 person with it, to make up for the frag loss of killing yourself.

Summoning Monsters:  Made by Chris Burke.  Good Job!
Summon a dog, grunt, demon, enforcer, death knight, wizard, shambler, shalrath, tarbaby, morph monster, or grappler to do your bidding.  Use impulses 50, 51, and 52 to make them stay, follow, and go. Impulse 53 makes a dog play dead.

Radio Tag Bombs:  Done by me.
Fire them and they stick to their target.  Use impulse 13 to detonate all your radio tags.  Unlike Radio Tags that other people have made, mine stick to the place where they hit, and I will soon make them turn with the target (anyone know how?).

Teleport a pet to you:  Done by me.
Finds a summoned monster and brings it to you.

Trade places with an enemy:  I made this.
Finds an enemy and trades spots with them.  Only use in Deathmatch.

Teleport to alarm:  I made this.
If you or anyone else has set an alarm, it takes you to it. A cheaper and more pinpointed way to escape enemies than Escape, and it works every time.

Gust of wind:  Done by Chris Burke.
Pushes anything in front of you.  Useful for blasting enemies into lava or slime, or escaping homing missiles, etc.  It also hurts to be slammed into a wall.  If you find that it pushes things that it shouldn't (like flames, walls, respawn spots, etc), tell me, I'll fix it.

LargeMissile: Done by me.
Fires a powerful missile with a large and long lasting explosion.

Ricoche Missiles:
The name may sound Cheesy, but these things are murder in small rooms and narrow hallways, of which quake is known for.




---Other Features:

Monsters can be replaced by items in Deathmatch:
type "deathmatch 4" at the console to activate this.

Fireworks:  Done by me
misc_fireworks
These look cool in a deathmatch.  Usually found under the intermission camera point.  The fireworks aren't a weapon or anything, they are just for fun and to look nice.

Natural Lightning Storms:
trigger_thunder
The higher up you are, and the faster you're moving, and the more out in the open you are, the more likely you will get hit.  And if you are in water, you're really in trouble.  Only in levels made to have lightning.  To add it to a level, create a trigger_hurt and change it so that it's called trigger_thunder.  "wait" determines how long the wait is between strikes of lightning.  "dmg" determines how much damage it does when striking a living thing.

Jetpack:  By Harlequin (dtebben@alumni.caltech.edu)
I've improved the jetpack greatly!  Now you have to turn it on, but you can hover and move much better!  It actually makes you fly now.  Instead of messing with a bunch of fuel crap, I made it so that the jetpack charges itself (like in Starwars64!).

Kinetic Energy:  Done by me
item_artifact_kinetic
The spell is weak compaired to it's older-brother powerup.  The Kinetic Energy Powerup is more protective, and last 6 times longer, providing near invincibility to most projectiles. You will definately be a powerful foe!

Earthquakes:  Done by me
trigger_earthquake
When you enter certain rooms, it begins to shake.  Kind of like Dissolution of Eternity, but not quite.  trigger_earthquake for a map.  Sometimes replaces Oldone when "deathmatch 4" is on.

Laser Targeting System: done by me
Just a standard laser targeting system.  The blue dot shows where projectiles will hit, not accounting for small variations made by autoaim.


--New monsters:
note: many of the old quake monsters have had a weapons change of powerup of some kind

Grappler: done by me
monster_grappler
If it's short-range lightning attack didn't kill you the first time, it pulls you in with it's own grappling hook for a second chance!  Often replaces the shambler.

Leapfrog monsters: done by me
monster_leapfrog
See Leapfrog grenades under the weapons section.
in a level make an entity called monster_leapfrog

Morph Monster: done by me
monster_morpher
Sometimes replaces the Shambler.  Usually morphs whenever it is hurt.  When it is about to die it turns into a zombie, and it turns into a fish when it's up to it's waist in water.



--Etc

You are now hurt by falling by how far you fall.  Now some falls could kill you at 1/4 life, so use the jetpack to counteract.

The ogre now fires leapfrog grenades.  If they don't get to you within 1 and a half seconds they blow up.

The ogre can also fire rockets

The grunt now fires the rocketlauncher, nailgun and lasergun.  Grunts have more health to compensate blowing themselves up.

In any skill harder than easy, the grunt fires the lasergun and nailgun rapid fire

The dog sometimes fakes dead.  They are healthier.

The enforcer fires the pulse gun.

Monsters get mad at each other, even if they are of the same class

You and monsters are hurt by slamming into walls, and monsters can be hurt by falling

Monsters are hurt by slime and lava, and someday I'll make them drown in water

The shalrath has a split missile



--New maps
type "map <name of map>"

wazat - just give chances to use weapons in several situations.  It's nothing to get exited about.

room - k, I've finally made this map acceptible.  Now monsters are in separate rooms, and you don't get a packet overflow as often.  Plus, there's a little puzzle at the end.  Over all, it's pretty fun to use the weapons on.


--Mean tips

Set an alarm and a mark at a re-spawn spot.  Have the recall spell ready.  Either telefrag them, or come up behind them and attack.

Fire radio tags around a doorway and set an alarm.  Hide around a corner and detonate the tags when the alarm goes off.

Summon a dog.  Fire about 20 radio-tags on him.  Have him follow you to an enemy, and just as he attacks, detonate the tags.  You'll lose another puppy friend, but who's counting?

Don't spend your time killing leapfrog monsters.

If you know a monster is going to teleport or come here soon, set about 2000 decoys everywhere.  Chances are that they will divert him, or hold him back.

Teleport Behind Enemy, shoot, Teleport Behind enemy, shoot, Teleport Behind...

Use wind to blow away missiles and enemies

The black holes are a good way to hold back leapfrogs, missiles, enemies, etc

Backpack bombs are strong mines.  Don't ignore them in a single player.

Snag someone with the grappling hook, then pull out the pulse gun.

Kinetic Energy is not Invulnerability.

Got a long fall ahead?  Hover slowly down with the jetpack.

The guardian is a good weapon.  Set a bunch down and hide behind a corner, letting them do the rest.

Need to get somewhere fast?  Use wind.  Run forward and fire wind.  You'll step into the gust and fly down the hall, and be smashed against a wall in the process.


---Legal stuff:

K, just the normal crap:

You can't sell this patch for money

You must give me (and everyone else who made these weapons) credit if you put one of these weapons in another patch.  I'm still trying to find the owners of certain weapons.  Any help would be appreciated.

You must NOT use a disk with this patch on it to scratch forein objects from your butt :)  (uhhh, just in case it crosses your mind, it happens.  Just a joke)


--Disclaimer

Yup, if this patch hurts your computer in ANY way, I am not responsible.


--Bugs
There are a few small, un-accounted for bugs, but the most annoying bug is that sometimes a monster will become solid and unkillable.  Donno why this happens, but if possible, avoid these monsters as you find them.  If you have found a bug, first check the news section of my page to see if it's fixed in the newest patch update.  If it's not fixed, e-mail it to me, explain exactly what happened -- what you did, and what the game did.


Excess Notes: 
This patch contains no new maps, models, or sounds, so you can play it on an internet game as a server, but the server must be the one using the weapons for the clients(people who join the game) to use them(otherwise I'd just join games and kick everyone's butts!)

Some day I want to add Capture the Flag or make the patch into a Team Fortress.  I also wanna add reaperbots(ya, right) or ctf bots.

If you would like the source code, e-mail me.

Again, this patch is updated constantly (add weapons, fix bugs--sometimes add new bugs in the process, add new monsters, etc), so be sure to check up on it once in a while(like every week at least).  You never know what you're missing...



Danny Hale -Wazat-
c21@lingthng.com or Wazat@Konnections.com
http://www.geocities.com/TimesSquare/Labyrinth/2011/index.html
or
http://www.henry-net.com/~boogarr/wazat.htm
