============
Introduction
============

This collection of mods was designed especially for PCF (by Jonathan 'Jonty' Pratt).
The mod includes a variety of suttle features, the base code of which has been collected
from some of the world's finest Quake coders - and then modified just for you.

========
Features
========

This pack contains a variety of changes, most of which created through the code.

* Location Damage	- Realism Rocks!  Or so we are told, now there is location
			  damage which works damn well.  Basically head shots (in
			  particular face shots) will hurt far more than chest shots,
			  which hurt far more than leg shots.  In total each model 
			  has 14 individual location points.  Aim carefully. 


* Cloak-On-Demand	- This feature binds a key (F11 by default) to activate a 
			  cloaking device when ever you want.  But to keep it fair
			  the device uses armour to power itself, slowly reducing
			  it as time goes on.


* Quad-On-Demand	- The world's favourite powerup can now be activated on your
			  command - simply by tapping a key (F12 by default).  Working
			  on the same principle as above, the longer the quad stays on 
		          - the lower the armour gets.  A combo with the Cloaking device
			  can also be achieved, although double the armour will be taken.


* Intelligent		- Big thanks to 'Calrathan' for pioneering this code which at 
  Weapon Switching 	  last adds a decent weapon switching system to Q3A.  The 
			  intelligent weapon switching works in a similar fashion to the
			  'Autoswitch' funtion - except this time you can prioritise
			  the order in which the weapons switch.  For instance (working
			  from 1-9) if you have a Shotgun (3) and walk over a Rocket 
			  Launcher (8) the weapon switches.  If you then walk over a grenade
			  launcher (5) you pick it up, but your weapon doesn't switch!
			  It is also fully customisable to your own personal styles.


* Lightning Damage	- Quake I's lightning gun allowed you to kill opponents by firing at
			  whilst they were underwater - thus electrocuting them.  Quake III
			  sadly lacked this feature; but not any more!


* Machine Gun		- The machine gun always gets left behind, so the damage has been   
  Improvement		  'upped' to make it a more viable weapon.


* Cluster Grenades	- The grenade launcher always seemed far too slow and cumbersome for
			  for an intense Deathmatch.  So with the cluster grenade, the 
			  weapon now fires one greande - which when explodes spawns 4 other
			  greandes around it!  Much more fun. 

============
Installation
============

Simply extract this .zip file into your Quake 3 directory - i.e.

	C:\Quake3\

A folder called PCFormat will be CREATED in the directory (i.e. C:\Quake3\PCFormat\).
Do not name the folder for this to go in (i.e. C:\Quake\Mods\PCFormat\) or else it will 
not work.  Just extract it to the root directory (i.e. C:\Quake3).   

=======
Playing
=======

* To launch Q3PCFormat - simply use the 'PCFormat.bat' file that was placed in
your root Quake 3 Folder (i.e. C:\Quake3\PCFormat.bat).  This file is needed as it 
contains important variables that will make the game function correctly.  You may
wish to place a shortcut on the start menu to the PCFormat.bat (for your convenience).   

==============
Control Issues
==============

* The 'Cloak-On-Demand' feature, by default uses the 'F11' key to activate itself.
To define another key to this command; simply bring down the console and type 
without the quotes -

	'\bind x cloak'

'X' represents the key that you wish to use.   

-----------------------------------------------------------------------------------------

* The 'Quad-On-Demand' feature, by default uses the 'F12' key to activate itself.
To define another key to this command; simply bring down the console and type 
without the quotes -

	'\bind x quad'

'X' represents the key that you wish to use.

-----------------------------------------------------------------------------------------

* If you don't wish to use this method, you can simply type into the console (whilst 
in-game and without the quotes) -

'\cloak'

'\quad'

This will activate the Cloak and Quad feature respectivly. 

-----------------------------------------------------------------------------------------

* The 'Intelligent Weapon Switching' feature is fully customisable through the console.
The system works by giving each weapon a number 1-9.  

	1 - Gauntlet
	2 - Machine Gun
	3 - Shotgun
	4 - Grenade Launcher
	5 - Rocket Launcher
	6 - Lighning Gun
	7 - Rail Gun
	8 - Plasma Gun
	9 - BFG 10k

These numbers can then be ordered so that 'weapon x' has priority over 'weapon y'.
An example of this in practice is the following -

Normally with 'autoswitch on', if you had a shotgun and walked over a rocket launcher,
the wepaon would swap.  If you then walked over a grenade launcher, your weapon would 
switch again - that's no good in an intense battle.

But if you prioritize your weapons like this -

				1 2 4 3 6 8 7 5 9
			
		 <<< weaker -------------------------- better >>>

Things change. For example if you have a Shotgun and walk over a Rocket Launcher 
the weapon switches.  If you then walk over a grenade launcher you pick it up, but
your weapon doesn't switch.  Fabulous!

To bind the weapons to suit your own tastes simply bring down the console (~) and type
the following without the brackets -  

		'\seta cg_weaponorder 1/2/3/4/5/6/7/8/9'

Obviously the order of the numbers will depend on the order in which you want your 
weapons to be.  My personal setting is - 1/2/3/4/6/8/7/5/9 -One important thing to 
do is to put only '/' between the numbers - otherwise it will not work.  Finally 
remember to have 'Autoswitch' set to 'ON' in the control options menu.

=============================
Common Problems and Questions
=============================

* Q. - 	I renamed the folder that was extracted (previously Quake3\PCFormat) to 
        something else; now it the mod doesn't work.  What gives?

* A. -  It is vitally important that the volder remains named what it was originally
	called.  This is because certain files in the mod look for certain folders
	when they're working.  If you screw with the folder names, then it can't find
	the files.  

* SOLUTION - Try renaming the folder back to what it was, or simply delete it and extract
it again from the .zip file. 

----------------------------------------------------------------------------------------

* Q. - 	The Quad/Cloak On Demand binds do not work?

* A. -  It is important that you use the 'PCFormat.bat' file to run the mod.  This
	is because it uses certain instructions/commands like binding F11 and F12
	to the Quad and Cloak.    

* SOLUTION - Only use the PCFormat.bat file to run the mod.  If this still doesn't
try bringing down the console whilst in game and type '\quad' or '\cloak' to activate
the powerups.

----------------------------------------------------------------------------------------

* Q. - 	Okay, I've done the above and the keys are bound - but the powerups still
	don't work.  What's wrong?

* A. -  The powerups (in this mod) run off armour, and so you must have some before
	you can activate them.  

*SOLUTION - Find some armour in-game.  Each cloak/quad mod uses 3 shards per sec.  

----------------------------------------------------------------------------------------

* Q. - 	I launch the mod, and manage to enter an on/offline game.  But after a brief period
	of seconds or when anybody in the map picks up an item - I get thrown off the
	server with an 'Unknown Error 66' message somewhere in the console.  Why?

* A. -  Because of the special nature of the features in the mod - a special command
	(sv_pure 0) must be used whenever you use the mod and run/join a game.  This command
	is run automatically when you use the 'PCFormat.bat' file.  

*SOLUTION - Make sure the game variable 'sv_pure' is set to '0'.  

----------------------------------------------------------------------------------------

=====================
Credits and Thanks To
=====================

First and foremost - the base cost of the features in this mod is NOT mine.  I simply
collaborated it from various authors, and the tweaked it to my own preferences.  If you
want to thank someone; thank -

* 'AssKicka' - 		(www.planetquake.com/code3arena)  For showing how to add an 
			entire new.
* Mark Smeltzer 	(www.planetquake.com/code3arena)  For the (c) Intelligent
  			weapon switching.  A TRULY fine piece of coding.
* Peter Zhou -		(www.planetquake.com/q3ide) for the excellent Q3IDE program -
			now know as Game IDE.
* 'Jonty' -		The compiler of the mod.  This mod is a.k.a. Q3Avalanche.
			(www.the-jonty.ic24.net/games).
* Saracen -		Thanks to Saracen for the Lightning Discharge feature.
====================
Terms and Conditions
====================

This product is in no way Associated - Supported - or Endorsed by the following companies;
*idSoftware
*Activision
*PC Format
*Future Publishing
Or any other company mentioned or associated with the Quake 3 Arena(c) game.  All copyrights
are achknowledged.  

The software, files, and any contents contained within either the .exe or .zip file
are provided on a AS IS basis; oblidged to provide NO technical support and do
not accept the responsibilty for any loss, damage or otherwise of any product
when either using this software or any associated software.  These files are provided
in good faith.  By opening, viewing, or running any file contained with the 
.zip or .exe files - you are thus agreeing to these Terms and Conditions.

=======
Contact
=======

To contact the compiler of this Mod - Jonathan 'Jonty' Pratt; you are welcome to do so
by e-mail at -
				the-jonty@ic24.net

Please bear in mind I recieve 30+ e-mail a day, so its hard to reply straight away as 
there's often a back log.  But rest assured I'll get back to you ASAP.

===============
Version Updates
===============

v0.97 - Special Edition (SE) * Contains both .vm and new texture files
			     * Contains 6 standard mods + Lighning Discharge 
			       and Homing Missiles.
			     * Zip File Format
			     * Published Specially for PCFormat (c)
			     * Published 20/04/00

v0.95 - Special Edition (SE) * Stripped down version using only .vm files.
			     * Contains the 6 standard mods
			     * Zip file format.
			     * Published 19/04/00