GUNSLINGER QUAKE (1.0)
------------------------
Welcome to Gunslinger Quake!  Gunslinger Quake lets you relive the experience of gunfighters in the old west.  The items of the game have been replaced by typical equipment of the late 19th century gunslinger.  The old strategies of Quake2 won't help you here.  It's a whole new game.

Table of Contents:
------------------
 1. Installation
 2. Quick Reference Guide
 3. The Basics
 4. Weapons and Equipment
 5. Artifacts
 6. Playmodes
 7. Menu Options
 8. Console Commands
 9. Starting a Server
10. The Config File and Settings
11. Player Models and Skins
12. Notes
13. Story
14. Credits
15. Contact Information

1. Installation
---------------
Extract the files into your Quake2 directory.  The zip structure will create the directory "gunslinger" for you (if using pkunzip, use -d to preserve directory structure).


2. Quick Reference Guide
------------------------
This is a quick run-down on the basics you need to know in order to play.  I provide this for those people (like myself) who can't bear to read page after page of README file, and just want to play RIGHT NOW!

WEAPONS (set up in "autoexec.cfg")
1: Bowie Knife - Short range attack.  Slow powerful lunge or quick but weak slashes.
2: Revolver - Six (6) shot capacity.  Accurate slow shot or rapid-fire.
3: Double Revolver - Total of twelve (12) shot capacity.  Alternating or simultaneous firing.
4: Coachgun - Two (2) shot capacity.  Fire both barrels or one barrel at a time.
5: Pump Shotgun - Five (5) shot capacity.  Accurate slow shot or rapid-fire.
6: Molotov Cocktail - Explodes, catching people on fire.  Light and throw or light and drop.
7: Hatchet - Silent and effective.  Throw at distant enemies or hack at short range.
8: Winchester Rifle - Seven (7) shot capacity.  Accurate slow shot or rapid-fire.
9: Sharps Rifle - One (1) shot capacity.  Normal fire or zoom in/out.
10: Cannon - One (1) shot capacity.  Fire a standard exploding shell or three less powerful exploding shells.

CONSOLE COMMANDS (examples of binds provided in "gunslinger.cfg")
COMMANDS - List all available Gunslinger Quake commands
MENUHELP - Explain how to use the menu system
SETTINGS - Visually display Gunslinger Quake server settings on the screen
+RELOAD - Reloads current weapon
+ALT_FIRE - Uses the current weapon's secondary fire
DROP WEAPON - Lets you drop your current weapon
DROP ARTIFACT - Throw the artifact you're carrying
TEAM <COLOR> - Join team <color>
TEAM_MENU - Allows you to change teams or enter spectator mode (and clears your score)
WEAPON_MENU - Inventory selection menu (Last Man Standing)
CLASS_MENU - Class selection menu (Last Man Standing)
SETTINGS - View the server settings
READY - Indicates you are ready to begin a Last Man Standing game
ID - Toggle on and off player ID


3. The Basics
-------------
The goal of this game, like so many others, is to completely obliterate your enemies.  Every player starts out with a bowie knife and a revolver (6 rounds in the cylinder, 24 spare) with which to accomplish this.  Your .45 is nothing to scoff at, mind you.  Only a couple of shots will usually put any foe six feet under.

If you haphazardly waste your ammo, you're in for a rude awakening.  While you are busy reloading, your opponent will have nothing to fear as he runs up and puts a bullet in your brain.  There are no magazines, no speed loaders.  Everything is loaded one cartridge at a time.  One... after... another.  And don't count on armor to save your ass either.  There is none.  Nope, not even slabs of metal to hang over your chest.  There are bandages though (they work like standard Quake2 health packs).

Remember that shots don't always stop just because they punch a hole into some poor guy's midsection.  Bullets, especially those powerful ones, might just keep on going.  Watch out for ricochet (if enabled by the server).

Any standard Quake2 multiplayer map can be used with Gunslinger Quake (items are replaced with GQ2 items).  In addition, the game also allows you to play the standard Quake2 singleplayer missions against the Stroggos with revolvers, hatchets, and all the other GQ2 equipment.

In teamplay, when CTF skins are not forced by the server, each player's team can be identified by the colored triangle floating above the head.

For more information on game rules, see the section on "The Config File and Settings".


4. Weapons and Equipment
------------------------
WEAPONS
1: Bowie Knife
Eight inches of cold, shining steel, it's dependable and always available in a pinch. It uses no ammunition and every player starts out with it. 
	Weight: 1 lb 
	Primary attack: Stab (25 damage) 
	Secondary attack: Fast slash (15 damage) 
  
2: Revolver (Colt Peacemaker)
If there's a symbol that embodies the wild west, it is the Colt Single Action Army revolver, better known as the Peacemaker. "God created all men, and Sam Colt made 'em equal." This revolver was used by countless gunslingers on the American frontier for decades after its introduction in 1873. A single-action revolver, such as the Peacemaker, must have its hammer cocked before it can fire. Each player starts out with a single Colt Peacemaker. While deadly, the Peacemaker can be slow to reload compared to other weapons. 
	Weight: 2.5 lb 
	Ammunition: .45 Long Colt 
	Ammo capacity: 6 
	Primary attack: Standard fire, thumb cocking (35 damage) 
	Secondary attack: Rapid fire, fanning (less accurate) 
	Reload time: 1 second per round
  
3: Double Revolvers (Two Peacemakers)
If one revolver is good, two can only be better! With twice the firepower, your opponents should go down in only half the time. Carrying two Peacemakers allows you to switch between an empty gun and a full one if you're firing them only one at a time. 
	Weight: 2.5 lb per revolver 
	Ammunition: .45 Long Colt 
	Ammo Capacity: 6 
	Primary attack: Alternating fire (2 x 35 damage) 
	Secondary attack: Simultaneous fire 
	Reload time: 1 second per round per revolver

4: Coach Gun
Named after its role in the protection of stage coaches on the American frontier, the coach gun is a side-by-side double barrel shotgun with a barrel length of 15 inches or so. Its short length makes it handy in combat, and both barrels at once pack a
serious punch. Reloads two shells at a time. 
	Weight: 6.5 lb 
	Ammunition: 12 Gauge 
	Ammo Capacity: 2 
	Primary attack: Both barrels (24 pellets, 10 damage each) 
	Secondary attack: One barrel (12 pellets, 10 damage each) 
	Reload time: 1 second for 2 shells

5: Pump Shotgun (Winchester Model 97)
It wasn't the first pump-action shotgun ever made, but the Winchester Model 97 was the first one to successfully use the design. As a repeater, it can put out more firepower before reloading than a double-barrel shotgun. The only drawback is how stiff the pump action is. Firing too quickly adversely affects accuracy. 
	Weight: 7 lb 
	Ammunition: 12 Gauge 
	Ammo Capacity: 5 
	Primary attack: Standard fire (12 pellets, 10 damage each) 
	Secondary attack: Rapid fire (less accurate)
	Reload time: 0.6 seconds per shell

6: Molotov Cocktail
Sure it's a waste of good alcohol, but if it's a choice between getting wasted and reducing your opponent to a scattered pile of bloody gibs.... Light the rag and pull back. The longer you hold your arm back, the further you'll throw, but be careful not to let the bottle explode in your hand! These babies hurl out razor-edged shards of glass in all directions when they go. Remember that rags don't burn under water. 
	Weight: 1.5 lb 
	Primary attack: Throw - explodes on contact (80 damage with 40 radius) 
	Secondary attack: Drop (5 second delayed explosion) 

Hatchet 
Designed for chopping wood, but just as good at splitting skulls. A bit more effective than the bowie knife in hand-to-hand combat, and it can be thrown for a completely silent ranged attack. 
	Weight: 2 lb 
	Primary attack: Throw (45 damage) 
	Secondary attack: Chop (35 damage) 

Winchester Rifle (Model 1894) 
This handy repeater became the epitome of the cowboy rifle in the old west. Its lever-action makes for quick firing and the barrel is short enough to be quick, but long enough to be accurate at extended distances.
	Weight: 6 lb 
	Ammunition: .30-30 Winchester 
	Ammo Capacity: 7 
	Primary attack: Standard fire (65 damage) 
	Secondary attack: Rapid fire from the hip (less accurate) 
	Reload time: 0.8 seconds per round

Sharps Rifle (Model 1874) 
The premiere sniper weapons of the civil war and beyond, Sharps rifles gave rise to the term "sharpshooter". The 1874 model is easily recognizable by its double-set triggers, octagonal barrel, and falling block action. Though slow to reload, these rifles are deadly accurate and can take down a buffalo. When coupled with a scope, they surpass the range and accuracy of pretty much any other small arm available. 
	Weight: 11 lb 
	Ammunition: .45-70 Government 
	Ammo Capacity: 1 
	Primary attack: Standard fire (120 damage) 
	Secondary attack: Zoom in with scope 
	Reload time: 1.5 seconds

Cannon 
These serious pieces of ordnance can occasionally be found left behind from the civil war. Slow to fire and even slower to reload, this mammoth 3-inch rifled gun is sure to seriously hamper the movement of anyone who decides to use it, but it more than makes up for it in firepower and damage radius. Even though you can't light a cannon under water, cannon fuse is waterproof once lit. 
	Weight: 900 lb 
	Ammunition: Cannonball 
	Ammo Capacity: 1 
	Primary attack: Standard fire (200 damage with 200 radius) 
	Secondary attack: Fragmenting ball, splits into three pieces (3 x 75 damage with 150 radius) 
	Reload time: 2 seconds

ITEMS
Sheriff's Badge 
Picking up this six-pointed brass star gives your attacks the extra power of the Sheriff's office. For thirty seconds, all of you will inflict four times as much damage as normal. 

U.S. Marshal's Badge 
Collect this badge and be wrapped in the protection of the federal government. You can't be harmed by attacks until its power runs out after thirty seconds. 

Bandolier 
This pair of ammo belts straps across your chest. It has a number of loops along its length to carry additional cartridges. This does not affect your encumbrance, however (slowdown by carrying too much). 

Pack 
A pack is even more useful than a bandolier. Not only can you carry more bullets, but more molotov cocktails, hatchets, and cannonballs as well. Like the bandolier, the pack has no effect on your weight slowing you down. 

Lantern 
Light this up to explore dark areas. While it may reveal what is hidden, it also makes you quite a target, so be warned. 

Bandages 
These are useful for treating your wounds. When used, you will recover health points that have been lost. 

Laudanum
This medical elixir is well-known for its ability to mask the pain of injury.  It lets you recover health and may boost it above its normal maximum.

Bag of money 
Stolen from a bank during a daring robbery, these bags of money will grant a player an extra frag when picked up.  They are spawned randomly across the map, and respawn when picked up.  (Available only in Multiplayer - see Section 10 on Config File and Settings)
  

5. Artifacts
------------
Some native American tribes believe that these strange, mystical objects are totems, given to an ancient, long-lost people as gifts from the gods.  Others believe that they were ripped from the sky by a great and terrible storm.  Whatever you believe, their great powers cannot be denied.  Merely carrying them grants special abilities to their bearer.  Drop the artifact you're carrying by typing "drop artifact".  (Available only in Multiplayer)

Hands of Lightning (Yellow) - Your hands are a mere blur as they move.  You can now reload and switch between weapons twice as fast as a normal person.

Strength of the Bear (Cyan) - You can feel the power pulsing  through your muscles.  While others are slowed by the amount of goods they  carry, you barely feel it (1/3 the effect).  Your hand-to-hand attacks can shatter mountains, and you can hurl objects further than any other man.

Tongue of the Leech (Purple) - You now have the ability to suck the life force out of your enemies.  Whenever an opponent is hurt by your attacks, your body will gain a fraction of the health they lost.

Flesh of the Salamander (White) - Damage and injury are healed at an astounding rate.  Your body will eventually become more tough and resilient than normal.

Tail of the Scorpion (Red) - Lasting pain and toxins are your weapons.  Any creature struck by your attacks will suffer the effects of a deadly poison.  The more injury you inflict, the longer the poison will last.

Aura of Pain (Green) - Any being that comes within reach will be struck by an unholy power emanating from this artifact.  The closer they approach, the quicker they will perish, and walls are no protection.  Once latched on, the artifact will pull them closer and closer.

Shroud of Darkness (Blue) - Shadows are now your constant companions.  This artifact radiates darkness that swallows up all but the brightest of lights.  The enemy will likely see right through you since your body is now almost transparent.


6. Playmodes
------------
Gunslinger Quake currently supports four playmodes in version 1.0: Deathmatch, Badge Wars, The Big Heist, and Last Man Standing.

For specific rules and commands for each playmode, view the file "playmodes.txt" in your gunslinger directory.


7. Joining Player Menu Options
------------------------------
FREE-FOR-ALL MENU:
Join Game - Spawn your character at a deathmatch spawn point.
Enter as a Spectator - Play as an observer.

TEAMPLAY MENU:
Join Smallest Team - Play on the team with the fewest number of players.
(Specific team) - Joins the listed team.
Enter as a Spectator - Play as an observer.

You may also select a particular team using the "TEAM" command on the Quake2 console.  Simply type the command followed by the number, color, or name of the team you want to join.


8. Console Commands
-------------------
You may bind these commands to a key or mouse button to readily take advantage of them.

COMMANDS - Lists all of the following available Gunslinger Quake commands along with a brief description of their function.

SETTINGS - Displays a menu of the current game settings (set by the config file).  The settings can't actually be changed on this menu.  (Later versions may have more settings, and will include a Page Up, Page Down on the settings menu.)

MENUHELP - Explains how to use the Gunslinger Quake menu system, what keys to use, etc.  The menu system should be familiar to anyone who's played CTF.

+ALT_FIRE - Activates your weapon's secondary firing mode.  Works just like +attack.

+RELOAD - Initiates reloading of the weapon in hand.  You will continue to reload until you release the bound key or the weapon is full.  The +reload command does nothing if the weapon is already filled to capacity.

DROP WEAPON - Drops your current weapon.  Normal Quake2 doesn't let you drop your current weapon.  GQ2 has a special command for it.

DROP ARTIFACT - Throws away the artifact you're carrying around.  You won't be able to pick it back up for a couple of seconds, but any other artifact is fair game.

TEAM_MENU - Access the team/spectator menu.  WARNING!  Bringing up the team menu WILL CLEAR YOUR SCORE.  Executing this command again (or hitting ESCAPE) will cancel the menu.

TEAM - You may also select a particular team using the "TEAM" command on the Quake2 console.  Simply type the command followed by the number, color, or name of the team you want to join.

CLASS_MENU - In the Last Man Standing playmode, your player class determines what weapons and ammunition you will start the game with.  This command allows you to bring up the class menu to change your decision or if you cancelled out of the menu without choosing.

WEAPON_MENU - If Last Man Standing is being played without classes, players purchase their weapons and ammo through the weapon menu.  This command allows you to bring up the weapon menu to change your decisions or if you cancelled out of the original menu without choosing.

READY - By entering this command in a Last Man Standing game using an unlimited preptime length, you are acknowledging that you are finished with your preparations and are ready to start.  You'll know if you have to use this command by the message that continually pops up saying that you are "not ready".

ID - Toggles the player ID system on and off.  When on, the name (and team) of any player in your crosshairs will appear at the bottom of your screen.  If the player is a teammate, information about their health will also show up.


9. Starting a Server
--------------------
The basic command to start up Quake2 for Gunslinger is:
"Quake2.exe +set game gunslinger"

To use a custom server configuration, specify it like so:
"Quake2.exe +set game gunslinger +exec custom.cfg"

To run a dedicated server:
"Quake2.exe +set game gunslinger +exec custom.cfg +dedicated +map <mapname>"


10. The Config File And Settings
--------------------------------
Gunslinger Quake now uses a standard CFG configuration file.  You can specify a config file in a command line or Windows shortcut by including the parameters "+exec <configfile>.cfg".  This lets you easily switch between different styles of Gunslinger game play without the need to make any modifications between games.  Different config files can be loaded by running the "exec" command from the Quake2 console.

The following options are available for use in an config file.  A description of "flag" indicates that the setting is either a yes-or-no option, and can be enabled by giving it a nonzero number (usually 1) and disabled by setting it to 0.  "Number" means the settings should be given a nonnegative value.  "Text" is for options that should be set to a text value, such as a word or phrase (it is best to use quotes around text values).

PLAYMODE (integer or string)
Sets the type of game to play.  Can be specified by name or number.  Possible choices are:
  1 - "Deathmatch"
  2 - "Badge Wars" (Teamplay only)
  3 - "The Big Heist" (Teamplay only)
  4 - "Last Man Standing"

             **** Standard Teamplay Options ****
TEAMPLAY (flag)
Sets teamplay if on, free-for-all if off.  Some playmodes do not allow teamplay and some are teamplay only.  Overrides standard deathmatch flag.

TEAM_DAMAGE (flag)
Team damage lets team members harm each other.  In Badge Wars, this lets non-Sheriffs harm each other.  Overrides the standard deathmatch flag. 

USE_CTF_SKINS (flag)
When on, this option forces players to use the standard CTF skin for their particular model.  Otherwise, a player's team can be identified by a colored triangle hovering above their head.

CLEAR_TEAMS (flag)
Tells the server to create teams from scratch after each level.

NUMBER_OF_TEAMS (integer)
The number of teams desired.  The maximum number of teams is 4.  In games with bases, the number of bases in the map itself determines the maximum number of teams, as long as that
number is under 4.

TEAM1_NAME, TEAM2_NAME, TEAM3_NAME, TEAM4_NAME (string)
Assigns a name to a team
             **** End of teamplay options ****

             **** Badge Wars options ****
DROP_BADGE (flag)
If enabled, the Sheriff can tender his resignation by  dropping the badge.  Otherwise, that person is Sheriff until death.
             **** End of Badge Wars options ****

             **** The Big Heist options ****
DROP_BAG (flag)
Allows bag-carriers to drop the bag they're carrying.  Otherwise they must carry them until their reach their team's vault or until they die.
             **** End of Big Heist options ****

             **** Last Man Standing options ****
READY_ALL (flag)
The game will remain in preptime until all players who have joined a team type the "READY" command.  Spectators do not have to type "READY" in order for the game to start.

USE_CLASSES (flag)
When enabled, this option lets players choose their weapons and ammo based upon a predefined set of classes.  When disabled, players use an equipment menu to spend money (see STARTING_CASH) to purchase weapons and ammo.

STARTING_CASH (integer)
When not using classes, this is the amount of money each player has to spend on equipment.

ANNOUNCE_DEATHS (flag)
Determines whether or not player obituaries are announced to everyone or not.  If not enabled, only spectators and dead players will see kill announcements.
             **** End of Last Man Standing options ****

             **** BotCrusher options ****
SV_BOTDETECTION (integer)
Identifies what level of bot detection to use.  Add up the options to determine the setting:
  1  Log bot detection to a file
  2  Kick detected bot
  4  Notify the other players of who is using a bot
  8  Include impulses as a detection method
  16 Bans user name and /or ip.

BOT_TALK (flag)
When enabled, BotCrusher pimps itself and MatchMod.
             **** End of BotCrusher options ****

FORCE_JOIN (flag)
Disables the team-choice/spectator menu.  In teamplay, this forces players to join the smallest team automatically when they connect.  In free-for-all games, the player automatically spawns once they finish connecting.

RESPAWN_INVULN (flag)
Make characters temporarily (5 seconds) invulnerable after respawning

WEAPONS_UNIQUE (flag)
If weapons are unique, they will not respawn. Also, if this flag is set, then the DROP_ALL_ON_DEATH field is automatically forced on and the Deathmatch flag "weapons stay" is
forced off.

DROP_ALL_ON_DEATH (flag)
If this field is set, then a killed character drops all of his weapons, ammo, and equipment instead of just the weapon currently being used.

BULLET_RICOCHET (flag)
Means bullets may deflect when striking a wall.

ITEM_WEIGHT (flag)
Items have weight and slow the players down when this field is set.

HIT_LOCATIONS (flag)
When set, head shots do double damage, leg shots do half damage.

MAX_HOLES (integer)
The maximum number of bullet holes existing in the game at any one time.

NUMBER_OF_MONEY_BAGS (integer)
In The Big Heist, this is the number of bags in each team's vault at start of game.  In all other games, it's the number of randomly spawned bonus items.  Each bag will give 1 point when picked up.

ALLOWED_MODELS (string)
This option lets the server admin control what player models may be used on the server.  Comma deliminated list.

ALLOW_HANDS_OF_LIGHTNING, ALLOW_STRENGTH_OF_THE_BEAR, ALLOW_FLESH_OF_THE_SALAMANDER, ALLOW_AURA_OF_PAIN, ALLOW_TONGUE_OF_THE_LEECH, ALLOW_TAIL_OF_THE_SCORPION, ALLOW_SHROUD_OF_DARKNESS (flag)
Determine whether or not certain Artifacts will spawn.

ARTIFACT_MIN_TIMEOUT and ARTIFACT_MAX_TIMEOUT (integer)
These indicate the minimum and maximum possible timeouts (in seconds) for artifacts.  If either setting is 0, artifacts never expire.

ARTIFACT_GLOW (flag)
When enabled, artifacts glow faintly using dynamic lighting.  Nice effect, but slows down your system.

ALLOW_CANNON, ALLOW_SHERIFF_BADGE, ALLOW_MARSHAL_BADGE, ALLOW_BANDOLIER, ALLOW_PACK, ALLOW_LANTERN, ALLOW_BANDAGES, ALLOW_LAUDANUM (flag)
All of these item-related flags permit the server admin to allow or deny certain items from a game.  Any item not allowed will never spawn in a level.


11. Player Models and Skins
---------------------------
In order to have VWEP models for the Gunslinger weapons, there has to be a "players" directory with subdirectories for each of the players to put the VWEP models in.  However, this means Quake2's multiplayer setup menu will ONLY recognize models in THAT players directory.  So I've included the "standard" four Quake2 models and their basic skins, as I don't yet have a Gunslinger model.  Obviously, I did not make any of these four models nor their skins.  Even the CTF skins included were not actually made by me.  They're just the standard CTF skins recolored to green and yellow.  So any credit for them goes to their original creators, not to me.  Repeat: I did not make them, so I don't want any of the credit for doing so.

VWEP support and some skins are provided for the Shotgun Messiah model.  This can be downloaded from Q2PMP <http://www.planetquake.com/q2pmp>.


12. Notes
---------
SCOPE AND MOUSE SENSITIVITY
The only way to zoom in more than 90 degrees FOV is to use the scope on the Sharps Rifle.  When doing so, the game will set your mouse sensitivity to your client's ZOOMSENSITIVITY setting.  When you unzoom, it will be set to your client's UNZOOMSENSITIVITY setting.  When defined, these two settings have to be set with the userinfo flag enabled (such as "set zoomsensitivity 1.0 u").  Any mouse sensitivity changes (either at the console or through the "Options" menu) made while zoomed or unzoomed will change your corresponding setting if the SENSITIVITY variable is also userinfo enabled.  See the autoexec.cfg file included with the game for an example.

DOUBLE REVOLVERS
You can only use both revolvers when they both have live rounds in them.  Therefore, when you bring up Double Revolvers, the ammo displayed is the amount in the pistol with the fewest number of unfired cartridges in it.  If you pick up a revolver object, it will replace your pistol with the fewest number of live rounds in it.  Selecting the single revolver multiple times will switch back and forth between the two pistols you carry.

SOUNDS
The Sharps rifle sounds are thanks to "Quigley Down Under".  Revolver sounds are courtesy of "The Outlaw Josey Wales".  The Winchester rifle and cannon shot are "The Good, The Bad, and The Ugly".  The rest of the non-id Software sounds are original and Shadowfire is a god when it comes to sound mixing.


13. Story
---------
See the "story.doc" file.  Should be readable with either MS Word 6.0 or MS WordPad.


14. Credits
-----------
Male, Female, Crackwhore, and Cyborg models are all from id Software.  I believe most of their skins are too.

Forcing CTF skins was borrowed from Zoid's CTF code.

The Male Marine skin "Masked" is by Tru Ice <tru_icedude@hotmail.com>.

Slim Sam, Buckshot Bill, Graham, Sanchez, Reverend, Ocelot, Cannan are donations from lennon <lennon@dlc.fi>.  See "skins.txt"

Concept - Quintin Stone
Coding - Quintin Stone
Models - Quintin Stone
Skins - Quintin Stone
Sounds - Shadowfire and Quintin Stone
Graphics - Quintin Stone
Web Site - Quintin Stone

This modification can be freely distributed provided that this README file is included as well and remains unchanged.  New graphics, code, models, and sounds are copyright Quintin Stone and the Rebel Programmers Society and/or Markus Uhlar 1999.  There's a lot of stuff here that I didn't make, and I don't lay claim to it.  The stuff I did make is mine.  The stuff Shadowfire made is his.
 
DISCLAIMER:  Use this mod at your own risk!  Nothing in the code is intentionally damaging and it has been tested and found to be totally safe in its use.  However, sometimes strange things happen, and by using this FREE mod, you are releasing the developers from any responsibility that may occur during its use.  If anything strange should happen, please contact the developers at the addresses below and describe everything that lead up to and followed the problem.


15. Contact Information
-----------------------
Quintin Stone
  URL: http://www.rps.net/QS
  Email: stone@rps.net

Markus "Shadowfire" Uhlar
  Email: m.uhlar@gmx.de

Rebel Programmers Society
  URL: http://www.rps.net
  Email: rps@rps.net

Gunslinger Website:
  URL: http://www.rps.net/gunslinger
