
                            FROG IN A BLENDER
                                 Presents
                              GANG WARS 1.0


This is only a promotional mod for Conquest. It is not intended to attract
the masses, nor is it supposed to break new grounds. We had it on our hard
drive as a test mod, and we thought we could share it with the public. This
is what 1/5 of the team has accomplished in only a few hours of serious
work, imagine what Conquest will be like after 5 months of slave labor.

                  http://www.planetquake.com/conquest/

Installation:
Unzip the file in quake2\gw\ directory.
Run quake2 with the command line +set game "gw"
or from the console, type: game gw

Gang Wars 1.0:
This is a promotional mod we have developed in a very short period of time
to keep a few trigger happy quake2 fans busy. Gang Wars is meant to have only
one weapon, and a grappling hook. Like in real life, you will not see
people running around with a rocket launcher, a chain gun, and a double
barreled shotgun. A few other game rules have also changed to make the game
more enjoyable. Your body reacts to bullets like in real life; if you get
shot twice, you die - no ifs, ands, or buts. If you fall from high ground,
you will die, and if the impact is hard enough, you will rebound. 

The rules:
The rules are pretty simple. There is one flag that respawns when the first
person in the game dies, from there, people run around trying to hold on to
that flag as long as possible. While you have the flag, your team score as
well as your frag count, will increase by a certain constant sv_flag_bonus
when you kill people. The person, who reaches the frag limit first is the
winner. The team that has the biggest score is winner.
That's all there is to it.

Options:
In some instances, the game might be set by the server to have the 'gang up'
option. Set by sv_gang_up 1, all teams who do not have the flag will gang up
against that one team that is holding it. This is a lot of fun when you have
3+ teams of 3 people each.
You can also have the team scoring as an average or a total of the
cummulative team frags. sv_average 1 will set the team score as the average
of the total frag count acquired by one team. A team with 30 frags that has
7 members will have less success than a team with 20 frags that has 4
members: 30/7 < 20/4. sv_average 0 will just compare the total frags for
teams regardless of how many players are on it. If a player leaves a team,
his/her frags will be taken off from his previous team's score.

Custom Sounds:
You can have custom server voices in Gang Wars. The server .wav files will
have to be downloaded separately though. Somebody come up with those South
Park sound bites.
Here is the list of the server files and how you can set them up:
sv_voice1 "voice/laugh.wav"
sv_voice2 "voice/eatbutt.wav"
sv_voice3 "voice/stupid.wav"
sv_voice4 ""
sv_voice5 ""
sv_voice6 ""
sv_voice7 ""
sv_voice8 ""
sv_voice9 ""
sv_voice0 ""

When you want your player to say whatever is in sv_voice1 in the game, just
type in play_voice 1 at the console, or bind a key:
bind "q" "play_voice 1"
then press q.
Type play_voice 2 for sv_voice2 and so on.

Moreover, there are also flag sounds. sv_flag_idle is the sound of the flag
when it is idle (dropped somewhere in the map). sv_flag_pickup is the sound
of the flag when it is picked up.
sv_flag_idle "beatz/flag1.wav"
sv_flag_pickup "beatz/flag2.wav"

-- included techno altermative --
sv_flag_idle "beatz/flag1_1.wav"
sv_flag_pickup "beatz/flag2_2.wav"

Cameras:
You can have cameras in maps. I have included a map with several nifty
altered entities that Gang Wars supports. Team specific elevators, doors,
and respawns are there. Cameras are bit harder to undestand. Check out the
source of the map demomap.map to get a better understanding of how cameras
work. They will be compatible with Conquest, hence the 'c_' in c_func_camera.
To use a camera, type in at the console: CMD VIEW. To switch back to normal
view, type in CMD VIEW again.

ID:
To identify players, type CMD ID while you are aiming at their bodies.

Server files:
People can read three files from the server's quake2\gw\ directory. These
files are: server, readme, and help.
Type the following at the console:
   SERVER to read quake2\gw\server
   README to read quake2\gw\readme
   ? or COMMANDS to read quake2\gw\help
These server files can hold anything as long as the line length is less than
40 characters long, and the maximum number of lines is 20.
To have the text displayed in high color (green), set the text between /* and
*/ delimiters - just like in C or C++. Please see the files for a working
example.
It you do not have any files in your quake2\gw directory, the program will
ignore the corresponding console commands.

HOME:
HOME (capital letters) is a server variable in which you can put your web
page address. People will be able to access your web page from GameSpy by
double clicking on HOME in the server info window.
Default:
HOME "http://www.planetquake.com/conquest/"

Note:
Several deathmatch flags have been compeltely removed, and there is no
monster or cooperative support in this mod. There are no powerups, and no
runes. The players will have their clip recharged with 12 bullets every 15
seconds. Maximum bullets a player can hold is 36. It would be nice if you
binded a key to switch between the hook and the gun like the following:
bind "x" "weapnext"
The mod has been written in 4 hours, and there might be some bugs lurking
about, if you find any, please report them to conquest@planetquake.com
There WILL NOT be any more guns or goodies in this mod. That's all there is
to it.

Sincerely,

-Lkebsh

SPECIAL THANKS AND CREDITS:
   Zoid and Cash for releasing the source code to CTF. I used *some* of your
   grapple code on this mod. Thrilla showed it to me, blame him, not me =)

   David 'crt' Wright for releasing the menu code. Thanx for the menu access
   info. U rule!

   Thanks to Gview people for adding the Weapon view models. 


CREDITS:
   Programming/Design (or lack of)  Lkebsh (3 hours and 40 something mins)
   Player Skins                     Public skins, not ours
   Models                           id crew
   Flag Skin                        (done in 2 mins) Koolmidx 
   Beats/Music                      Lkebsh. (Home studio, 15 mins)
   Sounds FX                        B3. (Public sounds)
   Maps                             1 map to show off the camera and map
                                    entities. DEMOMAP.BSP/DEMOMAP.MAP
                                    (Lkebsh, 40 mins)
   Beta Testing                     KoolmidX, B3, Thrilla, Ice_Blood, Jeff,
                                    and AzrKnight.
   Original idea                    Lkebsh and AzrKnight
   Proofreader                      Ice Blood
