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BSP Entities for Malice TC
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I created this entity list to run on BSP.  I basically took an entity
list compiled from Malice Level Developers Kit release by Team Epochalypse
for Worldcraft and edited to work on BSP.  So first, thanks to Team 
Epochalypse for all the work they did. 

I am 187-Stalker (Ray Selestino) from the Clan-187 (http://187.internet-homepage.com/).

BSPHeadquarters home page: http://bsphq.telefragged.com

Epochalypse home page: http://www.planetquake.com/epoch/

Malice hom page: http://www.qamalice.com 

My email: rs15554@swt.edu

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What is included in this zip file?
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1. Readme.txt
2. Malice.wad
3. Malice.pal
4. Malice.qc
5. Batch files for compiling
6. Models.ini

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Installation:
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I assuming people are using the newest version of BSP (v. 0.90).  Create a sub-
directory called Malice in BSP. Unzip the file into the Malice folder. Run the setup
program in BSP to configure Malice to run with BSP.  Change the models.ini to the 
appropriate directory for your quake directory.  Should anyone have any trouble with
the setup, it basically the same one Deadmeat has at the bspheadquarters has for quake 
and hexen2.

To run bsp for Malice type the following:
     bsp -game malice to run 

Note:  You will need to create a new subdirectory in your quake\malice folder called 
maps.

c:\quake\malice\maps

If not you will create a file called maps and it will not run your map.


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Additional Information:
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There are many new items, monsters and sounds in Malice.  Please read the readme.txt
that comes with Malice for more information or visit their web site at 
http://www.qamalice.com.  

Malice TC uses almost the same source code as quake does.  Some of the new weapons 
replace the old quake guns but still retain their classname.  Here is a list of the
weapons along with their classnames:  

1) Vertical barreled Shotgun: weapon_supershotgun

2) Uzi Submachinegun: weapon_nailgun

3) Chaingun: weapon_supernailgun

4) Mortar: weapon_grenadelauncher

5) Missile Launcher: weapon_rocketlauncher

6) Punisher: weapon_lightning

Note:  The hellfire shotgun has it's own classname: weapon_hellfire.

Another example of a new item using an old item's classname is shootable lights.  
They replace light_torch_small_walltorch classname.  

Below is a description on how to use some new entities in BSP (thanks Team Epochalypse
on your description of using new entities for Worldcraft).

The light_torch_small_walltorch is now replaced by a shootable cage light bulb.  The
torch is no longer used but one problem with this new entity the light still remains on.
To make a extinguishable light source you need to use the light classname instead.  
First create a brush with the classname: light.  Set the health to 33.  Then just 
give the light a targetname (i.e., light1) and that it.  Just make sure you give a
direction to the light and the light_torch_small_walltorch entities.

The followings warnings are from the devkit.txt from the Malice Level Developers Kit on 
shootable light sources.

	WARNING: light.exe doesn't like too many switchable lights. 
	the absolute maximum number of shootable lights you can put in a level is 32. 
	In addition, you can't have more than 4 shootable lights affect the same brush 
	face ... so you can place all 32 shootable lights in a level, you just can't have 
	any more than four of them cast light on the same brush face. Note that you can 
	theoretically have as many shootable lights in a level as you want, just as long 
	as those shootable lights use no more than 32 targetnames. 

	WARNING#2: If you run a "qbsp -onlyents" on a level with extinguishable 
	shootable lights, all lights in the level will go black when the first shootable 
	light is shot. To avoid this, the level must be compiled with light.exe again.

Another cool effect in Malice is the rain effect.  Just create a brush with a rain entity.
Assign a health value from 1 to 100 to set the intensity (1 is the lowest intensity and 
100 the most) of the rain.  The x-y plane size is the area where the rain will fall but
a large area might cause quake to slow down is too many are used in a large open area (like 
varying light sources in a open room).

The final effect I would like to make a note on is the exploding brush. The health of
an exploding brush is 80 (set in the source code and can not be changed) so you need to
'kill' off all this health before it will explode.  Make a brush you would like to 
explode (door or wall) and assign it the classname: exploding_object and that it.  
To trigger an explosion of an object continue on an create a key called atomic_intensity
and give it a value of 1.  Give the brush a targetname.  Then create another entity 
called trigger_once.  Assign it the targetname of the first brush and it should set it off.

The original quake.pal does not work with Malice TC.  Certain colors have been replace.
Therefore Malice has it's own malice.pal.

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Problems
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So far I've only encountered two problems.

1. The malice.pal will not be detected by the bsp setup.  Either just pick it every time 
you setup BSP or change the name to quake.pal.

2. In the models.ini, I left off the weapon_rocketlauncher off.  I would pickup an error
every time I had it in there.  Everything else seems to work.  

If anyone finds any problems please let me know.

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Copyrights
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The texture wad  (Malice.wad) was created by Epochalypse for Malice.  In their 
words, You may freely use these textures in the development of any levels, so long as said 
level is not used as any part of a commercial product. 

QUAKE is a registered trademark of Id Software, inc. (c) 1996 Id Software, inc. 
All rights reserved. NIN logo is a registered trademark licensed to Nothing Interactive,
 inc. All rights reserved.

BSP is the sole creation of Yahn Bernier so he's the boss. 


