GUNSLINGER QUAKE2 (v0.99a)
------------------------

Welcome to Gunslinger Quake2!  Gunslinger Quake2 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  The items of the game have been replaced by typical equipment of the late 19th century gunslinger.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 INITFILE and Settings
11. Player Models and Skins
12. Notes
13. Story
14. Credits
15. Contact Information

1. Installation
---------------
Exttact 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: Coach Shotgun - Two (2) shot capacity.  Fire both barrels or one barrel at a time.
5: Pump-action 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: Lever-action Rifle - Seven (7) shot capacity.  Accurate slow shot or rapid-fire.
9: Sniper Rifle - One (1) shot capacity.  Normal fire or zoom in/out.
10: Civil War 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")
+reload - Reloads current weapon
+alt_fire - Uses the current weapon's secondary fire
drop weapon - Lets you drop your current weapon
menu - Allows you to change teams or enter spectator mode (and clears your score)
settings - View the server settings


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 Quake2 (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 INITFILE 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 400 radius) 
	Secondary attack: Fragmenting ball, splits into three pieces (3 x 66 damage with 400 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 elixer 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 INITFILE 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 cannont be denied.  Merely carrying them grants special abilities to their bearer.  (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 resiliant 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 Quake2 only supports two playmodes in version 1.0: Deathmatch and Badge Wars.

Deathmatch - Standard deathmatch mode pits player against player with the only goal being to kill your enemies as much as possible.  With teamplay enabled, the point is to waste everyone on an opposing team.

Badge Wars (A.K.A. Shoot the Sheriff) - At the start of the game, a Sheriff's Badge spawns randomly somewhere on the level.  Any player who picks up the badge becomes the Sheriff; everyone else is an outlaw.  As long as a player is the Sheriff, he (or she) slowly gain points.  The badge cannot be dropped, and the only way outlaws can gain points is to kill the Sheriff off, at which point, they can pick up the badge and become the Sheriff instead.  The Sheriff can be identified by the floating badge above their head and the flashing red and blue lights around them.  If the badge falls and remains untouched (because it lands in an unaccessible location), it will randomly respawn after a short period of time.

Soon to come: Capture the Flag, King of the Hill


7. 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.


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

+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.

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.

SETTINGS - Displays a menu of the current game settings (set by the INI 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.)


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

To use a custom initfile (other than the default "game.ini"), specify it like so:
"Quake2.exe +set game gunslinger +set initfile custom.ini"


10. The INITFILE and Settings
-----------------------------
The default initfile is "game.ini".  You can make up your own configuration files and create shortcuts to each one with the "+set initfile" command line argument.  This lets you easily switch between different styles of Gunslinger game play without the need to make any modifications between games.  Also, the initfile to use can be changed from the console by using the "set initfile <filename>.ini".  When the next game is started, the new initfile will be used.

The following options are available for use in an initfile.  Most of the settings are flags that can be made active by setting their values to "1", "on", or "yes".

PLAYMODE (number)
Sets the type of game to play.  Can be specified by number of name.  Possible choices are:
	1 or "Deathmatch"
	2 or "Badge Wars" (Free-For-All only)

TEAMPLAY (flag)
Sets teamplay if on, free-for-all if off.  Some playmodes do not allow teamplay and some are teamplay only.  Overrides the standard Quake2 deathmatch flag.

TEAM_DAMAGE (flag)
This flag overrides the standard deathmatch flag.  Team damage lets team members harm each other

FORCE_JOIN (flag)
When active, this forces players to join the smallest team when they connect to a teamplay server, or just auto-spawn on a free-for-all server.  The connect menu isn't displayed.

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.

NUMBER_OF_TEAMS (number)
The maximum number of teams you can have is 4.  Their colors are (in this order) red, blue, green, and yellow.


TEAM1_NAME, TEAM2_NAME, TEAM3_NAME, TEAM4_NAME (string)
Specifies the name for each team.  The teams are listed on the team menu by name.

RESPAWN_INVULN (flag)
When this is enabled, characters are temporarily (5 seconds) invulnerable after joining the game and respawning.  They can be identified by their yellow color shell.

WEAPONS_UNIQUE (flag)
If weapons are unique, they do not respawn.  So if someone picks up the only coach gun on a level, the only way anyone else can get it is if they kill that person or the person drops it.  Also, if this is set yes, then the DROP_ALL_ON_DEATH flag is automatically enabled and the Deathmatch flag "weapons stay" is forced to "no".  That way, killed players drop any unique weapons they may be carrying.  After all, it wouldn't be very fair if they took them to the grave.  Ammo still respawns normally (as do the molotov cocktails and hatchets, as they are considered ammo).

DROP_ALL_ON_DEATH (flag)
If this flag 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)
Watch out for ricochet!  Bullets have a tendency to deflect when they hit a solid surface.  The sharper the angle they hit at, the more likely they are to bounce off and just keep on going.  This has the advantage of letting you hit an opponent around a corner, and the disadvantage of wounding yourself with a poorly aimed shot.

ITEM_WEIGHT (flag)
Items have weight and slow the players down when this flag is set.  So be choosy with your weapons (and ammo) when this flag is on.  "Carrying" the cannon will slow you to a snail's pace (unless you have Strength of the Bear).

HIT_LOCATIONS (flag)
When set, head shots do double damage, leg shots do half damage.  In addition, any kill shot that hits the head grants the attacker an extra point.

NUMBER_OF_MONEY_BAGS (number)
This allows you to customize the number of money bags that are randomly spawned throughout the level.  If set to 0, no money bags will spawn, and the maximum number is 20 (and that's a LOT).  A value of 2 means finding a money bag is a nice little bonus.  Anything higher than 10 means you're better off searching for bags than trying to frag other players.

ALLOW_ARTIFACTS (flag)
When enabled, artifacts will spawn in random locations in the level.

ALLOW_SHERIFF_BADGE (flag)
ALLOW_MARSHAL_BADGE (flag)
ALLOW_BANDOLIER (flag)
ALLOW_PACK (flag)
ALLOW_LANTERN (flag)
ALLOW_BANDAGES (flag)
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 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.


12. Notes
---------
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 probably all original as well.

DOUBLE REVOLVER
When you pick up a second revolver, you can use both at once.  However, you can only use them "akimbo" as long as both have ammo in them.  That's why when you bring up the pair of Peacemakers, the ammo displayed on the HUD is the number of rounds in the gun with the least amount of ammo.  When that gun runs out, you can no longer use them in double mode.  If you switch to the single revolver, the gun with the most ammunition will pop up.  Selecting the revolver while you're already using it will switch it for your second, less full, revolver.

13. Story
---------
I'll write this when I have more time.  I do actually have a story in mind.


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

The Menu code comes from Online Gaming Technologies' QMENU Quake 2 Menuing System (copyright 1998), though it's been modified, and I eventually plan on making my own.

High player-count deathmatch scoreboard is by Druid (sfranke@usc.edu), available at http://www.planetquake.com/qdevels

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

Concept - Quintin Stone
Coding - Quintin Stone
Models - Quintin Stone
Skins - Quintin Stone
Sounds - Quintin Stone
Graphics - Quintin Stone
Web Site - Quintin Stone
Alpha Testing - Bad Mojo and Quintin Stone

This modification can be freely distributed provided that this README file is included as well and reamins unchanged.  New graphics, code, models, and sounds are copyright Quintin Stone and the Rebel Programmers Society 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.
 
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 responsibilty 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

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

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