MIDNIGHT FOR THREEWAVE CTF 4.21

Partial conversion for QuakeWorld only

QuakeC:         yes
Custom models:  yes
Custom sounds:  no
Custom skins:	yes

Deathmatch:     YES
Teamplay:       yes
Coop:           nope
Single player:  nope

Source Code Included
QuakeWorld only version 
6/26/97
Hacked by Dr.DooM
shinv01@popmail.med.nyu.edu

Original Midnight CTF Mod by NiKoDeMoS
Original Threewave CTF by Zoid
Snippets of code from Johannes Plass (ServerModules)


INSTRUCTIONS for server:

Simply copy the the files into your ctf directory (or you may create
a separate directory using sv_gamedir).  Just make sure that the skin 
and model files are in their respective subdirectories.  You may need 
to copy the server.cfg and qwprogs.dat files into your QW folder.

Otherwise, follow Zoid's instructions to set up a server.  You'll have
to read about recompiling id's map entities if you're starting for
the first time.

You MUST have Threewave CTF 4.1 to run this mod.
You MUST use QWSV to run this server-->QUAKEWORLD ONLY

If you have any problems with this mod, contact ME.  Don't bother
NiKoDeMoS or Zoid.  Thank you.


INTRODUCTION: Paranoia is the name of the game...

"Are you afraid of the dark?...You will be."

This mod is a fusion of NiKoDeMuS's Midnight CTF and Zoid's ThreeWave 
CTF 4.1.  The midnight mod turns off all the lights in the level, 
forcing players to run around in the dark.  However, each player is 
given a flashlight to find their way around.  This adds an exciting 
new twist to CTF and creates a creepy atmosphere.  Playing in the dark 
has never been so much fun :)

The purpose of this hack was to make NiKoDeMoS's mod 100% compatable 
with ThreeWave CTF servers.  Before, only the maps were compatable 
and clients had to download custom files in order to play.  But now, 
I've grafted the midnight code onto Zoids's so that that any client 
with ThreeWave CTF can jump right in. They only need to dynamically 
download 67k worth of files when playing for the first time (approx. 
1-2 min with 28.8).

I made a few changes/additions:

1) I created 2 new skins that eliminated the need for the special 
midnight player.mdl.  This reduced the download size by a lot.

2) Tracer rounds from the nailguns have been tweaked.  I also removed
the glow around them to decrease the amount of dynamic lights that the
CPU has to process.

3) The filter, laser sight and silencer powerups from the original 
midnight version have been removed to reduce download time.  They 
were pretty cool but had to be removed for this version.  Go check 
out the original if you're curious.

4) The flare code has been revised to look and feel more real.  It
still burns enemies to a crisp (especially with the speed rune).  The
burn code had to be tweaked to work properly in QW.

5) Instead of having to pick up the filter or silencer, now the 
nailgun has them built-in. This gives a much neglected weapon a niche 
advantage (stealth).

6) A burning player can light ANYONE on fire, including his teamates.

7) This version is limited to 2 teams only.  Although 3 teams would
have been cool.

IMPULSES:

Flashlight Toggle: Impulse 45  or
	   	   Press shotgun (2) twice

Flare Gun Toggle:  Impulse 46  or
  		   Press Grenade (6) twice
		   (flare gun replaces the grenade launcher)

Discard Rune	:  Impulse 181

Teleport to Base:  Impulse 2 (spectators only)


WHAT CLIENTS WILL DOWNLOAD:

light.spr	1k
mspike.mdl	4k
ms_spike.mdl	4k
mctfon.pcx	29k
mctfoff.pcx	29k

TOTAL		67k  Not bad, eh?


BUGS/FEATURES:

The only thing I noticed was that when players log on for the first
time, they only download the first skin (mctfon) before they enter the
game.  It isn't until the next level change when they finally
download the other skin (mctfoff).  If a new player joins an empty
server, he won't download either skin.  This is because QuakeWorld
assigns downloads based on the skin info of all players present in 
the game.  Eventually, all players should wind up with the skins after
a level change.

GL users are out of luck. The current version of GLQW (1.64) does not
support dynamic lighting on entities.  This should be fixed when the
next version comes out so hang in there and use QWCL until then.

SPECIAL THANKS:

Zoid: What can I say?  He created the best mod out there.
NiKoDeMoS: I have learned so much from his code.  It's written in a
	clear, elegant, and easy to understand style.  In addition,
	his web page for advanced QuakeC is a must for all aspiring
	hackers.  He's also coded SWAT Team.
My beta testers: John/Itd and CP.
Darcy Boese: The serverop at Road.Kill.com for his work on bug fixes.

VERSION HISTORY:

v4.21
-Support for QW v2.0
-New spectator command: Impulse 2
-Now players can discard runes: Impulse 181

v4.2
-Ported to Zoid's CTF 4.2.
-Enabled dropping of Quad and Ring of Shadows.
-Fixed occasional server freeze (loop fix).

v4.12
-Nailgun is equipped with a silencer.
-Now there's no chance the hook can grapple a flare.
-Flares now burn victims with one hit.  Before, it was 70% chance.
-One flare now lasts 5 seconds.
-Fixed a generic CTF bug.  Now MOTD will now tell the correct team
to the player when logging on.
-Fixed another generic CTF bug that crashes the server when a flag
carrier changes team (at non-static teamplay settings).

v4.1
-First version of Threewave compatable Midnight CTF.